Concept Art × TA Collaboration Guide

Implementation
- 01
Costume parts composition
Currently the costume is split into the following parts:
- Head: hat, glasses
- Body: bag
- Weapon: weapon
- Acc: airborne accessory above the head
Which element belongs to which part,
and where it is fixed, must be clearly defined at the concept-art stage.
Designs whose structure goes beyond the part scope are difficult to produce.

- 02
Design considerations (rigging × animation issues)
Weapon design
Weapon design should follow a structure similar to existing weapons, considering grip position and direction of use.

- 03
Bag–weapon interference
In Prosciutto's case,
because the weapon is wielded two-handed, adding a cross-body bag causes interference with the weapon.
It needs to be reworked into a backpack form that doesn't interfere with the weapon.


- 04
When designing a hat that covers protruding hair
With the hair bone setup already in place, interference with the hat can cause some hair to poke through.
In this case, simplify the structure to allow hair to be exposed, or revise the hat design.


- 05
Facial expression performance issue
Once facial expressions are added, they must be reflected across every animation,
so each additional expression grows the workload by n+1 rather than +1.
Additions or revisions add significant work, so the cap on expression count must be defined clearly up front with performance in mind.

Conclusion
Checklist
- Is it clear which of Head / Body / Weapon / Acc this element belongs to
- Can you explain where the part is fixed
- Are the front / side / back structures consistent
- Is there any risk of interference between hat/hair/weapon/accessory positions
- Is the material treatment achievable within the current shader's range