First I would like to apologize if this is in the wrong section, or if
my searching skills have failed to show me a similar thread.
My question involved Graphics and Model rendering but is directly
involved with game design. I have, two models Model A, and Model B.
Both models have the same animations, such as walking or waving, and
the only difference the shape of the models, Model A has Bell Bottom
Pants, while Model B doesn’t, and Model B has a jacket on, while Model A
If that doesn’t make sense, it’s like this:
Model A: Shirt, Bell Bottom Pants
Model B: Jacket, Blue Jeans
Now, in my Video game, (Not very a big one) I want the player, to be
able to change the appearance of his character, From Models A and Models
So far this is no problem. Now say the player wants to wear the jacket
AND the bell bottom pants (Classy, I know), Would there be an “easy” way
to do this, while I understand there are only two models, thus only 4
combination of clothing types that I should just probably create the
animations for all types. The question is for future reference if I
decide to add more. There must be an easy way to do this.
A real world example would be ijji’s Gunz: The Duel. How they have 5
slots for your character to wear clothing, and offer at least 20 pieces
of clothing per sections! ( About 1.216451 × 10\^19 possible
I hope there was enough information in this post to get an accurate
answer back, this has been puzzling me for a few days now. And with my
Googl’er broke I can’t seem to find the appropriated resources to answer
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Well, if the two models were completely different, and even had
different animations sets, then that would be acceptable to have 2
completely different models to select from.
But if the animations the same, they look virtually the same except
maybe some clothing differences, maybe it would be better to implement
some kind of clothing system, where you render more than one model at
once, the character, and then the clothes he is wearing on top.
I thank you for the quick reply, and while I’ve thought of this. I
believe I should mention that my Video game is targeting Multiple
platforms, on a variety of systems ranging from a Mac Pro to a Netbook
running a version of linux. While it’s not of the utmost importance,
it’s one of those features I would like to implement.
My concern would be Polygon count.
Are you using a particular game engine already, or looking for general
The overgeneralized way is to divide your model space into top-level
types (ex: Human male, Remulax female, etc). Then, divide into sections
for each top-level type (ex: head, chest, leg, etc.), create a bunch of
meshes for each section (ex: for chest, you have tight clothing, loose
clothing, naked, etc.), and then create a bunch of textures for each
mesh (ex: for tight clothing, you have lacy sexy bra, strappy red
tanktop, rock tshirt with logo, etc.). In this more frequent case, the
clothes are modeled as “part of” the body. The sections get joined to
create the total model. This minimizes issues related to clipping,
fitting and such, but pushes a lot of work towards the artist side of
It is possible to model lots of individual objects, then
mount/merge/join them. It’s more difficult because of increased the
complexity, but it does allow more dynamic behaviors. But, it taps out
the dev side.
Some do hybrids, where some items, like a cloak, may be a wholly
Morphing can let you do thin/fat modifications.
A lot of this depends on your engine.
I agree with alphadog when he says modelling the clothes as a part of
the model is easiest. Also changing textures is alot easier than
I think you should consider this a tough part of the project and in
game making in general, remember probably 1/4 of the work going into
some mmo’s is the character customizer!
Its not a subject to NOT put a fair bit of thought into, id say.
It’s a bit towards the middle of general ideas and having a particular
I use a version of jME3, but I’m pushing more so for the library of
things, because when I look at a game engine, I see the simple
“drag&drop” method which is something I wish to avoid. While this isn’t
a job of mine, it’s a hobby that I feel I deny myself the overall
satisfaction of creating something, versus using a game engine to do a
vast majority of the work for me.
Also, stating that this is a hobby should probably label me as a
“one-man army” so in the end, I have to do all the work regardless. But
I suppose to try and clarify my question is that I plan to change the
meshes directly to minimize polygon counts now, (I believe my low poly
models are roughly 4k faces).
The texture part I could easily do, because that’s basically just
changing a picture. What I’m trying to figure out is changing the Mesh,
but without creating a noticeable gap in the mesh that shows it’s being
pieced together like Frankenstein. Like wearing bell bottom pants (Which
will be wider at the bottom than normal pants) and a jacket (Which will
have a collar and long sleeves compared to a t-shirt) and changing your
I apologize if this is seeming rather unclear, being a hobbyist in this,
I don’t really know all the exact terms.
And to point at your general example of being modeled as part of the
body, would there be a specific “program” or function to do this with?
Would it rely more-so on the engine side of things to piece these models
together? Or more-so on the modeling software, I would assume the engine
because the Model-Software has no impact on which choice of outfit the
You could piece the model together like a puppet, with a separate model
for the chest, separate model for the legs and you sorta piece the
puppet together from combinations of pieces.
But, you definitely would be able to tell it was made of bits, would
there possibly be something you could do about that? Like possibly some
kind of joining vertex merger?
Well, I’m sure with some Precision location placement I could “seam” it
together and be pixel perfect. Or somehow manage to write a script
system that would merge two models together, OR! I’m sure I could
overlay the models (Shirt comes over pants) that way you can’t see the
Well, as you will see, the choice of engine matters, because jME3 may
not have functionality necessary for some approaches to clothing. At
this point, you are best served by jME3’s forums for real deep
For example, a quick Google led me to this thread:
We do this sort of thing for the citizens in the city in Infamous 1 and
2 - there are a couple dozen meshes that are all skinned to the same
skeleton (hence they play the same animations etc.) and there’s a list
of 100 or so defined combinations in which they can be put together. As
for seams, the pieces can remain separate meshes as long as they are
authored to share verts along the seam, and the skin weights, normals,
UVs etc. all match. There’s no need to do anything special at runtime to
stitch the meshes together.
Alright, Thanks for the link wasn’t quite sure if this was a Engine
question or not. It seems I have to have a Base Model and skeleton, and
every is modified and created from there.
Thanks for the help Reedbeta, AlphaDog, and Rouncer.