http://dbd.game/killswitch
Bit of an odd question for the devs, but...
How are the prestige outfits designed?
Do the modelers just say to hell with it and throw blood all over the original model?
Or is there a more methodical way that they make them?
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An interesting question I'd like to hear as well out of curiosity.
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I'd imagine they just take the model and grab a paintbrush with red paint and start flicking it all over the model...
I hope that's how that do it...
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They are done by hand. To keep it simple, in order to make a texture for a 3D model, the model needs to be flattened. When you do that, things aren't going to line up, so bits are moved and shifted around. The arm might be rotated and put below the torso, for example. With that in mind, slapping a layer of blood on top of that wouldn't work. You would get a bunch of sharp edges around the different parts of the model. Blood on the shoulder wouldn't line up with blood on the torso because the arm isn't next to the torso in the texture.
EDIT: Take a look at this, for example: https://111426studio.files.wordpress.com/2015/11/unwrap.png
This is also why prestige/legacy prestige isn't just a toggle for all cosmetics. It's not something you can slap on top of anything, you'd have to make each one individually, and there's not enough time for that.
In short, yes, someone manually makes them. There's no strict standards for how bloody something has to be, though.
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So you guys don't take a paintbrush and flick red paint on the models?
My dreams are crushed.
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@Peanits Ah, very neat. I knew somewhat that cosmetics had to be individually textured, hence there being no bloody versions of shop cosmetics, but that is very interesting.
This might be something I'd like to see on stream sometime. I remember the last type of thing that we got like this was that time in October 2017 where that modeler went on stream and walked through how she made Nurse's pumpkin head.
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