I’m working on a project with a friend who is a veteran computer programmer who is just getting started with 3d/unity. I am doing the graphical end of things so I’m also somewhat of a novice to unity. At this point, I’m working on developing a knight sort of character for a 3/4 overhead tactical RPG. Please see the first picture for a rough mockup of what sort of thing i’m going for.
I’ve tried developing similar characters, but was really dissatisfied with how my armored characters were deforming (see screenshot). This brought me to several questions:
Because armor does not bend, would you recommend having shoulder armor, armor on the side hips, and helmet modeled as separate objects parented to a weight painted basemesh or would it be better to create limbs, breastplate, head/neck, etc separately and have them be chunked together in one object and attached to an armature?
can it be an issue to have multipart models and put them together in unity?
Does anyone have any suggestions for best practices when developing this specific type of model for a low poly environment?
Thanks, and as a novice, I just want to say I really value your input.