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Originally Feign was going to be a mod for Skyrim.  The idea was that I could focus on the adult content and use all of the existing assets and mechanics inside of Skyrim to hit the ground running.  The more I dug into Skyrim though, the crazier the pipeline needed to be in order to get the specific features that I wanted.  The body types for instance.  Each body type would've needed to have a dedicated race.  So there would've been a body builder race, a thicc race, etc.  The lighting was also broken on any mesh that used the skin shader.  The specular highlights wouldn't update with the character direction and it made it so the skin would look really good at one specific angle but the other 359° would look progressively worse. 

The part that finally made me decide to build my own game was the rigging and animations.  I was trying to fit characters to the existing skeletons to "save time" and hopefully re-use some of the old animations.  The original goblin girl actually fit the Riekling rig and shared those animations.  This was less than ideal.  I never did figure out how to get custom animations into the game back then.   

So, that's a little walk down memory lane.   I found these old screenshots while I was digging through to find the source files for the original human animations.  

But as for actual progress on Feign this week...  I've been working mostly on digging up and starting to polish those old animations.  I've also started the process of working on the low poly retopology for the Incubus character.  And lastly I've been detailing up the environment in and around Redtree a bit more.

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Comments

Artem

You made the right choice. I love Skyrim, but it's graphics engine is ancient.

slaen

Lol, I totally agree. I can't imagine trying to wrestle with that engine on a daily basis. I'm really curious to know if Elder Scrolls 6 is still using the same engine.