Character Creation - Expert Advice Needed!

Tesla Model S for $50,000 is not a compatible argument, but, I understand the intent. With modern day tech the cost to produce 3D Art should be less. More accessible. Just like the State-of-the-Art Technology used to render it in-game (ie UE4 $19/mo). As far Market Pricing goes, I would expect it to drop considerably. The accessible Tech has enabled untapped 3D Artist from all over the world to enter the game dev market. Like any business, I would assume Artist would seek ways to do it faster, better, and cheaper.

I don’t feel bad for not being able to afford the $600 dollar model. I shop in Asset Stores for the $20-$50 Models and I demand customization and high quality.* I’m that guy*. The Artists who ‘gets’ me, is the one who is getting my money and that of 50,000 others like me.

I desire player customization in my games. The lack of modular entities in Asset Stores is what inspired me to develop a solution. The solution I’m developing is based on UE4’s powerful skeletal mesh capabilities. With significant levels of granularity, infinite variation, extensible, driven by the imagination and personal touch of human artists I’m certain it will change the perception of shopping in Asset Stores.

My solution works similar to DAZ3D Genesis, providing 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. The methodology is applied to common entity types found in 3D Games: Character & Creature Head/Body, Vehicles/Crafts, Machines, Weapons, Architecture, Structures, Furniture, Plants, Hybrids. Its 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 specification and Game/Application compatibility) and Catalog Entity Base Mesh/Parts.