Modelling clothing onto underlying body geometry is such an enormous pain, I’m not really surprised they take some liberties. Most games don’t do it they just have the clothing be part of the mesh and not have any actual body underneath, even in games with character customisation.
In GTA you can’t take clothing items off, you can swap models but you can’t actually take off clothing. It’s the same reason why characters never get into bed and just lie on top of it, it’s easy not to try and model the cloth dynamics.
This made me think about how you don’t usually see characters handing things to each other in a single, fluid scene; usually doing the hand-off off camera. But the new 007 game does on screen hand offs a lot and you can see the wonkiness of of the fingers and how the thing being passed just teleports from one hand to another as the tbing is pinned from one model to the other. lol
Yeah game development is very weird like that. Want to render a vast photorealistic city at the multiple kilometre scale, yeah that’s easy we’ve known how to do that for decades. Want to have a character to pick something up, nah, obfuscate that shit, it’s too hard.
The other really difficult thing to model is liquids flowing into cups. You never see that done.
Modelling clothing onto underlying body geometry is such an enormous pain, I’m not really surprised they take some liberties. Most games don’t do it they just have the clothing be part of the mesh and not have any actual body underneath, even in games with character customisation.
In GTA you can’t take clothing items off, you can swap models but you can’t actually take off clothing. It’s the same reason why characters never get into bed and just lie on top of it, it’s easy not to try and model the cloth dynamics.
This made me think about how you don’t usually see characters handing things to each other in a single, fluid scene; usually doing the hand-off off camera. But the new 007 game does on screen hand offs a lot and you can see the wonkiness of of the fingers and how the thing being passed just teleports from one hand to another as the tbing is pinned from one model to the other. lol
Yeah game development is very weird like that. Want to render a vast photorealistic city at the multiple kilometre scale, yeah that’s easy we’ve known how to do that for decades. Want to have a character to pick something up, nah, obfuscate that shit, it’s too hard.
The other really difficult thing to model is liquids flowing into cups. You never see that done.
Sure would be nice if liquid physics could run well in real time to be used in pretty games.