I imagine they must have created some of this stuff alone without a frame of reference and accidentally botched the scale for it. Song used: Knight Academy - The Legend of Zelda: Skyward Sword OST
Пікірлер: 871
@ZullietheWitch2 жыл бұрын
The Follower Sabre getting flipped might seem unrelated to resizing the models at first, but they way they achieved flipping it was by setting it's width and depth from 1 to -1, but keeping its length 1 so it doesn't get fully inverted. This ends up being visually the same as rotating it, but without needing to reposition anything to account for the rotation. There are a couple other entire weapons that are flipped like this, so it seems to be their preferred method.
@gavankostelac20252 жыл бұрын
Zullie I’m not sure I follow, does that mean that these are the original size for certain weapons and things, but done by Fromsoft?
@Yamaazaka2 жыл бұрын
You're the best Zullie
@TheHogfatherInvades2 жыл бұрын
It would be cool to see more of the weapons that were inverted
@ZullietheWitch2 жыл бұрын
@@gavankostelac2025 The weirdly sized versions are how the weapons were made in the modeling software, then they were adjusted to be normal sizes ingame. I can see the adjustments, because I was wanting to use the same values for adjusting weapons to match when I adjusted the player's size. If a weapon is exactly the same size in-game as it is in the modeling software, it's size multiplier will be 1. The Moaning Shield is secretly tiny, so its size multiplier had to be set to 39.6 to make it look reasonable ingame.
@rice54032 жыл бұрын
I don’t know what you’re on about, the Gotthards Swords were always supposed to be that big. From just made a huge mistake by making them smaller without also scaling down their hitbox.
@adradox2 жыл бұрын
"Hey, reduce size of Giant's club a little" "... Why, though?" "It's a bit too giant"
@lemeres24782 жыл бұрын
"Also, can you make it a little less club like?"
@badadvice62762 жыл бұрын
So it got sandwiched?
@TheIcyLinders2 жыл бұрын
@@badadvice6276 It could save others from not getting sandwiched, including itself.
@Brex102 жыл бұрын
@@badadvice6276 Hahah, Club Sandwich
@ancapeancape98292 жыл бұрын
too fluffy
@ZullietheWitch2 жыл бұрын
Getting nostalgic with the pre-DLC2 outfit.
@metalmonster95362 жыл бұрын
@Dawn Not to mention adding images of their overly surprised reaction
@cB-sr9kd2 жыл бұрын
Rewatched the old fast Gundyr video and went "dang that getup was sick,"?
@wingedfish11752 жыл бұрын
Did they change that outfit in the dlc?
@Kelthret2 жыл бұрын
It is extremely good fashion souls though
@ZullietheWitch2 жыл бұрын
@@wingedfish1175 They brought back the Black Witch Set in DLC2, so I immediately switched to wearing that.
@Zeldianiac2 жыл бұрын
So for once I can actually talk on this. Usually when there are such disparities of size it's usually because of the various modeler's settings and preferences. Sometimes it can also show use of different modeling programs. When I make 3d models they are almost always going to be a different size than someone else's. So what these different sized models likely tell me is they were made by people not working solely on this one project, likely being made at home on their own software rather than in studio on company stuff. As for the change on the large club, that's likely because someone just saw it and thought it looked better slimmer. Could have happened by accident initially then they decided to keep it, or just didn't notice.
@thenewbygamers2 жыл бұрын
Yep, this. It's also commonly seen as a byproduct of outsourcing. Since the outsourcers exist outside of the company, and are often working on multiple projects for different companies at once, they often don't have the same settings as the rest of production. The number of times I've had to fix outsourced files to be in line with internal conventions is too high to count. For these resizes, it's just easier to do it in engine with a scale-slider than faff around with pivot points and resetting the Xform on everything, especially when it may be tweaked in-engine anyway for better looks or to avoid clipping issues.
@Un1234l2 жыл бұрын
Interesting. It's not a result of the models being larger so it's easier to work with? So they don't have to be as intricate and delicate initially? Plus, sizing down an object seems better than sizing up an object, in my layman eyes.
@thenewbygamers2 жыл бұрын
@@Un1234l So, there are instances in which this is necessary, but generally speaking, modelling software doesn't care about the scale at all. Most modelling software works in 'units' rather than any measurement value, and It's only when exporting that it requires you to enter what one unit equals. Most of the time, you don't even realise you're working in the wrong scale until somebody imports the model into the engine and suddenly finds that the entire world map has just been swallowed by the toe of a character. Now, what I will say is that rescaling objects in engine is generally frowned upon because it causes a difference in 'texel density', which is basically how many pixels of texture are shown per mm of the model. If the texel density of two objects next to one another is too different, you'll notice a sudden and distinct difference in the quality of texture. In this case, scaling an object down is preferred because it's more hidden than if you make it larger, and more visible.
