Iam Linus and iam a 3D Artist.
The last two years iam specializing in Character Design and costumization. But while iam not a coder and not a expert in technical affairs so often i touch on my personaly boarder in this kind of questions. And now iam on a Point, i must determinate my method to build my Character Library. Iam very professionell in all aspects of Asset design.
But there is a rest of unanswered question ( regarding engine and theres technical aspects.)
who i hope to clear it here.
I have developed a full customizable Charactersystem with, more or less, eight changeable Parts, all rigged and weighted to the new Mannequin, with some Morph Targets for body structure who fits to all peaces of the Character, so, with a simple blueprint Setup as modular Pawn, it costs eight Drawcalls. My tricount, all included (Weapons. armor a.s.o) is approximately 10k. The parts are designed to be completely convertible to all Characters. My Textures are made in Substance Painter and includes all Maps (inclusive
Would you will buy such a Game Character on Asset Store if you enjoy the stiling? The prize would be around twenty Dollar for a complete Charakter(including a complete armor and weapon set) accordingly a fiew Dollars for individual Parts. All Parts fits together, can be stored and be available in your library. The Characters and single parts are Rigged and skinned to the new Epic Guy and can use all UE4 Mannequin Animations.
Here are my specific Questions:
Can you handle such a Character(with Skeletal merge, master pose, modular pawn, UV Offset a.s.o.) so that you can reduce Drawcalls and set it up to your specific Charakter Editor?
What Kind of UV mapping would you prefere? One Map and Material for every peace or in a kind of Atlas mapping with subslots?
Iam just a 3D Artist and just a little familiar with the technical side of this kind of stuff (in Blueprints but absolutely not in Coding)
Ive learned a lot about UE4 in the last months, but now ist time for me to conzentrate on Assetcreation. Im no longer can spread myself to thin.
Ive also learned al lot of modular Pawn Setup a.s.o but its not really my Business. So i ask you for your thaughts and ideas about this theme.
On Artist side, I can setup such a game Character gameready and in any kind of Mapping, texturing, rigging and different Bodyparts as i want, but iam not sure, how do you will… or can handle the different Options in Gameengine side. What effort do you invest to reduce the Draw call of eight or you ignore that Problem right up to a specific point…
I can merge the different Parts of my Meshes in my 3D Software and make it with one single Drawcall without any Problems, but this ist not my purpose.
Please excuse my lousy english.
I hope you have a lot of good suggestions for me.
with kind regards Linus