@ Jezcentral- hey man, i hear you and trust me it hasn’t gone as smoothly as i’d hoped either…however and this is in no way being argumentative nor am i making excuses… i think part of the issue here is that i’m not sure you are aware of just how long characters take to make in production, as appose to say static props that requires little deformation…etc. this is the reason you don’t see a lot of character assets with this degree of modularity on the marketplace…changing some colors on 20 of the same guy is not what i consider modular… a modular system where all the different outfits have to interact with each other…its not easy.
to give you an example in production usually big teams are working on features like this from programmers to animators to riggers to modelers and in fact even with all those people they end up outsourcing most of it…this is in no way an excuse, just trying to show the magnitude of something like this…now factor in what i’m trying to do with a modular material as well…its not easy to make 1 material that works for every asset…from shoe to pants to shirt to hats…gloves…etc…
then lets talk about rigging all these…they all have to be rigged and weighted properly so that interpenetration of meshes are at a minimal…you will notice that because its a true modular system all the pieces being separated makes this a bit challenging…after all that…this is not taking into account that i work a full-time job… and require at least 4 hrs sleep daily to not die.
about LODs there are currently none…not because of incompetence nor lazyness…but rather the meshes are so low already that im not sure it will be required much. if you refer back to the asset sheet up top you will notice that all the assets combined currently are 40,000 which is a about 10,000 more than 1 epics characters… I wanted to reach the most wide case scenario use for these so i kept them pretty low.
Either way bud, i hear you and trust me…when i tell you its been a huge undertaking…its now 5:32am im going to bed…to wake up for 9:30 am…good day to you sir and hopefully i can have more to show soon on the low poly front…(which is in unreal already and running around… take my word for it)