Just some new 2D/3D ideas and proposals

Show off your mod creations or just a work in progress.
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VMblast
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Re: Just some new 2D/3D ideas and proposals

Post by VMblast »

Updated Unity package (Tavern Test), this time with AO map added (poormans lightmap).

https://drive.google.com/open?id=0B1vHJ ... FdYeHhRQVE

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AlexanderSig
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Re: Just some new 2D/3D ideas and proposals

Post by AlexanderSig »

Do you have the modelID for the original tavern model? I can get this working ingame

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VMblast
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Re: Just some new 2D/3D ideas and proposals

Post by VMblast »

AlexanderSig wrote:Do you have the modelID for the original tavern model? I can get this working ingame
According to Daggerfall Modelling Tool its No. 252. I hope this helps.

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AlexanderSig
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Re: Just some new 2D/3D ideas and proposals

Post by AlexanderSig »

Packaged this as-is. Haven't been able to find the model in-game yet.

Looks super high poly, my blender couldn't handle importing it. Did you set the object origin to match the original model?

Download: https://drive.google.com/open?id=0B3579 ... HdHN0p1aWM

Replaces model 252 which actually looks like this Image. Try finding this model with the mod disabled then save and enable the mod once you do.

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VMblast
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Re: Just some new 2D/3D ideas and proposals

Post by VMblast »

@AlexanderSig
Yep thats exact one.

Here, this is original FBX exported from Maya. (note its just model without textures -for the textures check out Unity package)
https://drive.google.com/open?id=0B1vHJ ... mZndTlMMmM


PS -When Ive searched for the potential model to export, in Daggerfall Modeling Tool, Ive found that exact model but the textures for the tavern were standard Daggerfall style. However, when it was extracted the only textures associated with this model were those like in this screenshot you've posted.

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VMblast
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Re: Just some new 2D/3D ideas and proposals

Post by VMblast »

This is one of the experiments I've had in mind. This texture was made in Substance Designer (not by me -Ive just did some photoshop tweaking to make it 3D). I was interested to see how much you can make it stylized, but not too much. Just the right balance. What do you think? :?:

Maybe it could be enough with a slight of hand painted touch up? Could streamline the production...hmmm...

Image

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NikitaTheTanner
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Re: Just some new 2D/3D ideas and proposals

Post by NikitaTheTanner »

Yeah, looks great to me. While we certainly need stylized textures, there still should be a touch of realism to them. This looks really nice, balanced between the two.

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VMblast
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Re: Just some new 2D/3D ideas and proposals

Post by VMblast »

To anyone who is interested in trying this option. (there are plenty of tutorials on YT)
https://www.allegorithmic.com/buy/download

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TheLacus
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Re: Just some new 2D/3D ideas and proposals

Post by TheLacus »

building0.png
building0.png (1.43 MiB) Viewed 2351 times
building1.png
building1.png (1.71 MiB) Viewed 2351 times
  1. Is not scaled correctly
  2. Needs collider
  3. Needs windows emission map for day/night
  4. I would place a particle system on the chimney, maybe enabled only at night
  5. i believe it shouldn't have interiors textures
Otherwise looks great! Hope you keep doing these buildings :)

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VMblast
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Re: Just some new 2D/3D ideas and proposals

Post by VMblast »

@TheLacus
Nice work on importing model into game. ;)

Yeah, thats strange. Ive modeled this new mesh around the extract building Ive imported. So the dimensions are just as it is on the original mesh extraction. Hmmm.... Maybe the original was set (the game itself), in miles/yards/foots and Ive imported and modeled it in meters.

Its just a test. However from these screenshots, Im not satisfied, it looks crappy. Nothing to do with your import, just that it doesent look good ingame. :(

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