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Guide on adding a new model, animation, and creature to HoMMV

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I'm not "continuing to work on mods"; I'm just sharing information I've learned in my spare time. Maybe it will be useful to someone, and they will create mods.

And now, some new information. I used Asset Studio to explore the Might & Magic: Dynasty game that xuxo mentioned. You can extract models, textures, skeletons, and animations from this game.
It uses some models from Might & Magic VI and some from Might & Magic VII, but they are more optimized. For example, the pikeman in Dynasty consists of 3.8k polygons, while the same pikeman in Might & Magic VI has about six to seven thousand polygons. Overall, this is good. There is no visible difference, but the load is almost twice as low. However, sometimes certain individual elements, like shoulder pads, look a bit angular, and it's still better to use the models from Might & Magic VI for them.
Another key feature of the models from Dynasty is the new animations for them. Sometimes they look more interesting than the original ones, sometimes worse, but it's still great for variety. The skeletons of the models from Dynasty and from Might & Magic VI/VII are very similar, but unfortunately, they are not compatible by default. However, if you work on it a bit, you can adapt one skeleton to another so that you can use both animations from Might & Magic VI/VII and animations from Dynasty for the model.

In addition, you can extract models of demons from Might & Magic VI with complete sets of animations from Dynasty.

And one more thing. In Dynasty, there are unique models for heroes. I've noticed Crag Hack, Darkstorm, and others. As far as I understand, there are already some heroes from the Ashan faction from Might & Magic V. I haven't figured out exactly who, though. In a future update with necromancers, they will add a model of Kaspar.
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Группа в вк посвящённая моим модам

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Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.