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Conan exiles armor
Conan exiles armor












conan exiles armor

It should be easy to tell how the item is put Outfit pieces should look wearable and functional. We avoid having more floating geometry than we absolutely have to. The player can zoom the closest with the vanity camera.ĭesign elements are grouped together as much as possible at the sculpt stage, thinking forward Particular care is put into refining the sculpt in the neck, upper back and shoulder area, where Subdivisions and they are carefully kept in check. Positioning of the body cutoffs and waist overlaps is established very early on before adding On silhouette and form, refinement and breaking up shapes, and finally surfacing and structural Our workflow typically follows a primary-secondary-tertiary approach: Initial block out focused

#Conan exiles armor full

Most combat animations have extreme leg movement, so model stretching must beįor a full walkthrough of the body mesh borders and mesh examples, please check out 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

conan exiles armor

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

conan exiles armor

Triangle count of the armor set should not exceed 35000. All final assets should be named like this:įull armor set with long sleeves and long pants should contain:














Conan exiles armor