![]() It’s very easy to simply retexture while working in Qubicle. Particularly for lower resolution voxel models. With voxel models, the texturing and the modelling is often one in the same process. Trial and error needed to rework the outfits to a good standard. Generally, the tops and the bottoms, as well as dresses, are builtįrom a standardised base design and this helps reduce the amount of A good amount of trialĪnd error is needed, going back and forth between Unity and Qubicle,Ĭhopping off voxels here and there to ensure the outfit works well. Out when a character is walking is important. Sure that they all align properly and there are no oddities sticking Outfits replace the models for the arms, legs, body, etc. Generally, the outfits have 3 colours to be replaced: red, green and blue, however, I’ll also use black on the colour map to maintain certain colours from the base texture before being recoloured by the code, like a white shirt or black buttons.Įach model needs to be checked to make sure it works with theĪnimation and other outfits that it’ll randomly generate with. It is then manually grey-scaled to allow the code to recolour it properly, and with this, I create the colour map to select each area to be recoloured differently. To get the random colours, the model is first created fully coloured so I can get a good idea of how it “should” look. Three times for each body type we have, and then another three times so that there is a masculine and feminine version. Therefore, when an outfit is modelled, it is modelled six times. For the purposes of procedural generation, every outfit, ideally, can be worn by every citizen and have a random colour. To model an outfit there are a few important limitations that need to be addressed to get it working in Shadows of Doubts.
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