[MOD] Handpainted model replacement project (Release v2.10b)
- AlexanderSig
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Re: [MOD] Handpainted model replacement project (Release v2.10) - UPDATE Oct 2020
Thanks guys
Just a small model for now. The 3d model took around 30 seconds but the texture took a few hours
Just a small model for now. The 3d model took around 30 seconds but the texture took a few hours
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Re: [MOD] Handpainted model replacement project (Release v2.10) - UPDATE Oct 2020
Nice work,
I really like those it add details
I use a lot of your models with the decorator mod for ships and houses they looks really good
I really like those it add details
I use a lot of your models with the decorator mod for ships and houses they looks really good
- Midknightprince
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Re: [MOD] Handpainted model replacement project (Release v2.10) - UPDATE Oct 2020
Some of the new models aren't showing up in the decorator mod for the boat, other older stuff still shows up like the wagon the benches all that stuff, it's just those little skull candles so far the ones on the ground not the ones standing up.
Check out my YouTube Channel!
- Baler
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Re: [MOD] Handpainted model replacement project (Release v2.10) - UPDATE Oct 2020
Thank you very much!AlexanderSig wrote: ↑Sun Oct 18, 2020 11:20 pm Thanks! I've put a new version up for download on the Nexus: https://www.nexusmods.com/daggerfalluni ... escription
Version 2.10
You're quickly becoming known as the guy who did the 3d models for much of the world. That's something that will live on for the entire life of DFU at the rate you're pumping out models.
Hidden Gem Mods - Enhanced Sky - Forgotten Quest Pack
- AlexanderSig
- Posts: 324
- Joined: Wed Jul 19, 2017 10:35 pm
Re: [MOD] Handpainted model replacement project (Release v2.10) - UPDATE Oct 2020
Thanks!
Should be easy to add those missing models for the decorator mod. Sometimes the game has duplicates of the same sprite and I only replace the one the game uses but I guess the decorator mod is using one of the unused duplicates.
No texture yet
Should be easy to add those missing models for the decorator mod. Sometimes the game has duplicates of the same sprite and I only replace the one the game uses but I guess the decorator mod is using one of the unused duplicates.
No texture yet
- pango
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Re: [MOD] Handpainted model replacement project (Release v2.00) - UPDATE Sept 2020
Got so used to see that sprite, that I got startled the first time I collider with that model (with retro mode on)!AlexanderSig wrote: ↑Sun Oct 18, 2020 2:40 pm
Pretty fun model to do but surprisingly time-consuming, probably spent more time than I should have trying to get all the wood pieces to match the original. Had to remake the grassy part 3 times until I settled on this design
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- pango
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Re: [MOD] Handpainted model replacement project (Release v2.00) - UPDATE Sept 2020
Dangling anchors look a bit strange in some dungeons: vs classic "in line" anchors
- Attachments
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- SAVE845.zip
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Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- pango
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Re: [MOD] Handpainted model replacement project (Release v2.10) - UPDATE Oct 2020
Those new fishes models look great... except in water:
I doubt it can be fixed at the model level only. Maybe we lack some mechanism to tag models, say "use that model under water", then have another untagged model as a fall back, and have the engine use those tags to pick the most specific model depending on context?- Attachments
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- SAVE849.zip
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Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- King of Worms
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Re: [MOD] Handpainted model replacement project (Release v2.10) - UPDATE Oct 2020
Hi Alexander,
I have a long lasting mixed feeling about some of the signs. So I made a screenshot and just tried to work on it so see what is wrong and I found out.
Example being the bright signs. When I reduced the brightness to 50% it suddenly started to fit in the world properly. Before that it just stands out too much.
There are other issues with some signs, they just need some love to fit in the world properly, and I would be very glad if I was allowed to work on them.
Than you can decide if you like it or not, and thus use it or not...
Following image is just a simple tweak, I could do much more to make other signs look proper... The outer frame might drop a subtle shadow to merge better with the wood. The painted sign could also be made to blend better etc.
1st original
2nd adjusted
Switch the images to fullscreen and let that sink in... the miniatures on the web page dont do it a justice.
I have a long lasting mixed feeling about some of the signs. So I made a screenshot and just tried to work on it so see what is wrong and I found out.
Example being the bright signs. When I reduced the brightness to 50% it suddenly started to fit in the world properly. Before that it just stands out too much.
There are other issues with some signs, they just need some love to fit in the world properly, and I would be very glad if I was allowed to work on them.
Than you can decide if you like it or not, and thus use it or not...
Following image is just a simple tweak, I could do much more to make other signs look proper... The outer frame might drop a subtle shadow to merge better with the wood. The painted sign could also be made to blend better etc.
1st original
2nd adjusted
Switch the images to fullscreen and let that sink in... the miniatures on the web page dont do it a justice.
Spoiler!
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- King of Worms
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Re: [MOD] Handpainted model replacement project (Release v2.10) - UPDATE Oct 2020
Another suggestion would be to make the city lamps cast orange/yellow light. They have orange halo, orange flame inside it, but drop this bright white modern-age light..
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