Hello, new to the forums!
Little background, been making mods for about a year now for various games I'm interested in. Recently found Daggerfall and fell in love with it. Anyways here's a few things i've been working on and plan to release in the future. My only drawback is IRL Work and I'm still playing my very first play-through of this game so you can imagine what's keeping these from being finished.
TLDR: I make mods, found this game, fell in love with the graphics & unity implementation.
Things I'm working on in the game:
- Realistic Bump, Height, and Redesign of Dungeon Elements
---Doors, Tiles, etc.
- Remaking Enemy Animations, 3d Models, & Sprites
---Creating animation presets in blender to load models into
--Re-Creating 3D Designed Characters (based on OG Sprites)
- Re-create cut-scene animations
- Create custom quests with new assets, mobs, etc...
- Improve & Enhance the game-play experience while keeping true to the original content & style created for the game
- Re-Create High Resolution & Pixelated/Posterized Variations of my assets & mods
- Design, Create, & Document my methods while also providing resources for others to add too & or create.
9/74 Enemies Modeled
4/74 Enemies Rigged
0/74 Enemies Posed
So playing Daggerfall Unity is fun especially with all the new lighting you can customize to your experience. One thing ive noticed is most the game does not have manually generated normal and height maps from original 3d sourced images (understandable ) it's all been just quickly generated using Photoshop or other programs. Certain things like being up against a door smacking it to open looks kinda off when you play. I went ahead and recreated sprites in 3D that maximize depth in dungeons for objects you gotta move close to or far away from (like doors).
Once you recreate it in 3D you can generate normal and height maps from a source using blender which is highly more accurate than just generating these maps in something like Photoshop. Adding more depth to the Image when light moves towards or away from the 2D Image.
Darker environments with more mods really increases the 3D effects on these maps!
Not to mention that coming up on doors as often as you do. This really adds more to your overall game-play experience.
Interested in how I managed to generate these maps?
Resources for Blender I Used:
How to Bake Perfect Normal Maps: https://www.youtube.com/watch?v=0r-cGjVKvGw
How to Create Perfect Depth Maps: https://www.youtube.com/watch?v=7_9uS2ixBCs
While adding more depth to environment helps game-play a lot, there's something else in this game that comes toward you, every enemy. I've been studying how old CG was created and believe I can create (eventually) a blender file that could allow you to plug and play 3d models you create or import that captures every angle enemies are rendered in. While this method is still being worked on here are some details on my process so far and how it works.
How were these 3D Sprite enemies originally rendered? When we look at these old CG characters & enemies you can clearly see they were rendered 360° with only 8 different angles, 5 if you have noticed after only circling an enemy 180° the images seem to mirror. With this knowledge all we need to do is create a 360 camera that rotates around our 3D model with (8 or 5) different angles. I plan to eventually do all 8 and eliminate the mirroring.
- Setting Up Your Camera
- Modeling & Sculpting
- Rigging & Posing
- Render Results & Testing
Here is a demonstration of how the camera is set up for these older CG renders.
Displaying the (8/5) Frames rendered for each angle.
frames 6-8 are mirrored images of frames 2-4. (watch the sword)
Once your camera's setup, we need to start designing our 3D model we want to render.
Start by making a crude base, and then focus on clothes, accessories, etc later.
Pro tip:
Don't be me, always start designing in a T-Pose, I designed this character then rigged into a T-Pose and then realized my mesh was a little flawed later on when doing other poses.
Here is demonstration of me posing and easily modifying the stance of my model. Once you're done at this stage you're good to go for your 3D Rendering.
You can see here with a quick render test I have similar results to the break down I demonstrated in setting up your camera.
Here you can see I threw a few frames into this enemy for a quick test to see the look and feel of this quick animation.
Before we get into the look and feel of this test let me just say this was a quick thing I whipped up for animation which only took about a day, final results would be drastically more detailed and better looking with more accurate proportions to the games original designed assets (the anatomy isn't the worst for sculpting something from scratch in a few hours ). Knowing I can recreate frames with 3d models and import them into a custom blender file. I could realistically recreate an npc within a 1-3 day span depending on the npc (maybe 3 to 4 hours each day). I am more personally interested in making the dungeon experience more immersive and enhancing the game-play so moving forward on npc re-creation and animation would be heavily more focused on enemy npc animation.