I don't think so, but TheLacus would be the man to ask. I'd just like to add that I've been following your work on the combat system and animation smoothing and am a big fan. Seems like 3D models are really the only way FPS weapons/animations can be improved further that what your system (once it's refined) could do.Can I ask, the 3d model importing, will that also be able to be hooked up to the fpsweapon script to get in 3d weapon models and animations?
3D People of Daggerfall
- MasonFace
- Posts: 543
- Joined: Tue Nov 27, 2018 7:28 pm
- Location: Tennessee, USA
- Contact:
Re: 3D People of Daggerfall
- Hrafnyx
- Posts: 46
- Joined: Sun Apr 12, 2020 2:36 am
Re: 3D People of Daggerfall
Hi again! I spent this month at the country house dealing with some family problems, working and modeling from time to time. Here's my WIP video for the guard modeling. Actually I have progressed a bit more, so I will post some more progress soon.
- Nordman
- Posts: 9
- Joined: Fri Aug 16, 2019 4:46 pm
Re: 3D People of Daggerfall
Wow, i wish i had your skills Looks good!
- MasonFace
- Posts: 543
- Joined: Tue Nov 27, 2018 7:28 pm
- Location: Tennessee, USA
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Re: 3D People of Daggerfall
Wow, I couldn't have asked for a better birthday present! Really remarkable work. I couldn't stop watching... well I actually skipped forward a little bit while you were sculpting his taint (slang for the region between the butt and groin).
Anyhow, really look forward to seeing this progress!
I hope your family problems have been resolved and everything turned out well.
Anyhow, really look forward to seeing this progress!
I hope your family problems have been resolved and everything turned out well.
- Hrafnyx
- Posts: 46
- Joined: Sun Apr 12, 2020 2:36 am
Re: 3D People of Daggerfall
Happy birthday!MasonFace wrote: ↑Fri May 22, 2020 3:55 pm Wow, I couldn't have asked for a better birthday present! Really remarkable work. I couldn't stop watching... well I actually skipped forward a little bit while you were sculpting his taint (slang for the region between the butt and groin).
Anyhow, really look forward to seeing this progress!
I hope your family problems have been resolved and everything turned out well.
"Taint". The most useful thing, I've learned during this week =D
Well, my family problems won't be solved that fast, but I'll definitely cope with them. Thanks
- Azteca
- Posts: 143
- Joined: Tue Mar 26, 2019 12:38 am
Re: 3D People of Daggerfall
Wow, what an amazing look into your process. You are so thorough - no shortcuts. Got the toes and everything. Very, very impressive work!
- jman0war
- Posts: 315
- Joined: Fri Jan 22, 2016 2:41 am
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Re: 3D People of Daggerfall
Really pretty Hrafni.
Daggerfall is a great world to draw creative inspiration from.
Your work reminds me of Theseus3000.
https://www.youtube.com/watch?v=GYNvXpa__4Q
Would you consider a low poly model version and let the texture communicate detail?
Daggerfall is a low poly world and I image low poly 3d characters and enemies could work nicely.
(ex: Thief Dark Project or Thief Metal Age)
There will be some difficulties fitting 3d enemies into the dungeons since the doorway dimensions are thin and short.
Already a few enemy sprites don't fit and the devs probably had to code some cheat to make them work.
Here are Thief guards:
Not sure how low poly this one is, i think it's concept art for Hammerites (Thief 2)
Daggerfall is a great world to draw creative inspiration from.
Your work reminds me of Theseus3000.
https://www.youtube.com/watch?v=GYNvXpa__4Q
Would you consider a low poly model version and let the texture communicate detail?
Daggerfall is a low poly world and I image low poly 3d characters and enemies could work nicely.
(ex: Thief Dark Project or Thief Metal Age)
There will be some difficulties fitting 3d enemies into the dungeons since the doorway dimensions are thin and short.
Already a few enemy sprites don't fit and the devs probably had to code some cheat to make them work.
Here are Thief guards:
Not sure how low poly this one is, i think it's concept art for Hammerites (Thief 2)
Find my Vibrant Terrain Flats mod at Nexusmods: https://www.nexusmods.com/daggerfalluni ... ?tab=files
- Hrafnyx
- Posts: 46
- Joined: Sun Apr 12, 2020 2:36 am
Re: 3D People of Daggerfall
jman0war wrote: ↑Sun May 24, 2020 9:33 am Really pretty Hrafni.
Daggerfall is a great world to draw creative inspiration from.
Your work reminds me of Theseus3000.
https://www.youtube.com/watch?v=GYNvXpa__4Q
Would you consider a low poly model version and let the texture communicate detail?
Daggerfall is a low poly world and I image low poly 3d characters and enemies could work nicely.
(ex: Thief Dark Project or Thief Metal Age)
There will be some difficulties fitting 3d enemies into the dungeons since the doorway dimensions are thin and short.
Already a few enemy sprites don't fit and the devs probably had to code some cheat to make them work.
Here are Thief guards:
Not sure how low poly this one is, i think it's concept art for Hammerites (Thief 2)
As DFU is based on Unity Engine there's no problem with characters not fitting the doorways. Every creature has its model and a collider (a simple object that defines the volume). This collider doesn't have to be exact. It can even be a cube of a smaller size than a model.
I still plan to keep the models quite mid poly, but everything may change due to optimisation. We'll see
- Azteca
- Posts: 143
- Joined: Tue Mar 26, 2019 12:38 am
Re: 3D People of Daggerfall
jman0war, Don’t forget Masonface’s Spriter/Spritewrite. This would allow users to dial in the level of detail or pixelization they desire on the fly. This would seem to offer the best of both worlds, IMO.
- jman0war
- Posts: 315
- Joined: Fri Jan 22, 2016 2:41 am
- Contact:
Re: 3D People of Daggerfall
Ok cool, sounds like you know your stuff.Hrafni wrote: ↑Sun May 24, 2020 7:18 pm As DFU is based on Unity Engine there's no problem with characters not fitting the doorways. Every creature has its model and a collider (a simple object that defines the volume). This collider doesn't have to be exact. It can even be a cube of a smaller size than a model.
I still plan to keep the models quite mid poly, but everything may change due to optimisation. We'll see
I admire your knowledge of anatomy. While i used to do a lot of figure drawing (charcoal on paper) and figure sculpting in clay in years past, I haven't really done the same on the digital side.
I hope you keep posting videos.
Do you suggest Blender for figure sculpting or something like Scupltris and ZBrush?
Like, is Blender preferable for a particular reason.. like price?
Find my Vibrant Terrain Flats mod at Nexusmods: https://www.nexusmods.com/daggerfalluni ... ?tab=files