Maybe the goal shouldn't be to cram several hundred (800 or so?) creatures into the game?
Just like HotA wasn't intended to completely replace WOG, but rather to do it more qualitatively, meaning no one said, "Here, we'll have the same number of towns, creatures, and an eighth level, just like in WOG, but better," but people simply created a global mod with new content, as they envision it. The same applies here – if it's just 50 creatures, but they're cool, they can definitely compete with eight hundred miscellaneous NCF creatures, in my opinion. There's no point in immediately aiming for a huge and unnecessary amount and then getting frustrated because of the difficulty of the task.
Posts from AltNCF - Alternative NCF
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For now, you can only continue to complain about how inconvenient it is to import models into the game and brag about how "I can do everything myself in three hours"))
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For me, this is just preparation for more complex things that are planned for the future.
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P.S. Perhaps it would have been worth considering creating 800 creatures as a more serious task. Will you learn the pattern of behavior? 800 creatures in a month, a character model in 3 hours – it's all from the same series.
Is there any suspicion that if you couldn't handle this, simple in your opinion, task, then you will definitely not be able to handle the "more complex" ones that you "plan for the future"?
Maybe it still makes sense to start with something simpler? With something that is actually possible to do.
I haven't fully explored applying materials and textures yet, but I've been creating simple figures suitable for 3D printing for over a year now.
I was surprised by the reaction – "you can't make a model in 3 or 6 hours." How is that possible? Literally, I sculpt a figure using Z-spheres, smooth it out, apply a mask where the clothing is, add a T-shirt and shorts, or whatever it should be, then draw the facial features (this takes a while, but no more than 20-30 minutes for the slowest ones), and add small details. If you already know where all the tools are, you won't spend 10-20 minutes looking for them, and you'll do everything quickly.
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Specifically?)) what kind of things are you talking about?
(the exception would be something in the style of Minecraft).
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And even creating a good sculpt of an entire character will take longer than 3 hours. Although, it depends on what you mean by "good" and how skilled you are at using ZBrush.
I suppose that some rare geniuses might be able to complete this task in 3 hours, but I'm certain that neither you nor I are among them.
I suppose that a few exceptional players might be able to complete this task in 3 hours, but I'm 100% sure that neither you nor I are among them.
It's a full-fledged game. You can modify the heroes endlessly, but they won't become perfect. And if you embed all the necessary gameplay elements in the code from the beginning, then no mods will be needed. True, this project, due to its duration, will most likely drive me to an early grave, but it's worth a try.
https://m.youtube.com/watch?v=z06QR-tz1_o&list=PLhyKYa0YJ_5C6QC36h5eApOyXtx98ehGi&index=2&t=0s
I recommend watching this video on the topic. And it's even better to watch their entire series about creating the first game. There are 6 videos, I think.
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Why? Doing it relatively quickly is not the prerogative of unique individuals; it's a normal phenomenon for those who know how to use the program. If you don't get distracted, it will work out.
Because, at a minimum:
Oh, damn. You don't understand that you can't just take a model from ZBrush and use it in a game?
Look. ZBrush, like any 3D sculpting program, operates with a very large number of polygons with a very dense mesh. For example, when I sculpted a glove, I had about 4-5 million polygons. This is necessary for sculpting, but the game (especially Heroes) will go crazy if you feed it that. There's a good chance that Max will also go crazy. Therefore, the process of retopology is needed. What is it? Retopology is changing the mesh, reducing the number of polygons, and then projecting the high-polygon sculpt onto this new mesh. This creates a normal map. Based on it, programs like Substance Painter draw textures, but there's still a lot of manual work involved.
I understand you. No one can create a model in 3 hours. And no one can create it in 30 hours either. That's clear. People, before releasing a game with thousands of 3D models, spend several decades creating them. For example, if TES III: Morrowind was released in 2002, the developers started creating models for it somewhere in the 70s. Of course, they didn't know then that they would have a game called Morrowind, but they were creating them just in case. And for Heroes 7, they started creating them after the 80s, because they knew what they were working for.
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You can't create a model suitable for a game in 3 hours, and you can't create a game of the format and size of Heroes 5 alone in 3 years.
The answer was "because teams of several dozen people are working on some of the models in the project."
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I didn't limit myself to three years. I think I'll live another ten years, maybe fifteen. There's a chance.
I think you don't realize what it's like, even from a purely moral point of view, to work on a project in your free time for 10-15 years.
And even if there's a good chance that by that time the game creation process will become even simpler, it's still a rather complex idea to implement something on the scale of Heroes 5.
The point I'm trying to make is not to give up, but to start with something simpler.
But in any case, I wish you good luck with your endeavors.

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
@Phoenix 2100, in NCF there are quite a few creatures that differ only in texture... it would be good to individualize their appearance by replacing the standard models of weapons, heads, etc.
We still need to think a bit more and look for solutions, because the primitive method of attaching model pieces to bones, moving them in space, etc., is a last resort, if there's really nothing else to do.
Do you mean the original NCF? Honestly, I only skimmed through the creatures there, and that was four years ago, so I just don't remember what they are, what they look like, etc.
I still need to think a bit more and look for solutions, because a primitive way of attaching model pieces to bones, moving them in space, etc., is a last resort, if there's really nothing else to do.
Primitive or not, but until you show your perfect models... not at all!
And what do you mean by original NCF?!

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The one that exists at the moment.
Let me explain in simple terms… NCF is like honeycombs; each honeycomb has its own “bee,” and all the “bees” are mostly independent, but some have a familial connection in the form of an upgrade and an alt-upgrade!
Balancing wasn’t done for the overwhelming majority of “bees” (including myself), but at my request, two very respected comrades: Nargott (a GURU in the mechanics of this game) and StetNoel (my co-author on various MODs for this and other games, as well as the best friend when it comes to numismatic, old-hardware & software issues) created a special utility NOIADE (and I made a detailed manual with pictures for it)!

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