Its a good idea though i very much doubt that it will work.
Firstly looking at the screenshots i very much doubt that every different unit has a different mesh. Actually i know they dont. They are simply applying different textures to the same mesh.
Whether or not the meshes within a single soldier are divided into several files and assembled dynamically by the game engine is also very doubtful. First off that doesnt seem a very efficient way of doing things overall. More importantly that would most likely mean that (using your example of having the entire soldier within the head mesh) you would not be able to skin and animate the entire rest of the body. Even if somehow you could there would be huge limitations. All the units still have to use a single set animations for one so you couldnt have units with very different weapons together.
In my opinion the game will reference a single unit model and then proceed to apply the different textures to the model. How exactly it will be divided up is still uncertain though i would assume that the different body regions (head, legs, arms, torso, shield, primary weapon, secondary weapon) will have to be in seperate meshes (all in the same file of course) that way the engine will no which textures to apply to which mesh (most likely on a mesh name basis like in RTW). My guess is also that each body region will now have its own seperate texture and six different textures for each. That means a grand total of 42 textures per unit though granted each will be much smaller than a normal RTW texture which included the entire unit.
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