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Question by Dyrwoolf · Apr 28, 2011 at 07:26 PM · texturemodelrpgbestpractices

Best practice models, textures for rpg

Hi, I'm a newbie to unity but have alot of experience in programming. I'm also a amature 3d artist. I have a couple of questions regarding the model assets when it comes to a RPG type of game, where Your character updates his armor and weapon alot and even when You start and create ur character at the start of the game (the different models and textures You can select from). In a senario like this, how should one go about making the chars. Exampel below

This is one of my chars, and he's wearing a boot. alt text

Should I make the char and boot as the same mesh/object? And hide the boots texture when he is not wearing it? Or should I create two diffrent objects? Creating a object for each of he's cloth would probably give most fredom in creating cool gear/cloths but what will it do to performance? Or dosn't that give bad performance?

And for textureing, how many uv maps should my model have? atm he has only one, but I think it would be good with atleast two, one for the head and one for the body, so I can quickly swith the head texture when the player creates his char, that way i will like have ten head tectures to chose from and maby jsut 2 diferent bodys?

Tatoes, can I do that in separate layers on the model or dosnt that work or maby draw down performance?

Beard, hair, I gues that would be the same as how one do clothes?

I would really appritiate any help and sugestion.

PS sorry for bad English

Sins

Dyrwoolf

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Answer by Richard J. Hansen · Apr 29, 2011 at 02:18 AM

I would suggest looking at http://unity3d.com/support/resources/example-projects/charactercustomization it might give you a better idea on how you want to go about this.

Performance-wise each separate object with a mesh, or any mesh with multiple materials will require additional draw calls. The performance impact will vary based on if you are just doing this for your main character or NPCs also. It will also depend on what platform you are developing for (from what I understand phone platforms cannot handle as many draw calls).

Hopefully some other people with more hands on experience with this can give you more feedback.

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Answer by dyrwoolf · Apr 29, 2011 at 02:48 PM

Thx for the answer. My plan is to have the same for npc as for my char. I think it will be the smothest way to make a lot of difrent chars easy. If I want some guards for example i would make them from same model with same armor but diferent hair and head textures.

Dyrwoolf

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avatar image Richard J. Hansen · Apr 29, 2011 at 10:04 PM 0
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Yea, that seems like a good way to go in terms of how much time you will need to spend making art assets. If your're going to have a lot of things on screen keep an eye on the number of draw calls. There is alot of flex room there depending on what platforms you are developing. $$anonymous$$y suggestion for now is just to go with whatever seems to work for now to avoid becoming bogged down.

BTW, in the future when replying to answers, you should use the comment function rather than add another answer.

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