Discussion on future 3D modelling
Posted: Tue Mar 21, 2017 9:28 pm
Hey, guys! Seeing as 3D models are already getting integrated into game and we get first resources to do that (many thanks to the Lacus!), I thought that it might be the time to discuss the best of going about model replacements.
This is a topic for a discussion to determine general guidelines of future model replacements. Of course, nothing here will be set in stone and everyone is free to do as they see fit, but to maximize our efficiency, I think we need some ground rules.
Why?
1) To work in cooperation - one person can't handle recreating all the assets in Daggefall or it would take too much time, we need to work together.
2) To create assets of matching style and quality - this one is going to be tricky, but we need to somehow balance everyone's work. Many modders are not professional 3D artists and texturers, including me, and it's hard to expect the same quality from a veteran and a noob. But I am afraid we don't have too many professionals working right now and need to combine forces of experienced and inexperienced modellers.
3) To streamline the process - ideally, we should have a team of modders working in the future with experienced Team Leader and a few juniors doing the basic work and learning new stuff.
I believe that discussing the best ways of going about 3D stuff is an important first step in starting the massive endeavour of creating a full 3D Daggerfall. Maybe, it's not what some people want and I understand. I myself love 2D and pixel art, it's a shame to lose some of Daggerfall's charm, but I think in the long run, it's the only efficient way of modernizing the game and bringing it up to the best standards and improving the moddability of the game.
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So, my general proposal would be to strive to the level of graphics of the Thief 2: The Metal Age. It's close in style to Daggerfall, models are really low poly - making them easier to produce and more performace friendly. At the very least, models should be at the level of Thief 1, below is a bit too much.
But creating too high quality and high poly models, as well as HD textures might not be the best choice, at least not to start with. For menus and interface it's fine, but world models need to be of lower quality - they are easier to mass produce, save FPS and fit the style of the game more (this is only IMO).
Models and textures can always be improved later on, just like Morrowind still gets improvements, but we need to create some basic replacers first to set it as a new Vanilla. It might look underwhelming to some, but it would be a huge step forward! Plus, with modern lighting and shaders, even low poly models would look really sweet, as long as they are stylish.
So, what do you guys think? Do you agree or disagree? Or maybe you have other examples of games, we should take inspiration from, in terms of style and quality of models?
I can think of Morrowind, Hexen 2, Might and Magic 9, VtM: Redemption, Clive Barker's Undying, Nosferatu The Wrath of Malachi, LoK: Blood Omen 2. Maybe some others?
This is a topic for a discussion to determine general guidelines of future model replacements. Of course, nothing here will be set in stone and everyone is free to do as they see fit, but to maximize our efficiency, I think we need some ground rules.
Why?
1) To work in cooperation - one person can't handle recreating all the assets in Daggefall or it would take too much time, we need to work together.
2) To create assets of matching style and quality - this one is going to be tricky, but we need to somehow balance everyone's work. Many modders are not professional 3D artists and texturers, including me, and it's hard to expect the same quality from a veteran and a noob. But I am afraid we don't have too many professionals working right now and need to combine forces of experienced and inexperienced modellers.
3) To streamline the process - ideally, we should have a team of modders working in the future with experienced Team Leader and a few juniors doing the basic work and learning new stuff.
I believe that discussing the best ways of going about 3D stuff is an important first step in starting the massive endeavour of creating a full 3D Daggerfall. Maybe, it's not what some people want and I understand. I myself love 2D and pixel art, it's a shame to lose some of Daggerfall's charm, but I think in the long run, it's the only efficient way of modernizing the game and bringing it up to the best standards and improving the moddability of the game.
--------
So, my general proposal would be to strive to the level of graphics of the Thief 2: The Metal Age. It's close in style to Daggerfall, models are really low poly - making them easier to produce and more performace friendly. At the very least, models should be at the level of Thief 1, below is a bit too much.
Spoiler!
Models and textures can always be improved later on, just like Morrowind still gets improvements, but we need to create some basic replacers first to set it as a new Vanilla. It might look underwhelming to some, but it would be a huge step forward! Plus, with modern lighting and shaders, even low poly models would look really sweet, as long as they are stylish.
So, what do you guys think? Do you agree or disagree? Or maybe you have other examples of games, we should take inspiration from, in terms of style and quality of models?
I can think of Morrowind, Hexen 2, Might and Magic 9, VtM: Redemption, Clive Barker's Undying, Nosferatu The Wrath of Malachi, LoK: Blood Omen 2. Maybe some others?