![]() Like a contiguous garment when worn together with the matching top.īottoms need to be modeled to account for animations that have the legs positioned in a wide Visible closure or attachment holding the garment up at the waist, even if it's intended to look Limited amount (see example models), bottoms should be closely fitting at the waist to allow forĪll bottoms that reach up to the waistline should have some kind of a belt, sash or other type of Tops and bottoms are limited by the waist cutoff line. It should notīe modeled tightly against the provided reference head. Have additional room to allow for face shape variations on the character models. ![]() Helmets and masks that cover parts of the face without hiding the entire head mesh need to Helmets are the only floating armor pieces placed on top of a fixed mesh and are not exported Make adjustments to the underlying body shape when needed. This allows for us to remove hidden body geometry and Works independently of the rest of the armor set.Īrmor pieces (except helmets) are exported attached to a copy of the body mesh and the entireīody part is swapped out in engine. Maximizing visual appeal, interesting silhouettes, quality of execution and variety of themes.ĭuring modeling, each armor piece should frequently be viewed in isolation to check that it Usually an adjustment of design element placement is enough.Ī high priority in modeling clothing and armor for Exiles is to stick to these hard rules while In such cases, the design must beĪdapted to fit this restriction. Regardless of possible minor visual differences in concept. The cutoff lines are a hard rule and all equipment needs to be modeled to fit them Past the arm and leg cutoffs, where long gloves and boots connect to tops and bottoms. Tuck meshes need to be created for each asset that extends Top and Bottom equipment uses a Tucking system to account for fitting long sleeves and Poly density should go down towards the feet as they are further away from the camera and doesn’t need as high fidelity as the armor parts that are closer to the camera like the head area.Ĭonan Exiles equipment is broken up into 5 parts – Head, Top, Bottom, Hands and Feet.Īll armor and clothing pieces in the game can be worn interchangeably across sets. ![]() Generous use of polygons, as it is a high attention area on the character. The neck, chest, shoulder, upper back and head area of the armor set should have the most Triangle count of the armor set should not exceed 35000. Let that inform other standard of comparison.Īt the end of the day, we must keep in mind, we are talking about a game with an in built phallus size slider.All final assets should be named like this:įull armor set with long sleeves and long pants should contain: Being able to separate reality from fantasy is the Crux of responsible enjoyment of fiction.Ĭatching oneself in a flying leap off a cliff with one hand is not at all realistic. This is compounded by a pervasive campaign of learned helplessness that seems to usurp what agency we do have over ourselves into a nadir of despair and defeat. And even then, rough events can conspire to diminish us over the years (well, often expanding us in volume while diminishing our prowess, crippling injuries are not fun). We can only play with the hand we are delt. Cimmeran Steel in heavy and medium is very practical. The Nemedian, Khitan, Turanian, and Yamatai sets are all quite functional. Silent Legion Medium is probably this one’s favourite. That it is equal opportunity is a strong mark in it’s favour.įurther, we have excellent sets that aren’t stripper suits at many tiers and weight groups. ![]() ![]() Let’s play a boomer shooter but avoid glorifying gun violence… see, that doesn’t work well. However, sexualized is standard for the genre. ![]()
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