Question to those who played TES:Oblivion (or TESO)

tyra_oeildelouptyra_oeildeloup Posts: 329
edited January 3 in The Commons

I was wondering, for those who are familiar with the lore introduced in TES:Oblivion or the MMO ESO, what product would you use to stand for Ayleid Ruins for such themed DAZ renders ? 

Post edited by tyra_oeildeloup on

Comments

  • columbinecolumbine Posts: 455

    For the aboveground portion of the ruins I would probably use Stonemason's Gothic Ruins 2 with possibly some other things, such as 3DLab's Medieval Ruin, kitbashed in. The underground/dungeon delve portion would be an utter kitbash--I have I don't know how many sets which could be made to work with a little coaxing. Anyway, dungeon interiors are much of a muchness and I assume it's mostly the aboveground stuff you're interested in.

    https://www.daz3d.com/gothic-ruins-2

    https://www.daz3d.com/medieval-ruin--modular

    I should also note that there is apparently an Ayleid Ruin package available as a free download on itch.io but it isn't in a native format ... it's .uasset and .umap files, which I believe are the Unreal Editor, and I have no idea if they can be imported/converted into Studio.

    https://bridgedpolys.itch.io/ayleid-ruin

  • columbinecolumbine Posts: 455

    P.S. after searching around the web for a few minutes: It's hilarious that there are ten thousand pages about using Studio objects, shaders etc in Unreal but not a thing about using Unreal objects, shaders etc in Studio. Maybe I'm missing something.

  • MattymanxMattymanx Posts: 6,908

    tyra_oeildeloup said:

    I was wondering, for those who are familiar with the lore introduced in TES:Oblivion or the MMO ESO, what product would you use to stand for Ayleid Ruins for such themed DAZ renders ? 

    If you had the right tools, you could export the models yoursefl from the game to use them in your fan art.  There is no rule agaist that.  Its only illegal when you distribute it.  Just bare in mind that game Normal maps are DirectX which is the opposite of what we need in Daz Studio which is OpenGL normal maps.  Also, you may not have all the maps you need to make it look good, especially with such an older game.

  • StonemasonStonemason Posts: 1,180
    Mattymanx said:

    tyra_oeildeloup said:

    I was wondering, for those who are familiar with the lore introduced in TES:Oblivion or the MMO ESO, what product would you use to stand for Ayleid Ruins for such themed DAZ renders ? 

    If you had the right tools, you could export the models yoursefl from the game to use them in your fan art.  There is no rule agaist that.  Its only illegal when you distribute it.  Just bare in mind that game Normal maps are DirectX which is the opposite of what we need in Daz Studio which is OpenGL normal maps.  Also, you may not have all the maps you need to make it look good, especially with such an older game.

    Easy fix for the dx issue is to invert the green channel, that's the only difference between dx and ogl
  • Matt_CastleMatt_Castle Posts: 2,569

    Mattymanx said:

    If you had the right tools, you could export the models yoursefl from the game to use them in your fan art.  There is no rule agaist that.  Its only illegal when you distribute it. 

    To be clear, a lot of game EULAs absolutely prohibit the reverse compiling or extraction of game files, so there are in fact plenty of rules against that.

    That said, in this case, we are talking about games widely known for their mod communities and a game company that officially supports and endorses that, so the EULA in these cases is somewhat less strict about forbidding things. (And indeed, some game companies are fully aware that people will extract the models for fan art and see it as free advertising/community engagement, seeing as what they're really worried about is people engineering bots/cheats/playing the game for free).

    But there is reason to be cautious, as some game companies could take issue, and based on EULA wording it would often be entirely legitimate for them to disable a user's account if there was enough cause to believe they had broken the licence agreement.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,219

    having extracted and rendered Skyrim mesh in DAZ studio, I can assure you anything modelled from scratch would look better cheeky

    that said their textures are awesome and 99% of what makes it look good and that's just the vanilla ones

  • tyra_oeildelouptyra_oeildeloup Posts: 329
    edited January 4

    No worries, I do not plan to port anything, hence my question about products ;) 

    Thanks for the suggestions, Columbine. I hope some more fantasy ruins will be released too, I somewhat feel that more imaginative ones could be nice (with crystals like the ayleids and the such) ! 

    Edit : I suppose using a mod of Ayleid ruins (not made with game assets) extracted for personal use wouldn't really be illegal, but for now I don't really know how to do that ! And as Wendy said most probably kit-bashed products would look better :) 

    Post edited by tyra_oeildeloup on
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