Would it be feasible for a customizable character to use one shared mesh and just interpolate between male/female with shape keys? My reasoning for this is to avoid having to make two versions of every piece of apparel, body texture, etc. I think I might run into issues with animations but that's probably doable via IK and adjusting skeletal proportions additively. Are there any base meshes that do this already so i can start prototyping clothes/customization?
Also, pic related is from Beyond Good and Evil 2. I know it's just showing off the sculpts but it gets the idea across. https://youtu.be/7gjS8tFGqes?t=10
>>994246>probably doableWelcome to Dunning-Kruger
>>994255Can you elaborate, or are you just going to throw buzzwords around?If you wanted to re-use animations between male and female characters, there's going to be a difference in propotions. For example, females are going to have wider hips and narrower shoulders. You could have an additive animation that translate the shoulder/hip bones to make them narrower/wider. But then your feet and hands wouldn't line up with their original animations anymore. So, then you'd use in-engine inverse kinematics to fudge the hands and feet back to their proper positions. https://youtu.be/opsUr3jUpY4
>>994246It's possible but your models will look Californian and diverse. There's a reason why even the most gender abolitionist game developers still resort to body type A/B workflows.You'll be making 3D art that looks like pokemon go after that update.
>>994258Yeah that's one of my main concerns. Since women tend to have more topology on the tits, it'll mean apparel will either stretch in an unsightly way on women or scrunch up on males due to the flat chest. Maybe the best approach is figuring out an efficent way to adapt apparel for both genders?
>>994246>would it be feasible to do X?>posts a video of X being done
>>994246It is possible but inadvisable. Males and females have too different aspect ratios in their skeletal structureso to depict a masculine male and a feminine female you will need two significantly different skeletons.Different shoulder width, different width hip to how tall they are, different angled spine and coccyx, different length finger ratiossmaller feet and hands to overall height ratio and if you are realistic more flared elbow to accommodate the hips.From the side view a female really need a lifted ass and leaned back thorax to balance the mass on her butt and breast to look proper feminine.A male with such a skeletal structure will tend to look like a gay cartoon, so your best bet is to use a more male skeleton and have a more butch lady. If you are willing to compromise and use a unisex skeleton that is somewhat halfway between masculine and feminine you could hit a sweetspot where you could successfully depict people that look ordinary and being of either sex.GTAO is a fine attempt, there you have this every day looking male protagonist and a unusually athletic looking female sharing the same skeleton.This is done just to make them interchangeable in cutscenes where devs don't know if a male or female character will appear.Outside of cutscenes they still have different animation sets as they need to move very differently to look the part.Rockstar too abandoned this tho and in RDR2 they went for different shaped male and female skeletons.
>>994311Those are sculpts, not in-engine geometry.>>994247
>>994246Isn't DAZ3D already doing that?
>>995758daz is the IMVU of 3d and learning/using it is a waste of time, unless you're happy with the idea of cookie-cutter mediocrity.
>>995759And? It is still doing exactly what OP is asking.
>>995758If we're talking about Genesis, I thought DAZ3D used separate male and female bases?
>>995776>>995772>>995759>>995758Oh wow, seems to be a new feature for Genesis 9, thanks for the heads up anon. Might be good enough to use as a placeholder and prototype my game with.
>>995776they did it with the first Genesis and doing it again now with G9 (the face is fine but the body doesn't look right as male or female) but who knows today it might be gender ideology.
>>995778It probably is gender ideology. I feel like if the topology is fine you can make either extreme of the blend just as feminine or as masculine as it needs to be. Maybe the missing secret sauce is also altering bone proportions?
I haven't been on /3/ for years.Nobody on this fucking board has learned a goddamn thing and they're still spamming the same bullshit acting as experts when they have yet to achieve mediocrity.OPYou are barely a fetus when it comes to 3D because not only do most characters share one mesh, this is the way it has been done for DECADES.You're like on dial-up trying to talk to us about the "theoretical" possibility of being able to talk on your phone while driving.You literally posted a video from a triple A company using the same mesh not only for human characters but also anthropomorphic characters as, and you're wondering if it's "feasible"? WTFThis is like technology from the early 2000's ffs.Here's my advice to you: leave this board, never come back, and just learn what you can from YT videos.
>>995782Thanks for bumping the thread.
>>994246Man, this game ain't never comin out.
>>995777where is benis and bagina mesh
>>995897I'd probably just have a hole on the base mesh and have benis and baginer meshes get stitched on via normal transfer.
>>995907it also does feel limited for big breasts
>>995911Yeah the polygondensity is gonna way too high for flat male pecs if they are going to be dense enough for big breasts. I wonder if one could just swap out the pecs/breast area with denser versions when needed...
>>995912i guess if you do loops around the pecks then you could add more density the bigger the breasts? but then that might be unoptimized for males, also doesnt work for fat fucks they need extra topology around fat deposits
>>995914What if the answer is tessellation in-engine... Crysis 2 style...
>>995782Unfortunately for you OP obviously knows more about this task than you do.