Otherwise I would say the age old line: Is it performing badly on target hardware? If not, no need to optimise it further. But I think thats going to be a seriously big engineering task so I hope you have a number of developers at hand and lots of the project time to spare making that. So, how can this be done?Ĭlick to expand.I honestly have no idea how you would do automatic detection and processing, hopefully someone will chime in. Automatic detection and processing would really be ideal. If I'm only dealing with a few dozen pieces of clothing - manual management can work - but its less than ideal. He's willing to do the work correcting clipping, but it'd be nice to not need to bug him and just guarantee zero clipping. I'd like to be able to run on low end PC and starting with really good work as a base would be nice.Ģ - clipping. The easiest way I could think of is to just custom mark verts for deletion and save a map of occluded body verts for each piece of clothing, but I don't want to manually manage this.ġ - performance. Still, I'd like to optimize the work - so in terms of deleting body mesh programatically - what are my options? Most of the muscle work is baked into the normals. ![]() The base body is 4k vert and 7k tri (including head), so I guess at worst I won't be eating too much cost here. ![]() He has experience as a clothing specialist in low end AAA, so marvelous was his tool of choice. The guy is simply excellent with the tool. The clothing is being designed in marvelous. Unfortunately most decent looking ones like that will use marvelous designer at some point in the pipeline just like those 2 doĮDIT 2: Interestingly kotaku have a article on how a lot of AAA games from pre 2016 would actually swap out the mesh or do other tricks to get around problem of taking and putting on clothes, but also gives a bit of an insight into how they generally approach clothing. Marvelous designer will be overkill for you though, dont bother with itĮDIT: these 2 articles I always find are good at summarising a reasonable workflow for mid tier graphics clothing in games : In AAA studios I had the opportunity to look around and sit in on during my sony scholarship, quite a few were using marvelous designer to create clothes with full physics sim, and then bring that back into a DCC app to optimise and adjust, and into engine finally for more adjustments and round and round that cycle. If you have to eat the perf, try setting the underneath polygons to the simplest shader possible (unlit or vert color) while the clothing is obscuring it (and back to the original shader when removed), but it wont do much to help that perf drop. ![]() Some games do not draw the torso or any bits covered by clothes when clothing is active. Some games take the perf drop and optimise around it. If you dont need customisable / removable clothing, then he can model the clothes seperately on top and then combine the meshes and remove the polygons underneath the clothes, thatll work fine too.īut there isnt a single way its done. If the character model is optimised enough it wont cause too many issues having some overdraw, and ofcourse you can never completely eliminate overdraw in most games anyway. The alternative is doing them as textures (baked so that you get a bit of depth) but that will look worse and also add a different kind of overhead instead. Ultimately clothing is difficult and you will likely get a degree of overdraw from it, unless you do some fancy stuff to get around that. You can ofcourse make some optimisations by splitting the torso up into seperate parts so that you can disable bits that are not imporant (such as the part under a t shirt when the t shirt is active) altho this will just add a lot more work to the rigging side of things. Click to expand.That is a common way to do clothing when you want to do removable/changable clothing.
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