Though the last game was in 3D, much of the game's content was based around more generic models that relied on their texture sets to describe the details, which allowed for a large amount of customization as you could import images and such to customize the game all you wanted. RPG Maker 3's move to fully unique 3D models and set pieces brings with it a bit of a tradeoff. It certainly would have helped decrease the learning curve since you could essentially "mess up" and the game would prompt you to fill in the blanks. It would be nice, and definitely helpful, to be able to create a class or some such when you need one if you hadn't already. ![]() There aren't cascading menus that let you create a sub-type if you haven't already done so you can only load up what you've already created. Likewise, you might need to have created a piece of a dungeon or trap type before you can use them somewhere else. One piece of character creation may require another, but it might take you a while to learn this. Part of the problem is that it takes a while before you learn the order that things must be created if you're starting from scratch. It throws menu after menu after menu at you, and while this is great in terms of how much control you have over every nook and cranny of your world and the rule set and creatures therein, you're still working against the incredibly long learning curve in order to craft your vision. The game has a very steep learning curve. One problem has to do with accessibility. The theory behind the series is great, and while it does some of it well, there are still many aspects of the series that aren't quite "there" yet. You can create the world, the character classes, weapon types, characters, dungeons, monsters. The point here is that you can create whatever you want, within the confines of the assets that you're given at least. RPG Maker isn't a game as much as it is a toolset. Err, you could have used RPG Maker 1 or 2 as well, but now the series has made its move to glorious 3D on the PlayStation 2. or you just go for something similar with heroforge - because you won't get much more detail out of it than what you see there in their printed examples.Have you ever wanted to make your own game? The obvious answer to this is yes, and we have proof in 1,426,725 daily emails where someone wants to see their "brilliant idea" implemented into a game. Probably you could actually just see if a modder could export you a posed version of the character you want and then find a freelancer who could modify the 3d file to match printing needs. I think its far more work for the dev team to implement than it would be worth when you look at the results you could get out of it and how many would be using it. For something with the quality of for example Warhammer miniatures, you would actually need access to something much closer to the quality of the digital sculpts used to create video game models than what is available in the game (those 'source files though are huge though - talking about several gb per character - and thus not included in the game files). Also game models are not build for the technical necessities of printing, which means there would be a need for some automated adjustments (hair for example is not printable at all the way its done for games). Heroforge shows a pretty good example of how far you can go with something compared to game files. This means you could only get a very simple model out of the game not being very close to what you see there. So the model in the game doesn't have a lot of details (you can actually see it on when a model gets loaded sometimes the textures with the details don't get loaded as quickly as you see a much simpler geometry that lacks detail). that thing then gets a skeleton that can be animated and moved within the game, but otherwise would be standing in a T- or A-pose and look boring. then you make a extremely simplified 3d model where the information from the detail sculpt is 'baked' into 2d images that fakes the detail level by 'painting' it on the simple geometry of the game model. ![]() ![]() you do a highly detailed model sculpt (if you look for zbrush sculpts for video games on you will see those) The tech used to create detail models is very different from what you see (and thus is available) in the game.īasically the process for game models is (very simplified) following:
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