I've been working on making 3d models in blender that could be used to replace some of the creature and character sprites that are currently used in Daggerfall unity. So far all of these models are untextured and unanimated and many of them porbably need a bit more work to reduce polycount, imporce edge flow etc.
Here is a list of all the 3d models I believe would be needed to replace all of Daggerfalls sprites
Spoiler!
Modeled: 36
Working on: 12
Not yet being worked on: 13
Humaniod - all moddled
1. Male body
2. Female body
3. Human male head (for Breton, Imperial, Redguard, Nord)
4. Human female head (for Breton, Imperial, Redguard, Nord, Nymph)
5. Elf male head (High Elf, Dark Elf, Wood Elf)
6. Elf female head (High Elf, Dark Elf, Wood Elf, Daedric Seducer)
7. Orc male head
8. Orc female head
9. Khajiit male head
10. Khajiit female head
11. Argonian male head
12. Argonian female head
13. Daedra Lord male head
14. Daedra Lord female head
15. Daedra Seducer bat wings
(Heads and bodies can use blender shape keys/unity blend shapes that can work as slidrs in a character creator)
Lycans - all moddled
1. Werewolf
2. Wereboar
Daedric princes
1. Molag bal - very WIP
2. Hermaus Mora - very WIP
3. Sanguine
4. Peryite
5. Mephala
6. Mehrunes dagon
Elementals - not moddled yet
1. Fire Atronach
2. Flesh Atronach
3. Ice Atronach
4. Iron Atronach
5. Fire Daedra
6. Frost Daedra
+ next steps
Male hair + beards
Female hair
Clothing/armor
Jewlery, rings, etc.
Weapons
Items (lanterns, tourches, etc.)
Horse & cammel saddle
Texturing
Animation
Screenshots
Human Male Head.png (267.63 KiB) Viewed 7827 times
Giant Scorpian.png (376.09 KiB) Viewed 7827 times
Pig.png (254.51 KiB) Viewed 7827 times
Will post more screenshots later on
Re: 3d creatures and characters
Posted: Sun Aug 01, 2021 7:41 pm
by l3lessed
Love all the 3d work being done. This is the last phase to moving df into modern era. Any chance you could create a basic weapon and animation model for the fps weapon? I'm waiting on this so I can experiment with putting in 3d fps weapons/hands.
Re: 3d creatures and characters
Posted: Sun Aug 01, 2021 9:18 pm
by SoupDragon
Here are some other screenshots
Spoiler!
Head Topology
Topology.png (346.26 KiB) Viewed 7786 times
Werewolf
Werewolf.png (252.98 KiB) Viewed 7786 times
Sword Prefabs
Prefabs for swords.png (158.62 KiB) Viewed 7786 times
Right now I'm planning on finishing up the models before I start any work on animating or texturing
Re: 3d creatures and characters
Posted: Sun Aug 01, 2021 9:33 pm
by King of Worms
Wow you already progressed a lot, nice results!
Re: 3d creatures and characters
Posted: Tue Aug 03, 2021 5:32 am
by Ninelan
The pig is very adorable! xD
Re: 3d creatures and characters
Posted: Tue Aug 03, 2021 11:59 am
by Hrafnyx
Looks impressive. What about animation and textures?
Using shapekeys is also a very interesting topic. Is it possible to import them in unty? I'm not very good in unty
BTW I have some concept models, that I work on. I could share them if it will help
Zombie concept:
Spoiler!
Re: 3d creatures and characters
Posted: Tue Aug 03, 2021 1:31 pm
by SoupDragon
I figure a lot of the texturing can be done with blenders procedural materials that from what ive seen can get quite good results. As for animation It's somting I havent really tried yet. Right now im kinda just learning as I go so im not putting much attention into texturing and animation.
From what I've figured out blender shape keys can be ported to unity for things like a character creator i.e. changing face details and moving around bits of geomety via a slider, though apparently their can be issues with shape keys that are used for correcting body movment in animations because it can end up being tied to a specific animation. I know unity has an equivilant which is called blend shapes though I'm not entirely sure how to get this kind of thing working, It's just speculation on somthing that could be doable.
That zombie model is awesome BTW. I do have a model for the zombie but looking at your model I think mine might need a bit of work.
Re: 3d creatures and characters
Posted: Tue Aug 03, 2021 2:27 pm
by Hrafnyx
SoupDragon wrote: ↑Tue Aug 03, 2021 1:31 pm
I figure a lot of the texturing can be done with blenders procedural materials that from what ive seen can get quite good results. As for animation It's somting I havent really tried yet. Right now im kinda just learning as I go so im not putting much attention into texturing and animation.
Well, as from my experience, not everything can be done via procedural nodes in blender. Yes I use them when I create materials, but they are just a bit of help for minor details like skin pores or surface imperfections. Though my materials look like node hell and you could come to a more fast and convenient method to do it.
SoupDragon wrote: ↑Tue Aug 03, 2021 1:31 pm
From what I've figured out blender shape keys can be ported to unity for things like a character creator i.e. changing face details and moving around bits of geomety via a slider, though apparently their can be issues with shape keys that are used for correcting body movment in animations because it can end up being tied to a specific animation. I know unity has an equivilant which is called blend shapes though I'm not entirely sure how to get this kind of thing working, It's just speculation on somthing that could be doable.
The main problem that I came across while working with the shape keys is that shape keys can't be preserved while decimating the model to make LODs. I didn't dig into this topic much, but unfortunately I couldn't solve this problem by myself.
SoupDragon wrote: ↑Tue Aug 03, 2021 1:31 pm
That zombie model is awesome BTW. I do have a model for the zombie but looking at your model I think mine might need a bit of work.
Thanks. This is just a very rough sculpt concept for now. It needs more polishing and then retopology, materials, rig and animation. Most of the time I make human models for Daggerfall, but from time to time I try something else like monsters. Haven't finished any yet =)
Re: 3d creatures and characters
Posted: Sat Sep 18, 2021 7:57 pm
by SoupDragon
Ive had a go at moddeling the verious weapon sets in the game and am now nearly finshed, so first person 3d assets are nearly ready to go. Also I've had a go at animating, though its very work in progress as animating is very new to me. Here are some of the completed sets, note that some of the scaling needs a bit of refinment.
Spoiler!
Iron weapon set
Iron Weapon Set.png (698.64 KiB) Viewed 7292 times
Elven weapon set
Elven Weapon Set.png (729.45 KiB) Viewed 7292 times
Daedric weapon set
Daedric Weapon Set.png (703.57 KiB) Viewed 7292 times