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๐Ÿงต Please help

Anonymous No. 949343

How to do modular clothing in games while not destroying the performance? Having a seperate material for each piece obviosuly wont work because my character has - head, body, hair, jacket, shirt, vest, pants, shoes, hat - thats 9 materials for 1 character.
Packing everything is fine only if you are making low res game, otherwise each piece only holds fraction of the texture set space which will make it look blurry.
How to approach this?

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Anonymous No. 949431

>>949343
Bethesda games do it by segmenting the character mesh and replacing parts of it with armor/helmet meshes, as well as having meshes added on top of those like necklaces and shit.
WoW does it by adding 3D parts over the base model and/or putting an armor texture onto the body, with swappable geosets for stuff like gloves/boots/etc for each race' meshes
Bet you won't be able to finish your shit, but if you actually do then godspeed and have these two crappy ways of how it's done.

Anonymous No. 951131

>>949343
Epic tackled this on Paragon by using a lot of channel packed masks and tiling textures. Might be worth looking into but has a non-traditional art workflow.

Anonymous No. 951273

>>951131
Games used to do this all the time, it's just in the past decade where studios went full retard with shoveling 4k textures into everything.