For this character -- no. It's all modeled together and the separation between clothes and skin is entirely in the texture map. But this was a lowpoly character. If I had a really long flowing coat, like a trench coat, or if I had a long dress I would have them be separate geometry. I would either put in extra bones specifically for handling the long flowing part, or I would apply a cloth sim on the parts of the clothes that I wanted to flow and hang, and set the legs / body under the clothes as a collision mesh so that it would automatically push out and deform the cloth-simmed-mesh.
Thanks alot for the reply. It's a rather short coat, much like the length of your character's coat and skirt together. It's just that I remember you mentioning somewhere that it's a good idea to keep the textures separate if you want a character to be customizable. I just assumed that the mesh had to be in separate pieces in order to achieve that, as I have little to no understanding of how it all works.
Ah - well, the tutorial I wrote on that character was basically done to the exact same spec that I used at work back in our PSP days. We did a lot of part swapping in one of our projects, and needed to keep our textures down to 128x128 with only 16 colors, so each part had it's own texture and was separate from everything else. The shirt got one texture map and the pants got one texture map. That way we got a whole 128 for the shirt, instead of trying to squeeze multiple parts onto a single 128 and ending up with crappy low-res, low-color looking characters.
In the case of the character in this deviation, I was aiming for low-ish poly, but not aiming to meet the low specs I had to deal with for PSP develeopment. She was unwrapped onto a single texture map sheet instead of split across multiple sheets.
This is excellent work! I'm currently doing my Game Design capstone at ITT Tech. Your reference to the dreamofdoll website has been a lifesaver. I can really see that style a lot in your work and I love it! I hope you have a Merry Christmas!
rataiusFeatured By OwnerApr 6, 2009Hobbyist General Artist
Excuse me I don't mean to be rude or just barg in with a crap load of questions but I was just wondering exactly how you go into the 3D character art design. It is a field that I have been interested in since I was like 8-10 y/o. I thank you for your time and would very much appreciate a return message. Again Thank you very much for your time. I admire your work and hope I can actually get to your point of experience that you have reached.
Anyways, I went to Digipen Institute of Technology in Redmond WA, which is a school that specializes in game art and game programing. The school was still fairly 'new' when I attended there, so they only had an associates degree for 3D Art - they've got a 4-year program there now.
So after graduation I sent out my resume and portfolio to a zillion different studios and after 9 months of job hunting I finally got a call and an interview with Sony for a contract position.
After working contract for 9 months, I got offered a salary position.
Well it'd really depend on WHEN you'd actually want to commission me. It's all a matter of how busy I am at the time.
Plus it would probably not be what a person would consider 'affordable'. For prices, I estimate how much time I think it'd take me to get it done, and just do the hourly rate calcuation with a $8/hr base price (which IS cheap - but I doubt anyone would even consider a 3D commission, if I charged a realistic rate)
Probably not for a while. I have other things in my life taking up my time and currently have NO finances what so ever. So...when I do get working again I have things that need to be taken care of. I just asked for future reference. Thanks for getting back to me!