
In one, he shows how to use the new Blender "transfer weights" functionality, to transfer vertex weights from the base model to your armour and clothing pieces. Have a look at the UMA manual for a better description of the above, and watch the creator's YouTube videos. The performance is great, even for characters with lots of clothing and armour, with different textures. if you make a character half as big, or twice as big, as normal, the pieces scale along with the base model). Slots are scaled to the same size as the character (i.e. UMA does some processing to combine the base model and all the slots into one big mesh, and also generates two texture atlases - for the diffuse, normal and specular components of the texture maps.

The pieces can be textured with "overlays".

UMA is a free add-on to Unity that gives you male and female base models that you can add clothing and armour pieces to that get added as "slots" to the model. I'm no 3D artist, but I've solved this problem in my in-dev RPG by using the Unity Multipurpose Avatar (UMA): somehow I'm not optimistic that'll be an easy path to walk - especially considering that it would probably lose weighting for both at that point wouldn't it? Is there a way to indicate occluded polies underneath are hidden? Not sure yet, lots of poking around to do as of yet. What I'd like to know is if you could somehow "merge" the glove mesh and the rest of the body, I've seen CombineMesh in the API, will have to investigate. anyhow, the old approach of overlaying meshes worked just fine for semi-rigid items, i'll post a web player demo when my character controller/gear tests gain a bit more traction and you can decide what you think from there. Of course in practice it's probably non-trivial to do this since curvature/shape of each object may vary. In theory, if you make a glove that envelopes the hand entirely and matches both the hands rig and weighting - there should be no cases of z-fighting/clipping through. The alternative I see is to still rig each wearable piece, but instead of placing it over top of the character you just swap it into place of a body part, so swap the default hand for a gloved hand for instance. In the past this worked great for rigid to semi-rigid gear, doing the acid test now with gloves.

I'm working with this now, I've built a system where you target a root joint with a given rigged object - then it recursively "snaps" each joint of the given object to similarly named joints of the target.
