Post by Damian on Jan 10, 2018 21:16:59 GMT 10
I mentioned this in the last update, but I wanted to go into a little more detail to better explain the other systems to come.
This system is an approach that spawns a character in the scene as a generic male/female and then dresses them up to suit their class e.g. Guard, Necromancer, Wolf, Player, etc.
This is a good approach since you can make a wide variety of characters by assembling a few separate assets instead of tailoring each character specifically.
Types
There are essentially four types of characters in the game.
The process is mostly the same for all types with some minor differences.
1. Base Model
The first step is to spawn the base model. This is a naked man/woman without hair or an animal species as a foundation to build upon.
2. Aesthetics
This step adds randomised details like facial details, eye colour, hair style, hair colour and skin colour. This includes fur colour for animals.
In the case of the undead we'd apply textures to body parts as defined by their equipped body parts.
3. Clothing
For humans we add appropriate clothing for the character class to change the silhouette of the character. e.g. A priestess is dressed in a robe, a guard is dressed in a suit of armour, etc.
You get the idea.
4. Weapon Props
Here we add props for swords, shields, bows, staves and the like. We also spawn an invisible prop for things like teeth and claws used by animals like wolves and bears.
This will make more sense when i publish my next post about the Mount System.
5. Animation
Finally the correct animator is applied to the character so they use the correct skills and movement for the character class.
Now the character is complete.
I have started work on this system drawing on systems of have built doing contract work.
I have already added the new animal models with improved fur details and better animations.
Meanwhile Scott is evaluating a new product to create the base models for our human characters.
We have been using Mixamo Fuse until now, but better tools have emerged in the last couple of years and we feel we can do better.
I won't talk about Void Denizens here because I don't want to give too much away and there are still some details to iron out.
So now you have your foundation for the new Character System. Next time we'll get into the Mount System and the Skills System.
This system is an approach that spawns a character in the scene as a generic male/female and then dresses them up to suit their class e.g. Guard, Necromancer, Wolf, Player, etc.
This is a good approach since you can make a wide variety of characters by assembling a few separate assets instead of tailoring each character specifically.
Types
There are essentially four types of characters in the game.
- Humans
- Undead
- Animals
- Void Denizens
The process is mostly the same for all types with some minor differences.
1. Base Model
The first step is to spawn the base model. This is a naked man/woman without hair or an animal species as a foundation to build upon.
2. Aesthetics
This step adds randomised details like facial details, eye colour, hair style, hair colour and skin colour. This includes fur colour for animals.
In the case of the undead we'd apply textures to body parts as defined by their equipped body parts.
3. Clothing
For humans we add appropriate clothing for the character class to change the silhouette of the character. e.g. A priestess is dressed in a robe, a guard is dressed in a suit of armour, etc.
You get the idea.
4. Weapon Props
Here we add props for swords, shields, bows, staves and the like. We also spawn an invisible prop for things like teeth and claws used by animals like wolves and bears.
This will make more sense when i publish my next post about the Mount System.
5. Animation
Finally the correct animator is applied to the character so they use the correct skills and movement for the character class.
Now the character is complete.
I have started work on this system drawing on systems of have built doing contract work.
I have already added the new animal models with improved fur details and better animations.
Meanwhile Scott is evaluating a new product to create the base models for our human characters.
We have been using Mixamo Fuse until now, but better tools have emerged in the last couple of years and we feel we can do better.
I won't talk about Void Denizens here because I don't want to give too much away and there are still some details to iron out.
So now you have your foundation for the new Character System. Next time we'll get into the Mount System and the Skills System.