Profile Picture

Optimization for multiple characters

Posted By Peter.Nexefy Last Year
Rated 5 stars based on 1 vote.
Author
Message
Peter.Nexefy
Peter.Nexefy
Posted Last Year
View Quick Profile
New Member

New Member (71 reputation)New Member (71 reputation)New Member (71 reputation)New Member (71 reputation)New Member (71 reputation)New Member (71 reputation)New Member (71 reputation)New Member (71 reputation)New Member (71 reputation)

Group: Forum Members
Last Active: 11 Months Ago
Posts: 2, Visits: 53
Hi, I have a question about the optimization of multiple characters for game engine export.
Ideally for performance, an ensemble of characters (for example, 4) wearing the same uniform, would share the same material/texture set for the clothing, and the same material/texture set for the heads.
For the clothing, this is possible to achieve in CC, albiet a pretty clunky workflow that requires collapsing items and merging materials, then saving the combined result as a new asset.
However, for heads, this doesn't seem possible without exporting to a DCC and repacking the UVs and textures manually.
This is essentially because head 2 3 or 4 cannot see or reference the UV mapping of head one, being that CC can only work with one character at a time. 
Does anyone have any insight on potential workflows inside CC for this? It is, I would suggest, a fairly critical shortcoming of the software for optimization purposes that I'm trying to solve for my team.
Thanks.

Threaded View

Threaded View
Forum Post Optimization for multiple characters By Peter.Nexefy ( Last Year )



Reading This Topic