In this video, you'll see how the setup can be used once it is fully build. You'll see how much time can be saved when you work with a setup like this. Before going in the details of how the setup was build, i recommend you look at this video to get the idea of what we will build in the further sections.
In order to create different looks for the back numbers for the players, i have build a set of referenced objects that allow to achieve different effects and looks. This setup is useful for the next step which uses max script to automate the number creation.
Here, you'll see how a simple script can generate all the images for the back numbers for all players of a team. This way, you can setup a look for the numbers of a team and then run the script and get all numbers you need with the look you want.
In the section, you'll see how different morph targets can be used to generate a different body shape for all players of a team. By randomizing the use of those morph targets, it is easy to achieve an infinite number of unique shapes for all players.
Here, we'll take a look at the creation of a generic shader that is breaking all components apart in order to make it very flexible and easy to update. By thinking about a material like a compositor would think about a final film image, we'll be able to update different aspects of the materia to obtain different looks for a team and unique numbered shirts for the players in a team.
Here, we'll see how to create custom attributes using a script. By using this technique, we can add buttons and functions in a modifier. This will allow us to give an interface for the user so that he/she can change the logo of the team and generate the whole team automatically.
In this last movie, you'll see how to use the system to create 2 teams and then take each player and render its final unique outfit to a standard material with only a diffuse map. This will be much easier to export to a game engine than the complex shader we have build earlier for flexible use.