| Tim June 13, 2001, 07:18 PM |
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Nilientes,
Sorry if I misled you but my meshes aren't really connected. They share vertex buffers, but don't share vertices.
There are a few problems with using modifiable hair, beards, clothes etc. Firstly, my meshes are fairly low poly count (less than 500 triangles). My different heads (human, lizardman, wolfman etc.) are all designed to specs so they will merge onto the chest at the same point. They use the same matrices for animation. A higher poly count mesh would not be able to do this because they'd be too different, if you know what I mean.
Some of the clothing simply changes the color of the rendered texture(see their pants). That chainmail shirt in the pic is a different mesh however. It is drawn instead of the chest and arm body parts. The problem with hair is that if the head just below it is rendered, you can lose Z accuracy (I forget what it's called, you know, z-fighting). I have a full bald head mesh and a face mesh which is missing the top of its head.
To remove joins completely, you could merge edge vertices and weight them, I suppose, but then when you change helmets for example, you'd have to recalculate real time (unless you have different gear for different heads I s'pose).
Anyway, I am happy with my level of quality, as I'm a one man team with a day job and a mid range computer. My only hope is game play not top range graphics.
Thanks again to everyone.
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