Clothing and Armor Meshes
by John Doppler Schiff · in Artist Corner · 01/18/2007 (11:40 am) · 3 replies
Hi folks,
I'm wrestling with customizable clothing for my game's avatars. I'm using the Hidden Mesh resource to allow shirt, pants, shoes, etc., to be toggled on and off, as well as swapping out heads for a variety of facial features.
So far, things are going well, except that the "nude" mesh tends to bulge through some of the tighter clothing, such as jeans or long-sleeved shirts.
Is this simply bad modelling on my part, or is this a particularly troublesome issue for everyone? If it's the former, how do you folks get around it?
I've tried maintaining similar vertices at the joints of the nude mesh and the clothing, and that's helped somewhat, but not enough.
I'm modelling in 3DS Max 5, and importing into TGE 1.5. The meshes are a combination of custom models and heavily tweaked Poser imports.
I don't want to doom my players to running around in puffy sweaters and baggy pants! Any tips you can provide would be greatly appreciated. =)
-- JohnDopp
I'm wrestling with customizable clothing for my game's avatars. I'm using the Hidden Mesh resource to allow shirt, pants, shoes, etc., to be toggled on and off, as well as swapping out heads for a variety of facial features.
So far, things are going well, except that the "nude" mesh tends to bulge through some of the tighter clothing, such as jeans or long-sleeved shirts.
Is this simply bad modelling on my part, or is this a particularly troublesome issue for everyone? If it's the former, how do you folks get around it?
I've tried maintaining similar vertices at the joints of the nude mesh and the clothing, and that's helped somewhat, but not enough.
I'm modelling in 3DS Max 5, and importing into TGE 1.5. The meshes are a combination of custom models and heavily tweaked Poser imports.
I don't want to doom my players to running around in puffy sweaters and baggy pants! Any tips you can provide would be greatly appreciated. =)
-- JohnDopp
#2
we use this method a fair bit in our games, it just takes a little experimentation and fiddling to get it right, but you will get there :)
www.silhouette-studios.com.au
01/21/2007 (8:22 pm)
Just follow what Maxim says, we use this method a fair bit in our games, it just takes a little experimentation and fiddling to get it right, but you will get there :)
www.silhouette-studios.com.au
#3
It shaves several hours off my modelling time, which is more of a concern than flawless models at this point in my project's development.
I'll try the duplicated mesh approach and see how it goes.
Thank you much!
01/24/2007 (3:50 am)
I've been using Poser to streamline development... after removing the unneeded components (teeth, eyes, etc), I apply the multires modifier in 3DS, collapse it down to an editable mesh, and tweak as needed. I've gotten fairly good results with this approach, although it's not quite as polished as something modeled from scratch. It shaves several hours off my modelling time, which is more of a concern than flawless models at this point in my project's development.
I'll try the duplicated mesh approach and see how it goes.
Thank you much!
Torque 3D Owner Maxim Lyulyukin aka "Robomaniac"
hmm, i was faced with such problem before, at this point, i recomend you do not use poser meshes and models, cause they have "dirty" (unoptimized) geometry and used only for prototyping.
i modeled such charcters in few steps:
1. modeling "nude" mesh
2. duplicating "nude" mesh and do some scale, while vertexes of previous are not seen through second
3. cuting edges, extruding polys and making other changes to make from second "nude" mesh any cloth or armor that i need
thats it, if u want another cloth or armor, just repeat from p.1