@heliusuniverse74602 жыл бұрын
@@Un1234l a small 3d model and a big 3d model are basically the same if you zoom in/out the camera. The only difference would be that if an object is too small or too big, you can get floating point errors and the camera's near/far planes need to be adjusted to not cut the mesh in half
@castform572 жыл бұрын
When I work with CAD models, they end up being wildly different sizes if I'm not working with strict measurements. If I import a properly scaled stl file into blender, it'll be way bigger than what I would have made in blender alone if I don't mess with import scale.
@zenaleft16032 жыл бұрын
My guess is that some times, when modeling the weapon, they guy modeling actually forgets the scale he is using so they just rescale the model in game to undo the error. For the followers blade, it is a type of blade that actually exist and the guy who made the weapon got it backward so, again, they just undo his error in game.
@gamongames2 жыл бұрын
Or it's just an importing issue. I'm constantly rescaling FBXs inside Unity before being able to use them in game.
@mammothfur29612 жыл бұрын
@@gamongames Might be both; I´m doing 3D in a small studio and scaling issues happen all the time lol
@StrayZero2 жыл бұрын
these are definitely scaling issues from fbx/obj imports.. and it's quicker to resize it in game than resend it back to the modellers, besides, everything will be scaled anyways one way or another hahaha
@Zanenoth2 жыл бұрын
@@gamongames That sounds horrible honestly. You know the best games come from development teams who make their own engines and then use it for their games. Reusing other people's assets to make a game totally isn't a game.
@smoothbraindevincision11482 жыл бұрын
This right here is the most sensible answer. They probably just used the in-engine rescaling to avoid having to contact the already busy modelling team for a fix.
@kylebaker59412 жыл бұрын
Yo the old witch ring on the talisman is such an amazing touch, never would have noticed that.
@mysterion14792 жыл бұрын
DAAAMMNN I didn't know about the Old Witch Ring being on that talisman! And I thought I knew everything lol Great work as always!
@FelixMBlume2 жыл бұрын
no man knows everything
@raz15722 жыл бұрын
Yeah, that's a really cool detail.
@Majinnightwalker2 жыл бұрын
Riightt lol
@NadiraBarIdan2 жыл бұрын
That's when I knew I had to subscribe
@safijivvaboi50812 жыл бұрын
@@NadiraBarIdan you mean you *HAVEN’T* been subscribed to Zullie this whole time? Heresy!
@carnivorn2 жыл бұрын
Oh so that's why the gotthards rolling L1 catches me from halfway across the map, it all makes sense now! clearly just using the original size model for that attack :^)
@Ea_Rapture2 жыл бұрын
The witch ring details pretty great. I do believe that talisman is found in the lava in Smouldering Lake, iirc? And it being a dual catalyst (pyro/miracles) makes sense in a way of converting a talisman into a pyro flame as well. Well. Least in my mind. Correct me if im wrong on something. Its been a while.
@Garl_Vinland2 жыл бұрын
It’s found in Lothrick archives I think
@Jokuman3572 жыл бұрын
Yeah, and the description also directly confirms that the lock of hair belonged to a chaos witch.
@Jokuman3572 жыл бұрын
@@Garl_Vinland You're mistaking the talisman to Witches Locks, which is a whip.
@mateo01232 жыл бұрын
you find it pretty much beside quelana and daughter of chaos so it makes perfect sense
@Garl_Vinland2 жыл бұрын
@@Jokuman357 Correct, though I wonder why the Witches locks are there in the first place.
@AtelierMcMuttonArt2 жыл бұрын
For the club, most likely it was modeled without the character's hands or holding animation for reference, so they probably ended up making the handle a little bit too thick
@p1djin2 жыл бұрын
making every UGS and GS huge for that berserk immersion
@DrWifePipe2 жыл бұрын
I like the mini buckler it’s like when a lil bit of pancake batter makes a mini pancake
@lightningkitten2 жыл бұрын
thats such a perfect way of putting it
@azuretao2 жыл бұрын
From Fume Ultra Greatsword to fume tiny greatsword
@Psykomancer2 жыл бұрын
Fume ultra butter knife
@lionheart41092 жыл бұрын
@@Psykomancer Fume Toothpick lol
@Consumstra2 жыл бұрын
Makes me curious if any of the other souls games had different scaled weapons. I wanna know if any weapon is usable for the ceaseless discharge
@paatwo2 жыл бұрын
his own arm is what he uses
@martinkurdi4362 жыл бұрын
@@paatwo Then, now. Can we use ceaseless arm as a weapon?
