Unlimited Character Customization, 1 Material Prismatica Dev Log, 11
Big systems require big I hope you ve got a drink and a snack because this featurelength Development Log doesn t slow down In this video we take a look at my last month of work, creating a robust character customization system so that Prismatica can be full of unique and colourful characters. This system also allows for individual assets to get much more usage than usual, saving production hours in the long run and also allowing players to really dig deep in to how they appear in game The whole setup results in only 2 draw calls per character one for the entire mesh and one for the singular material that covers it. This is SUPER handy for performance and allows us to have many characters on screen without slowdown, and also makes changing parameters a breeze. I also explain the setup for the UV atlases and how all the huge material functions function. We also jump in to Blender and explore how the different body types for the characters is achieved
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