In the ShooterGame sample, the characters are having only arms for themselves and the full body is only visible for others.
I was wondering why is the game created like that ? Is it simply a way of having higher resolution arms without impacting performances because the full bodies of opponents are having a lower resolution ? Or is there another reason to that ?
The point of my question is : if I want to create an FPS but with low quality graphics (I’m not an artist and working alone so I’m obviously not focusing on that), can I avoid adding this only arms/ full body difference ? Or is it another important reason I don’t see and might hit someday during development ?
Probably the main reason is about positioning the camera. It must be diffucult to simulate first person view with a full body. The second reason is about focusing FPS animations. Crouching, creeping…etc are not important just focus on arm/hand animations.
Main character don’t have head, it’s place takes camera; You can’t just hard bind it to character, since it’ll jiggle on each step, since they’re not hard binded (spring/smooth) camera may penetrate body or environment
Torso, legs are not needed cause they’r not visible (except VR game versions where they’re on it’s place)
FPS’s hand models made with hight quality models and animations compared to other content, since this is what will be seen in 95% of time
You can avoid that (some games don’t even gave gui), don’t render ‘self’ character at all, or You’ll face the problems mentioned in 1)