01 March, 2011

Morrowind

Yes, I picked up a nine-year-old game purely because its successor's successor is coming out in November. And because I wanted to see how the Argonians looked there. Totally different faces (this I've seen by a few screenshots and renders before), claws and leg structure from Oblivion. They and the Khajiit share a really weird looking gait with the legs almost splaying sideways, something like watching a dog walk on its back legs.

I found myself wondering why it was so much more enjoyable than - not Oblivion, I'll get to that - but Aion, an MMO I've been trying out recently.

Morrowind feels pretty arcane, and the combat system isn't wonderful. The environments barely feel like environments as opposed to arcade game levels, reminding me of what I did to A Road That Leads from the last Descent 2 mission I worked on with Wolf and Sirius. Combat just doesn't feel visceral at all and there's way too much whiffing at air for my tastes, until you get to higher levels. I wound up specialising in unarmed combat purely because I could hit something with it. It's really not ideal to have to finish off multiple targets temporarily dazed on the ground, but it's better than doing no damage at all. So it's safe to say I'm no great fan of Morrowind's combat.

Compared to Aion, though, I've been doing far less of it. There's things to explore, quests aren't just "kill ten rats" but actually require you to do a bit of problem-solving. Levels be damned, I find exploring the towns to be far more satisfying.

Doing something that's not a grind for once is quite nice. Aion is beautiful, but the gameplay doesn't lend itself to enjoying that. Were it not for the interesting people in my guild I wouldn't have stuck with it. Still won't after this billing cycle ends, sadly - I'd love to stick with them but I'm not doing it in Aion. Online pictionary clones, however...

But back to Morrowind, it's mostly not better than Oblivion. The combat system of Oblivion was a big improvement, even if I don't generally enjoy combat-centred games in the same way as endless fights turn me off anime. Oblivion didn't have as many weapons, but what it did have was better constructed and animated. Quests between the two games were much the same. The inventory system in Oblivion was slightly more intuitive if nowhere near as tidy.

Two big pluses for Morrowind though: the interface looks more polished (strange for a game five years older) and the game in general has way more character, particularly the environments. I'd heard rumours about that, and they're entirely right. Oblivion's NPCs wandered around pretending to do things, but the places they lived were just generic medieval towns. Even though the art was actually different between towns, they felt like more of the same. Morrowind's Vivec City was pretty dead on the outside but the actual design of it was more inspired.

Naturally, I'm hoping for the best of both worlds in Skyrim, and more besides. But for the most part, I'll be happy if the Argonians look better.

21 March, 2010

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01 December, 2009

I've been putting together a clip of work from 2009 to add to the gallery in the next few days. It's tricky to get anything out of a scene with only subtle animation that's made to be a background for 30 seconds plus. But then, a 30 second HD clip would be huge.



This is one of those models I wish I'd paid more attention while I was sculpting it. Textures mostly work but the highlights look a little plastic. The biggest problem is just that the ice is far too smooth. Everything else is just about there.

There's a surprising amount of work that never made it to air in my collection. The simpler graphics always do - 3D balls just turn up again and again. It's the backgrounds or transitions that someone decides not to use that you can't just repurpose elsewhere, because they're very specific.

08 October, 2009

All done!


So I finally finished something. The deformer method proved to be the quickest and most effective. Some of my implementations have the potential to break things with careless use, but it does appear I have a working model here.

20 September, 2009

Maybe I won't do that.



The very first time I use nCloth to do something it was meant for, I discover it's not so good at it.

There's a couple fixes I can think of. I'll either have to rig the armour attached to the body, or perhaps cheat it with a deformer. Either way, I'll have to re-rig her hands again anyway; I just discovered that her fingers won't move at the first joint, which makes sense considering how I rigged it, but it looks really strange.

Maya's FBIK solvers aren't totally solid either, but they do the job most of the time. Lips and eyelids I'm using spline deformers rather than blend shapes, and her tail is a IK spline solver. No problems there.

06 September, 2009

All dressed up in leather!


I think it needs something more. Grease and mud. And I need to fix the 'collar' too; it's a bit dull now.

03 September, 2009

Armour


I'm going to paint this up as well. I don't think this model is going to be brilliant, but it should be alright considering how many times I have (not) done this before.