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Alexey Yeletsky2018-07-18 17:16:10
2D
Alexey Yeletsky, 2018-07-18 17:16:10

What are the current approaches to creating parameterized vector images?

It is necessary to create vector images (for the game) that depend on a large set of parameters. Images of approximately the following plan:
- 2D graphics;
- humanoids and animals in full growth;
- anime-cartoon style (severe realism is not required);
- well detailed (eyebrows, nails, tattoos, fingers, teeth, etc. are visible);
- number of parameters: 100-1000 (from height to eyebrow density and iris color);
- the coloring of objects can consist of several colors (for example, the body can be spotted, like a Dalmatian) and is also parameterized (the number of "spots", colors);
- images are static or easily animated (animation of breathing, blinking, etc);
- optional: graphics format support in browsers;
- optional: it will be necessary to attach auxiliary images (for example, clothes) to these images;
There are a number of questions about this:
1. What is the most common way to solve similar problems?
2. What are non-standard / interesting ways to solve this problem?
3. Are there any good training materials that allow you to get a good understanding of this issue from the technical side?
4. What graphics format should I use? (svg is still relevant?)
5. What editors will be most convenient for this?
6. How long does it take a good specialist to create one such image on average?

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Griboks, 2018-07-18
@Griboks

Images cannot be parametric. They just are. And that's all.
These issues are dealt with by the game engine. There are three main approaches:
1. You draw every frame of every image.
2. You draw a few elementary parts, and the engine assembles them.
3. You draw very little, and the smart program itself creates animation and adjusts the image according to your parameters.
Therefore, ask your programmers the approach used and draw the appropriate images.

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