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Author Topic: A Couple More Character Art Questions  (Read 965 times)

Amanda_Brooks

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A Couple More Character Art Questions
« on: Nov 06, 13, 08:41:46 PM »

We have a couple more art questions related to player character creation:

1 - for additional texture overlays on a model, such as tattoos, clothing patterns and so on, should these be separate slots, even if they're only decals, and don't use any meshes?

2 - to add auras, such as flames around a character's hands or head, should these also be treated as part slots, even though they're just particle effects?
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keeperofstars

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Re: A Couple More Character Art Questions
« Reply #1 on: Nov 06, 13, 11:14:22 PM »

1.) we talked about the overlays, but to recap for others, should really work them in as subslots, using the same texture material as the primary slot, that way you can let players choose various customizations or overlays without adding any load performance hits.

2.) Use animation notes to create attachment places for things like FX systems. Cause setup notes and then attach a glowing fist aura to the note. You can use HSL and FX system to read the animation notes and preform various things, so could have a DragonBall Z energy charging effect that as the player holds a focus button down their aura grows bigger and bigger, then releases etc. Lots of power in it, just have ot play around and be creative.

It will also give you the ability to let players via options / scripts / fields pick color options for aura etc.
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Amanda_Brooks

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Re: A Couple More Character Art Questions
« Reply #2 on: Nov 06, 13, 11:44:30 PM »

1.) we talked about the overlays, but to recap for others, should really work them in as subslots, using the same texture material as the primary slot, that way you can let players choose various customizations or overlays without adding any load performance hits.

The problem that I can see is that it would take too many patterns before the texture sheet became too big. For example, to take advantage of the parts stitching function, something like a traditional superhero bodysuit would need to be on a single texture sheet - and then every single pattern that could be applied to the suit would also need to be on the same sheet - and then you have to factor in space for all the logos/emblems too, which are a separate overlay from the pattern overlay.
And then there's also the problem of new patterns and logos being added during development, and post-launch, so the sheets would keep on growing.
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keeperofstars

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Re: A Couple More Character Art Questions
« Reply #3 on: Nov 07, 13, 10:06:39 AM »

Break the suite into parts,

So as in the bracer example we talked about.

The bracer slot for metal bracer would then have sub-slots for every possible combination, Or as many as you could fit.

The glove slot would have "latex glove" slot that then would have sub-slots for all the possible ways you can customize latex gloves.

You are correct with in your game with all the customizations you couldn't do a full body suite style and get away, but you still want to keep it as small as possible. Using sub-slots to provide customizations / overlays etc per slot is your best option. Even if you have to make 10 main slots to keep or get all the bracer styles and overlays. That is just 10 textures / slots versus millions. Also the advantage with things like bracers etc is you can provide option to have a "metal" bracer main and then have different overlays on each arm instead of it being double the load it would still fall into a stitched draw.

You won't be able to get away with amazing amounts of stictching and keep the flexibility you want, but need to work hard to figure out how to minimize parts and maximize subparts. Also keep in mind you get color banks and color picker option to help with providing color overrides without taking up texture space.

Lastly it will be a balance game the more customization you have the less crowding of players you can have. Just need to plan accordingly.
Figure out the target max players you require to be in an area or that you want to be in an area at any time. Use that as a baseline to figure out with all the possibly part combinations times the max player number and see where that puts your draw calls. Trim one or the other to give you the performance per area you looking for.

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Amanda_Brooks

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Re: A Couple More Character Art Questions
« Reply #4 on: Nov 07, 13, 03:31:41 PM »

Ok, so I just want to make sure that this is correct - should we set it up like this, using a generic bracer as an example:

1 - the bracer occupies a normal slot, and accesses its basic textures from a single sheet in a texture bank - the bracer has 2 separate areas that can be tinted, the main area and the trim at each end, and players can mix and match the textures on the 2 areas - so they might choose to have both areas be rusty metal, or a rusty metal main area and leather trim, or clean metal main area and glowing trim, and so on.

2 - the bracer has a subslot that allows players to add, say, 10 pattern overlays taken from a separate texture sheet in the same texture bank.

3 - to add more patterns later on, we just need to add a new subslot for the new patterns, and have the new patterns texture sheet in the same texture bank as the basic bracer texture sheet and the original patterns texture sheet.

And this would still be a single draw call?

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keeperofstars

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Re: A Couple More Character Art Questions
« Reply #5 on: Nov 07, 13, 05:29:00 PM »

yeap, as far as I understand it to work.

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Amanda_Brooks

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Re: A Couple More Character Art Questions
« Reply #6 on: Nov 07, 13, 06:54:26 PM »

And when a player used the same generic bracer for both their left and right lower arm slots, those would be stitched into a single draw call?
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