for the first pass I won't be weight-painting but using automatic weights, but I'm open to making adjustments later based on feedback so they look best. using the Rigify rig in Blender with automatic weights, then following a tutorial to remove the non-mecanim-needed bones, but keeping a jaw bone. ~5000 triangles per base mesh, not including hair and accessories geometries. My current process and setup is this, and there's a quick video at the end of this post showing my blend file: In this process of seeing what exists already I learned about Ninelan's great people and animals projects, which moves them lower on the priority list for me and raises things like enemies and weapons and items higher on my list, though i do plan to do all these things at some point for practice and to build my own custom asset sets (I wouldn't use Daggerfall designs but would mix and match elements to create my own style). I am going slowly at first to ensure I have good base meshes for humanoids, but the monsters I think will go faster since they need to look less attractive. This thread contains some screenshots of my current quality level and style. I am somewhat new to rigged 3d characters, so i made a forum post in Modder's Discussion asking for things to keep in mind as I move forward, so i don't have to redo a bunch of my own bad work later. Creating 3D models of NPCs in Daggerfall is one of those side projects, and this includes Daedra Lords, Enemies, and Animals. I'm a game developer making my own game #NotSSgame, and I have many side projects I jump between to help me create assets and get practice. I would like to know a list of models still needed if we are to replace all enemy types, so I can consider modeling and texturing and rigging some. Today I found out about the 3D Enemies mod from a cool Daggerfall Unity showcase video posted on youtube about 4 weeks ago. I hope this disagreements will be an occasion for GoG staff to keep in touch with the DFU community and will give us players a better "product" in future.įor me it is the opportunity to know about your projects and will follow the community for sure.Hello. Releasing DFUnity alone and then giving us one or more prepacked ready to install Mods collections it would have been the way to go imho. On one hand I'm happy to have an "easy and fast" solution to give a run to DFU + mods and on the other hand I'm disappointed about how GoG managed it.Ī) Mods choices, potentially incompatible and source of bugs hard to solve, done upon the personal taste of a Youtuber when we could and should have had a mods collection (better multiple mods collections) known to be compatible and based upon the experience of the modders community, which I'm sure would have helped out if asked before and not after the "fait accomplis"ī) Having settings and keyboards changed in a way which doesn't respect the recommended choices for DFUĬ) Choosing to bundle DFU with a long list of mods, which make troubleshooting bugs or hardware incompatibilities almost impossible to track down and solve and furthermore will make upgrading all this a nightmare. Totally agree with all that you said Ralzar and I really hope that in future there will be a new GoG release which fully respect the points you raised.Īs an old player my personal feelings are mixed. * I made the mod "Darker Dungeons" which was included.Įtc, etc, etc. Ralzar: Having read through this thread I felt like weighing in as one of the mod creators involved.
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