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Modular vehicle

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Thread replies: 4
Thread images: 3

File: vehicles2.jpg (67KB, 1000x563px) Image search: [iqdb] [SauceNao] [Google]
vehicles2.jpg
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Does anyone has tips on how to tackle modular vehicle asset? I wish to create it in Houdini for maximum customization, but I don't know from which side should I start. I know that main problem will be with attachment nodes, yet I can't find anywhere informations on that topic.
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File: Quark-call-centre.jpg (44KB, 594x405px) Image search: [iqdb] [SauceNao] [Google]
Quark-call-centre.jpg
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>>554122

hellou my na is Stevee..

https://www.youtube.com/watch?v=gc_up7ZShwY

https://youtu.be/ILT2KRF0r58
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File: SR2 robots.jpg (479KB, 1024x768px) Image search: [iqdb] [SauceNao] [Google]
SR2 robots.jpg
479KB, 1024x768px
>>554129
If I'd want just that, I wouldn't be posting here. Besides, I've already seen them. I need something, that'll say about exchanging entire parts of vehicle. The closest example of what I mean was in game Space Rangers 2, where you decided about the type of chassis, weapons, modules etc.
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>>554122
For a vidya? I have a similar thing in my head, but I think I'm just going to make every object have a different set of hitboxes/attach points. Have a mecha class that accepts chassis/turret etc. as parts and have it handle the hitboxes/attach points associated with those parts
Thread posts: 4
Thread images: 3


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