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Questions about 3D Models for Character Customization Setup

Discussion in 'General Graphics' started by DMFirmy, Oct 8, 2016.

  1. DMFirmy

    DMFirmy

    Joined:
    Aug 13, 2016
    Posts:
    11
    Hi all,

    I am in the process of working with a 3D Graphics Artist to commission some models that I am planning to use to build a character customization system somewhat similar to the customization options available in the Elder Scroll's series of games. Thus far I am only commissioning a Male and Female Human character, but it is my intention to have multiple faces, hairstyles, etc. available to choose from for your character.

    I have a pretty good understanding of how I would, as an example, swap out the mesh for one head model with the mesh for a different head model, which in turn would allow for different faces to be used by different players. What I am less sure of is how I would go about, as an example, modifying my models so that I could make the ears more-or-less pointed, etc. Are there any special considerations I will need to keep in mind as I am working with my Graphics Artist to enable such functionality, or will it be more a matter of having to directly manipulate the model geometry from my Unity scripts? Are there any other considerations that I should keep in mind as I go through the design process for such 3D models?

    I would appreciate any advice or guidance from the community since I really have a rather limited exposure to 3D models and the best ways to design them for use in video games in general or for Unity in particular. Since I am opting to invest in hiring a professional designer, I want to be sure that I am paying for exactly the features I want to include in my games. Thank you all in advance.
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    The only considerations the artist needs to be aware of is what areas you want to change so s/he can make sure the proper mesh resolution is provided to those specific areas. And how to go about keeping the textures from stretching in those areas. Maybe have texture swapping when an "ear" is morphed into a pointed shape.

    If you also have plans to include complete body morphing height and girth - I don't know. I bet there is info round these parts on that subject.
    If this is for your own personal project (not developing to create an asset store product) - you might consider some very strong run-time mesh morphing/editing tools found in the asset store. The names slip my mind atm - but there are several, and have active forum threads.
    Lastly - look into UMA and other threads here on the forum about similar systems discussed.
     
  3. DMFirmy

    DMFirmy

    Joined:
    Aug 13, 2016
    Posts:
    11
    Good advice. Body morphing is something I have considered implementing, but I am still learning so I am not completely sure of the mechanics I would need to employ yet. I am planning on putting a "character customization" system together mostly so I can learn the mechanics of how it is done. If I had the uber skills, I would want my final system to function a lot like the Creature Creator from Spore, but since I don't quite possess that level of talent I simply want to leave such possibilities open for future exploration. For now it is more a question of how I can make the most of the models I am having commissioned by allowing for as many runtime customizations as possible.