@aetherspiralknight2 жыл бұрын
Ceaseless Discharge but he's swinging nine ultra- greataxes
@paatwo2 жыл бұрын
@@martinkurdi436 no :p
@hantzbro2 жыл бұрын
I can only guess that the developers who worked on these models had no frame of reference if how big one unit in their modeling software would be so they just went without any real scaling, and then the animators figured they could just scale them at runtime rather than recompile the model with correct size values
@sapateirovalentin3482 жыл бұрын
That or they had différent purposes,such as the moaning shield maybe being à button on some sort of fancy jacket or the gotthard sword being part of some statue but then the dev repurposed them
@hantzbro2 жыл бұрын
@@sapateirovalentin348 with the shield I find such a theory not likely as it is much too detailed for an item of this size
@sapateirovalentin3482 жыл бұрын
@@hantzbro i thought about it too but maybe they added détails after scaling it up
@justsomeotherguywithamusta68102 жыл бұрын
It's not one unit it's one Miyazaki
@justinmoudy68332 жыл бұрын
@@hantzbro I mean the coins in dark souls are pretty detailed too and they're small
@LautrecOfCarim2 жыл бұрын
For some reason I am now disappointed that they didn't also make the Moaning Shield 39 times louder. Heh.
@thekiss20832 жыл бұрын
"This shield moaned at least *this loud* "
@ferro_nimo2 жыл бұрын
_"Headphone warning"_
@lemeres24782 жыл бұрын
Maybe they did. We didn't hear it moan here. maybe it is a tiny humming coin in your pocket.
@thaias96542 жыл бұрын
And didn’t make it 39 times stronger
@JeanMarceaux2 жыл бұрын
@@lemeres2478 iShield Shuffle
@inumaki36222 жыл бұрын
Now I wanna see more big weapons in order to see their details
@Fungilajr2 жыл бұрын
As a 3D artist, I can feel the pain of resizing stuff when you import them elsewhere
@wanderingcalamity3602 жыл бұрын
That bit about the Old Witch's Ring is really interesting.
@DankSeouls2 жыл бұрын
Maybe the Moaning Shield literally was a "coin" as described or some type of token, perhaps somebody made the comment of how it would make a cool shield, so they upscaled it, liked it and went with it?
@seelcudoom12 жыл бұрын
maybe its the currency of giants
@JeanMarceaux2 жыл бұрын
@@seelcudoom1 hey man, can I buy this offa ya? Only a coinful *pulls out comically large coin*
@maxgrimm95892 жыл бұрын
I was thinking it was set dressing in some other area that we don’t know they did it a lot with bloodborne
@dungeaterfancam2 жыл бұрын
I guess that would be reaching a bit too far, but maybe it was meant as a buckler for thralls. They’re kinda small and their axes are already tiny, so maybe some of them were meant to have a (very) small shield as well
@GuukanKitsune Жыл бұрын
The White Hair Talisman being bound by the Old Witch's Ring makes absolute sense when you remember WHO THE HAIR CAME FROM, and the fact you needed the Old Witch's Ring to talk to her.
@kman02012 жыл бұрын
Wake up babe, new Zullie the Witch vid dropped
@mossknight19822 жыл бұрын
Obviously Fromsoft forgot to downscale gotthards’ hitbox to match the model
@losersbecomewinners20432 жыл бұрын
The witches ring! Finding the use for that in Dark Souls 1 was my greatest achievement and hearing her voice in pain, was bitter sweet. I always start with that ring now
@SpiritOfHugs2 жыл бұрын
The resizing might be to add detail? The talisman and gotthard swords are very detailed, so they make a big version and shrink it to keep the feel. And then the moaning shield is supposed to look carved out of stone, so enlarging it *flattens* the detail to give that impression.
@k.k.9378 Жыл бұрын
That would be the case if the modelling software demanded a specific amount of polygons per length, which it almost never does.
