Sorry for the bad quality.. I have a 15 year old monitor and potato GPU (more than enough to code...). Updated HD version here: • Character Creation - Updated - Unreal...
This is a small prototype that I was working on last week.
The assets used on this project were:
RPG AND MMO UI 5 by EvilSystem
https://www.gamedevmarket.net/asset/r...
Stylized Males and Females Character Bundle with Customization V2 by Pior Oberson
https://www.unrealengine.com/marketpl...
Fantasy Knight Set for Stylized Male and Female Character Bundle by Pior Oberson
https://www.unrealengine.com/marketpl...
Fantasy Elf Set with Heads for Stylized Male and Female Character Bundle by Pior Oberson
https://www.unrealengine.com/marketpl...
Advanced Locomotion System V4 by LongmireLocomotion
https://www.unrealengine.com/marketpl...
All the code was written by me (except for the locomotion system).
I'm using a modular approach. In the creation level, the mannequin is composed by:
1 part for the humans (entire body)
2 parts for the elfs (head and body).
In that level, I'm using a basic pawn with no movement component, with Pior Oberson meshes, and some LongmireLocomotion animations as default posture.
All the data is loaded from data assets. After you hit the play button, the system save all the relevant info, needed to be loaded in the next level, like skin material, eyes material, body meshes, hair meshes, hair materials, etc, into a simple save file.
The pawn switch component based on the gear state of the character.
If the character is naked it use the 1 part or 2 part version of the body meshes (human or elf respectively) plus the hair.
If a piece of armour is equipped, the mannequin change to a complete modular system separating head, chest, shoulders, arms, hands, legs, feets, and hair.
And yes... I'm aware that the female elf has a visible neck seam....