Yanko Oliveira’s Procedural Characters

Let’s get technical. You might remember Yanko Oliveira’s procedurally generated fairy chess, X, a Game of Y Z. Since then, Yanko’s been blogging about some procedural generation projects, including about the chess game and the thing I’m here to talk about this week: generating seamless character meshes.

A demon summoning prototype needs procedurally generated demons to summon, so Yanko has been working on procedurally generated characters. After a first pass in part one to generate the basic mesh and shader, there was a problem getting the modular mash pieces to join seamlessly. Yanko’s got a solution for that now, with a good walkthrough of the thought process that lead there and some Unity code illustrating some of the details.

Of course, now Yanko’s got to figure out how to rig and animate the characters. If you want to follow along, find some ideas for generating your own 3D characters, or have some suggestions for Yanko, I suggest you check it out:

http://gamasutra.com/blogs/YankoOliveira/20160502/271720/Your_problems_are_not_always_what_they_seam_combining_different_meshes_into_seamless_procedural_characters.php