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Mystique Entity™
*The Mystique Entity™ System is the brand name for the Universal Modular Entity Construction Hierarchical System (UMECHS*) Authoring process. UMECHS is a system of processes that includes:
- Specifications
- Templates: Rig & Base Mesh
- Version Control
- Centralized Repository
- Application Modules: Entity Customization Interface
- Licensing
- Body of Administration
(HierArch Consortium).
UMECHS* was conceived specifically for authoring Modular Entities with Interchangeable Parts sold to the masses via online marketplaces. Motivations are to mutually benefit Artists and Game Devs:
Provide Game & Producers:
- Mass Customization in which Interchangeable Parts can be mixed and matched to create an endless combination of unique Entities.
- Modular Entities/Interchangeable parts suitable for in-game prefabrication, player customization, destruction/dismemberment FX.
- [FONT=times new roman]Scalable Bundling Options with greater granularity. Design the Bundle that fits their Budget.
Provide Modeler & Animators:
- Managed System for authoring and cataloging templates: Core Rigs & Base Meshes.
- [FONT=times new roman]Distributed Authoring in which the workload is divided [FONT=times new roman][FONT=times new roman][COLOR=#000000]between several Artists to minimize production time.[/COLOR]
- [FONT=times new roman][FONT=times new roman][COLOR=#000000]Authoring Scalability is which Artists can produce one, some, or all the parts. Artist can even specialize in authoring specific types of Parts.[/COLOR]
- [FONT=times new roman]Parts Version Control. Swap out existing or work-in-progress Parts with improved u[FONT=times new roman][COLOR=#000000]pdated versions over a period of time.[/COLOR]
- [FONT=times new roman][FONT=times new roman][COLOR=#000000]Maximize Profit potential by diversifying Assets in Scalable Bundles.[/COLOR]
The UMECHS* Authoring Process is similar to DAZ3D Genesis. It provides a core rig and base body/parts in which a huge range of other 3D Entities can be derived using morph targets, sockets, and material layers. UMECHS applies this methodology to common entity types found in 3D Games:
- Character & Creature Head/Body
- Vehicles/Crafts
- Machines
- Weapons
- Architecture
- Structures
- Furniture
- Plants
- Hybrids
UMECHS is a open system in which Artist create new core rigs and base body parts or extend existing ones to evolving hierarchy of styles (ie: Master Rig and Re-targeting Compatibility). There are minimal layers of management for Quality Assurance (inspect and ensure Parts meet the UMECHS* specification and Game/Application compatibility) and Database Entity Base Mesh/Parts in the HierArch Compendium.[/COLOR][/SIZE][/COLOR][/SIZE]