Let’s say I have a standard character and I want the player to be able to choose between X shoes, Y Jackets, and Z Hairstyles - even if all of those are just 5 that’s 125 possible combinations I’d need to place in Maya/Blender/Modo (ect.) and export. Then I’d have to import them, hook them up to the ingame settings… and that’s just a ridiculous amount of work D:
But on the other hand, if I don’t do this it’ll probably cost me at least 3 draw calls per mesh - 9 per character… and that’s really bad because I’m targeting integrated chips and multiplayer is the focus (so 9 * 4 = 36 extra draw calls)
Assuming that “just make a few presets” isn’t a solution, what options do I have to resolve this problem that results in no additional draw calls? D:
I’ve already come up with one… but it’s not great. For some things (like gloves, shirts, shoes) I might be able to get away with just using a texture + displacement to turn the hand into a glove or something. It’s better than nothing, but it’s kind of a situational solution at best. I’m not so much going for character customization as much as I’m going for “what you equip is worn”.
Another possibility is just keeping all of the possible options inside of my character’s fbx file and toggling visibility via a bone… but I don’t know what that would do to performance / memory