@milanfisher14622 жыл бұрын
maybe the moaning shield used to be like a little talisman or medal since its supposed to be in the image of eygon's sister
@Jason-hz6cm2 жыл бұрын
Isn't it morne's sister since its morne's gear that eygon is using
@milanfisher14622 жыл бұрын
@@Jason-hz6cm think the armor is morne's and the weapon too but the shield was made for eygon. But idk you could be right we know very little about the way of white in the days of lothric
@akewri32722 жыл бұрын
Resizing seems like a great way of achieving models that look more complex. Make it huge, add details, and once you make it small they will look intricate.
@pseudonymlifts22 жыл бұрын
Nah there's no advantage to that, size is arbitrary and relative in 3d modellers, you can just zoom in
@DrBrangar2 жыл бұрын
Modeling software doesn't care about size. All you do is just set "I want one square here to be 1m, or 1mm", and nothing changes in your modeling view until it gets integrated with other models
@namelessnocebo2 жыл бұрын
@@DavidVegaBurgos It may have started out as a coin
@eliezra837712 жыл бұрын
@@DrBrangar that is not true. There are a lot of parameters (simulations, remesh, shaders) that work different in different sizes. It makes perfect sense to me for the talisman to be resized.
@MainTopmastStaysail2 жыл бұрын
Dancer's Swords being dual curved greatswords instead of dual curved swords would be sick. It also solves one of their huge problems, which is that they have low attack and do 3-way split damage. Making them curved greatswords and buffing the base damage would fix that.
@TheDeadmanTT2 жыл бұрын
Once, I tried to “modify my player size”. But “my weapon” size was unaffected.
@TheDeadmanTT2 жыл бұрын
Also slightly squished.
@Psykomancer2 жыл бұрын
@@TheDeadmanTT I heard size increases if you add the "horni" flag.
@JustDaZack2 жыл бұрын
Always super interesting to gain these insights into the game!
@henryviiis_craft2 жыл бұрын
Well, that's a common thing when the model was made in different measure units, 39.3, 0.393... is a common value from quick converting inches to metric units.
@ilgiallo02 жыл бұрын
Not sure if other than Americans and Brits , some others use the English Sistem. This is probability not the answer
@henryviiis_craft2 жыл бұрын
@@ilgiallo0 That happens not because Americans and Brits made 3d models, that happens because a novice didn't check units of measurement before doing the model. This was a pretty common thing for 3ds max because when you opening a third-party model, you can accept its units as system units and forget about it. And when the model was rigged, rescaling it isn't the nicest thing to do, especially if the export-to-the-engine pipeline was not so short as export to Fbx - import to the game. Yeah, some weapons with weird scaling, maybe were pathfinders for the proper size for creatures, but 39 is the result of a mistake in units of measurement.
@RamAurelius2 жыл бұрын
Interesting to see a classic outfit. Though it begs the question, what made you gravitate towards the "Zullie the Witch" character in particular? Especially in comparison to say like Yuria or Beatrice?
@ZullietheWitch2 жыл бұрын
I used to post anonymously, but I attended a big Cosplay Fight Club event in Dark Souls II as "Zullie the Witch". When Crown of the Sunken King got patched in early shortly after, I, among several other hackers, broke in with Cheat Engine to scope the place out before it was released, and I still had the cosplay character loaded when I was posting stuff from that. People recognized me as the same Zullie from the fight club, and so they started using that to refer to me. It kind of just caught on and never caught off.
@RamAurelius2 жыл бұрын
@@ZullietheWitch That's pretty awesome. It was your DS2 content that originally caught my attention, as I feel the game is very underrated and it was a breath of fresh air to see KZfaq content for it. So it's cool that your origin story was with DS2.
@augustday94832 жыл бұрын
@@ZullietheWitch Funny how stuff like that works out so perfectly. I think the "Zullie the Witch" persona fits with this channel's content, being primarily about showing obscure and arcane knowledge/tidbits, exactly the sort of stuff a witch would know.
@shayposting2 жыл бұрын
@@ZullietheWitch Good old /dsg/. I remember all that from like 2014.
@deadinside95652 жыл бұрын
@@shayposting cringe.
@Amir02 жыл бұрын
Strange that they didn’t simply apply the transformations to the actual model files when they easily could, the player part files to my knowledge aren’t used anywhere else but players. It’s not like Dancer’s actual weapon model files take the same name space as the player’s. Also I wonder if you’ve seen the DebugAnimSpeed and DebugMovementMultiplyer events in DSAnimStudio? Lots of weapon attacks have them such as Yhorm’s r2s, or curved sword r2s. Yet it does nothing due to their activating debug flags being off. I wonder if this was intentional?
