
Best workflow for character variation using a shared base texture?
Hi everyone,
I’m currently developing a game and have hit a roadblock after finishing the initial character design. My goal is to use a single base texture for all characters while allowing for variations in clothing, facial features, and other details.
I’ve attempted two approaches so far, but neither has yielded the results I’m looking for:Could anyone suggest a more efficient technique or workflow for handling character variations on a shared base mesh/texture? Are there specific tools or methods (such as texture atlases, vertex painting, or modular assets) that would work better than manual painting?
Thanks in advance for any advice!
u/Head_Leather2246 — 5 days ago