Hi there, I'm studying 3D production (modeling, rigging, animation and VFX) and was wondering if there was anything that one would need to keep in mind for creating more detailed models as a kind of an overhaul for the game, or if I just need to look into modeling stuff for vanilla Morrowind. Things such as what texture maps are used, any rigging requirements and naming conventions etc...
I'd be using a combination of maya, zbrush and substance to create any assets.
Creating 3D models for use with OpenMW
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- psi29a
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Re: Creating 3D models for use with OpenMW
We have an Example-Suite project that is used to show off what OpenMW can do, it's totally unrelated to Morrowind so we have creative freedom there.
Destined is leading up that project.
Destined is leading up that project.
- AnyOldName3
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Re: Creating 3D models for use with OpenMW
The only advantage we have over vanilla Morrowind right now is that we have support for normal maps (although MGE XE, which is very widely used, hacks this feature into regular Morrowind, too).
If you have the ability to use a PBR workflow and then convert your textures to work with a legacy Phong-based setup after the fact, that would mean that your work will be ready if and when we implement PBR shading.
If you have the ability to use a PBR workflow and then convert your textures to work with a legacy Phong-based setup after the fact, that would mean that your work will be ready if and when we implement PBR shading.
- silentthief
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Re: Creating 3D models for use with OpenMW
Correct me if I am wrong, but I thought that the engine is not set up to allow any non-static assets other than NIF? I know that there was discussion on branching out - due to the NIF structure being convoluted, but I didn't think that we had any other choice for animated models other than NIF.AlexisArtemissian wrote: ↑17 Sep 2018, 04:47 Hi there, I'm studying 3D production (modeling, rigging, animation and VFX) and was wondering if there was anything that one would need to keep in mind for creating more detailed models as a kind of an overhaul for the game, or if I just need to look into modeling stuff for vanilla Morrowind. Things such as what texture maps are used, any rigging requirements and naming conventions etc...
I'd be using a combination of maya, zbrush and substance to create any assets.
ST the convoluted
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Re: Creating 3D models for use with OpenMW
Cool, I'll look into that as a starting point then
I don't have any experience converting PBR to legacy (Having only needed to use PBR), so I'll have to do that in order to create models for the engine as it currently is?AnyOldName3 wrote: ↑17 Sep 2018, 12:26 The only advantage we have over vanilla Morrowind right now is that we have support for normal maps (although MGE XE, which is very widely used, hacks this feature into regular Morrowind, too).
If you have the ability to use a PBR workflow and then convert your textures to work with a legacy Phong-based setup after the fact, that would mean that your work will be ready if and when we implement PBR shading.
- psi29a
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Re: Creating 3D models for use with OpenMW
This is correct. At this moment, we support Collada (for example) which works. However if the Collada asset includes animation, OpenMW will complain it doesn't understand what it is being told. This bit needs to be 'glued' into our animation system. Easier said than done because no one has really dived into it yet.silentthief wrote: ↑17 Sep 2018, 16:35 Correct me if I am wrong, but I thought that the engine is not set up to allow any non-static assets other than NIF? I know that there was discussion on branching out - due to the NIF structure being convoluted, but I didn't think that we had any other choice for animated models other than NIF.
I have examples of how to get Collada animations rendering with osg via Daenim, it's now just getting that code into OpenMW.