West's 3D Entities
Posted: Thu May 05, 2022 9:32 am
Hello. For practice 3D modeling and texturing, and to create assets I can later repurpose for my own games such as #NotSSgame, I am currently modeling as a side project all the Daggerfall enemy types as rigged (automatic weights) 3D models in the hopes someone knows how to implement them into Daggerfall Unity.
I originally posted in the mod forum about my human base meshes to get feedback before I go full steam ahead, to ensure I don't have to fix as many dumb mistakes later. At the time I was more focused on creating a roster of 3D NPC characters (about 150 of them), but since Ninelan is doing great with her own 3D NPC project, I shifted my focus to the other areas needed such as 3D enemies and weapons. I've started with the more non-human-base-mesh enemies to try to get the more difficult ones out of the way first.
I am not much of a programmer at all (for #NotSSgame I'm using Playmaker visual scripting, and in < two years I plan to start using AI coding (https://youtu.be/x_cxDgR1x-c), once that becomes an actual available product - it exists now but hasn't been "product-ized" yet).
So considering that, if people "in the know" can give me specific guidelines to adhere to with these models, I can keep them in mind moving forward. Because I have ADHD and jump around to different projects, this will be slow going, possibly taking up to several months to complete, but it is a project I fully intend to complete, not just for DFU, but again for practice and assets I can repurpose for use in my own projects such as #NotSSgame.
My goal is to have rigged textured 3d enemy models (automatic weights, ~1024 or 2048 texture map, ~5k triangles) in Blender, then to consider adding mecanim-ready animations into each (where applicable.). These images reveal what I've done so far. The textures are slapped together but can be improved later. Any feedback or specs will help me improve. I have not added these into Unity yet, but I am open to adding 'ragdoll' stuff etc. to them, if someone can explain all that to me like I am a child.
I plan to post images here as I complete each enemy because it would be cool and maybe inspire others as well. It's silly to say, but feedback helps me a lot, though I plan to do this project for sure even without feedback. even so it will take awhile. I hope to see the dream of Daggerfall being fully 3D without flats. Anyway, thank you for reading and have a nice day.
I originally posted in the mod forum about my human base meshes to get feedback before I go full steam ahead, to ensure I don't have to fix as many dumb mistakes later. At the time I was more focused on creating a roster of 3D NPC characters (about 150 of them), but since Ninelan is doing great with her own 3D NPC project, I shifted my focus to the other areas needed such as 3D enemies and weapons. I've started with the more non-human-base-mesh enemies to try to get the more difficult ones out of the way first.
I am not much of a programmer at all (for #NotSSgame I'm using Playmaker visual scripting, and in < two years I plan to start using AI coding (https://youtu.be/x_cxDgR1x-c), once that becomes an actual available product - it exists now but hasn't been "product-ized" yet).
So considering that, if people "in the know" can give me specific guidelines to adhere to with these models, I can keep them in mind moving forward. Because I have ADHD and jump around to different projects, this will be slow going, possibly taking up to several months to complete, but it is a project I fully intend to complete, not just for DFU, but again for practice and assets I can repurpose for use in my own projects such as #NotSSgame.
My goal is to have rigged textured 3d enemy models (automatic weights, ~1024 or 2048 texture map, ~5k triangles) in Blender, then to consider adding mecanim-ready animations into each (where applicable.). These images reveal what I've done so far. The textures are slapped together but can be improved later. Any feedback or specs will help me improve. I have not added these into Unity yet, but I am open to adding 'ragdoll' stuff etc. to them, if someone can explain all that to me like I am a child.
I plan to post images here as I complete each enemy because it would be cool and maybe inspire others as well. It's silly to say, but feedback helps me a lot, though I plan to do this project for sure even without feedback. even so it will take awhile. I hope to see the dream of Daggerfall being fully 3D without flats. Anyway, thank you for reading and have a nice day.