@capperbuns2 жыл бұрын
Eyyy amir wassup.
@lemeres24782 жыл бұрын
I assume they copied and pasted the art/meshes/etc, if not the actual file.
@solderingiron10082 жыл бұрын
Hello Amir 👋
@Amir02 жыл бұрын
@@solderingiron1008 hi
@aetherspiralknight2 жыл бұрын
I always hear your comments read in your voice, Amir 😆
@Wheeco2 жыл бұрын
I love weird shit like this. You're doing god's work Zullie.
@Massenstein2 жыл бұрын
I'm a sucker for this kind of trivia bits as well as all of your experiments, and it's even better with game dev professionals commenting and adding their insight.
@555Seweryn2 жыл бұрын
From a graphic designer, over-scaling is used to help the designer work on details and give a better access to the model without limitations from the software (Aka the bigger the easier) so then it can be shrunk properly post production.
@guidofedeli8512 жыл бұрын
These vids will never stop being fascinating to me
@Skibir2 жыл бұрын
1:13 Often when I model objects before having a relative scale set for the project I am working on, they tend to be wayyyy out of scale. But a model being made out of scale does not really matter when you can in game engines scale them down to a size which fits the rest of the assets in the game. I would wager that these swords were the result of either: 1) Being made very early in the project, perhaps not even intended to be in DS3 at the offset or 2) The modeller messed up/did not care, when he made it in Maya, and then just had it scaled down in-engine to fit the rest of the game.
@hamsterdoom3602 жыл бұрын
0:15 Moonlight Letter Opener
@SuicideFrog2 жыл бұрын
That explains the hitbox of the Gotthard Twinswords' rolling attack
@NCRRanger7753 Жыл бұрын
The talisman is a very cool find. The witch ring with a bundle of the Fair Lady's white hair. 🙂
@tubasil87862 жыл бұрын
Love the Zelda music the songs you use bring back so many memories
@DemienC.2 жыл бұрын
Pretty sure that shield was planed as part of decor. But someone went: "Hey! I have an idea!"
@somekindoflatindude94972 жыл бұрын
When i bought this game i couldnt realize in what a rabbit hole i was jumping in, and here im, watching a video about the ridiculous size of weapons and other items... And i love every part of it
@ThatRandomDude2042 жыл бұрын
All I'm thinking about is that nice fashion the armor set at the beginning was
@tallowick60822 жыл бұрын
When you mentioned that the moaning shield was originally the size of a coin, that suddenly reminded me of something, namely the armor of the Glorious from DS1. It's covered in medals, and one of them on the front actually vaguely looks like that.
@AnUncleanHippy2 жыл бұрын
Due to the sheer quantity of weapons in Dark Souls 3, I'm guessing a lot of this work was outsourced, which would explain a lot of the very wonky scaling.
@kisukoev2 жыл бұрын
coolest video in a while, keep up the good work Zully
@swolefishass73272 жыл бұрын
Wow. The witch ring coming in clutch for Quelana on bad hair day
@Laszer2712 жыл бұрын
When someone makes the model in the wrong scale but then instead of fixing the model they just make an in-game hotfix.
@fondrive2 жыл бұрын
Finally, we found the true nature of phantom hitboxes
@gasax10112 жыл бұрын
Just wanted to say that I'm in love with this channel. If you like anything that is related to all of the Souls, this is the perfect place to discover a lot of very interesting (and never heard of) stuff. Please keep it going ❤️
@LORDOFDORKNESS422 жыл бұрын
1:21 Maybe it was originally meant to be a coin or medal, but somebody at From just liked how it turned out so much they turned it into a shield instead? I mean, I've heard crazier game-dev stories.
@dragon5wildfire8132 жыл бұрын
Bruh I LOVE that little detail about the Old Witch's Ring. Would've never noticed that on my own
@SomeWheats2 жыл бұрын
They probably started modeling some of them without having checked the world scale units in their modeling programs and then rescaled them later on in the game engine
@SlipRee2 жыл бұрын
I'm late but that Moonlight Greatsword turned into a Moonlight Shank
@Soul._.Seeker2 жыл бұрын
So many things and secrets From software has made in their Games even though we can't see they just make the tiny bit of details interesting!
@d.k.o.97512 жыл бұрын
This is the fun when you play arround with original models and textures. You see that also developpers take the shortest path to fix stuff. Why change it when you can flip it, rescale or copy & paste. Done and into the game it goes. Thx Zullie for all your work on DS.
