I should start by saying that I've only just gotten into working with 3ds max and wanna break into game modeling. A friend of mine is making a game that involves interchangeable equipment, hair, weapons. At the beginning i set about building a base body mesh and then modeling all the equipment that the character would carry/ wear but then I realized that there would be a LOT of poly's under other poly's that wouldn't be visible. What is the industry accepted 'right' way to do this? Does anyone know what they do in MMORPG's?
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It's certainly not unheard of to just layer stuff on top if you've got the resources to handle it in the game (but you will have to watch out for intersection while the character is deforming and skin/model the pieces appropriately). If not then you'll have to come up with a system for breaking the characters down into sections that you can swap out.
http://en.wikipedia.org/wiki/Bit_blit
I'm sure it's not the only way, but I believe a lot of MMO games still use some variation of this. Come up with a template where you know certain items will always be contained to (gloves area, pants area, etc.). Build your meshes and name them in a way that the programmer can easily replace, and make sure their UVs remain in the same bit blocks as other like items.
The idea is to get away with as few textures per character as possible. The game updates the texture and meshes on the fly which is why switching gear often takes a second or so to load.
Of course all this can make the art process pretty convoluted. In the end it depends on how complex you can afford to get so you'll need to collaborate closely with your programmer so you can both understand each other's needs.
The biggest problem that I can see for that is just memory requirements. If you're making all individual pieces, each with their own unique UVs and textures, that's a lot of stuff to fit in memory. Especially considering graphics cards only have like 512megs or so.
I don't know much about the technical side of it, but I would imagine that everything that's on the screen has to fit within that 512 megs. Someone correct me if I'm wrong please
I don't know if this matters but i probably should mention that this is a UDK project. I guess that's considered a 'next-gen' engine. Has anyone worked with that before? Is there anything particular to UDK that I should be keeping in mind while modeling/skinning/texturing?
UDK is pretty forgiving in my experience, and has a straightforward art pipeline.
If you want to get some experience working with modular character assets in an unreal environment, craft up a replacement part set or two for Unreal Tournament 3, or at least look over the tutorials and such that are available on the internet now.