Yes. I’ve dedicated my self-learning of UE4 to develop Multi-user Customization Systems. My approach to customization of Characters/Creatures, Weapons, Vehicles, Structures and other Entities are 3 forms (Organic, Mechanic, and Architectural) of 3D Kitbashing. Although, there are several definitions for Kitbashing, my definition is simply assembling 3D Entities from Mesh Parts/Pieces.
I use a ‘Basebody’ Mesh in which Parts/Pieces are attached. Some of these parts are organic and animated too such as tentacles. Animated Organics (skeletal mesh) for Characters/Creatures present a particular problem dealing with proper fitting of clothing attachment, bending of joints, blending seams, proper attachment placement during animation, and performance. The Basebody’s job is to smooth the body out filling in seams and proper animation weighting for joints.
The basebody could be fully skinned to attach clothing and armor too. My approach to clothing is attaching cloth patterns.
Here was the old methodologies of creating a customizable characters:
- Multiple skeletal mesh components per actor - This method is the most flexible as it allows run time changes to the skeletal mesh. However it can affect performance as each skeletal mesh actor will be an additional draw call.
- Compositing meshes - This method composites the mesh to generate a single mesh from multiple meshes. This method won’t be described in this gem.
Uses: Robots, Machines, Weapon, Vehicles/Craft
Typically does not use or require a base body as its internal and external parts/pieces are hard-surfaces such as gears, rods, pistons, etc. Here’s some very nice examples of Professional 3D Mechanical Kitbashing.
Uses: Buildings, Structures, Furniture
I believe this to be the most popular form of Kitbash. We see plenty of modular Level Construction Kits in the Marketplace.