@anubarak91842 жыл бұрын
this is the content i subscribe for! good job as allways
@call28722 жыл бұрын
Looking at the video and the comments, I like how there is still so much love for the game.
@FUJIIDEW2 жыл бұрын
I'm surprised the Moaning shield held up it's graphical fidelity after being scaled up that much lol crazy
@sh4rky702 жыл бұрын
I've been wanting to get the Old Witch's Ring custom made, but the original image was a bit blurry. Thanks for the improved reference image.
@razorhighflyer2 жыл бұрын
Gotthard's Twinswords original size makes sense given their hitbox lmao
@jamesd42232 жыл бұрын
Makes me wonder if the shield was originally just a decoration on an armor set or another weapon and they just loved it’s look.
@Orthane2 жыл бұрын
I think it would be hilarious to get the Dancer's Swords and see these bad boys 0:48
@hazzar77842 жыл бұрын
I could only guess, but the dramatically different sizes are a result of individual artists own comfort zone? Just knowing where they best get there work done, and then resizing as necessary
@vergence22292 жыл бұрын
Wait, there’s a weapon called the Follower’s Blade?
@ZullietheWitch2 жыл бұрын
It's from Ashes of Ariandel.
@Quetzocotol2 жыл бұрын
Follower's Sabre, to be exact
@waltersullivan27272 жыл бұрын
Yeah it’s phenomenal for breaking the guard of turtles with its weapon art and nice for catching someone on wake up with it too.
@theclownofclowns2 жыл бұрын
it's a SS from AoA with a pretty cool moveset
@vergence22292 жыл бұрын
@@ZullietheWitch Weird, I’ve never come across it. Where do you find it?
@nanomachinesshinonome14562 жыл бұрын
Keep in mind that I know absolutely 0 about modelling, but my theory is that some of the originally massive models were originally that size because it would be easier to model and texture details, especially for something as intricate as the white hair talisman with the texture and strands it has. It would be so much easier to actually see when working on it. Then all From would need to do is scale them down. Imagine modelling the white hair talisman at that size it currently is with that detail.
@Puzzlesocks2 жыл бұрын
I was going to say this, I know a lot of artists that work at large scale because it's easier to add detail, and also easier to hide mistakes when shrunk back down.
@filipkurdynowski26902 жыл бұрын
I also thought that, but then why would this pretty well detailed shield be so tiny originally?
@mattomanx772 жыл бұрын
My only problem with that is that with modeling software can't you just like... zoom in for more detail?
@PacoReer2 жыл бұрын
Working big in 3D works different than working big in pixel, 2D drawings. 2D drawings have a set of pixels (for example, 1920x1080 has a total of 2.073.600 pixels), whereas a model normally stores vertex data (it's a bit more complex than that). This means that I could add an infinite number of vertices between x=1 and x=2, and just zoom in to see them with detail
@andresrodriguez23432 жыл бұрын
smt people don’t import models with proper scales, they probably just adjusted it in engine instead of asking the artist to fix it.
@PaszerDye2 жыл бұрын
This happens because different modelers somehow missed the memo for consistent scale. It can happen a lot when working in a company with hundreds of people.
@krazzorkunashagi64262 жыл бұрын
Wow the old witch ring in the talisman is something that I defintively wasnt expecting
@itsdark94152 жыл бұрын
They made Gotthard's twinswords model smaller but probably forgot to change the range of the attacks lol
@ThatRipOff2 жыл бұрын
I absolutely love that the White Hair Talisman has the Old Witch’s Ring on it.
@waffler-yz3gw2 жыл бұрын
i have never watched a playthrough of any dark souls game, nor have i played any dark souls game, nor do i have interest in any, yet these videos are still really entertaining, love thus stuff
@brettpotter7312 Жыл бұрын
that old witch ring thing blew my mind that's such a cool detail
@overlystrategic2 жыл бұрын
I haven't even played this game but I really enjoy your content.
@Slop_Dogg2 жыл бұрын
thank you for making these fun videos zullie
@jordantiburcio45412 жыл бұрын
The lore drop at the end was quite welcome
@thecrabmaestro5642 жыл бұрын
I imagine that the weapons that have been sized down were modelled really big so that they could detail the model easily, then just scale it down instead of working on a tiny model
@sarperdogan64542 жыл бұрын
My guess for the veeery absurd ones would be (though this likely isn't the reason) the modeller didn't work in universal scales and/or forgat to apply the scales before exporting so they just adjusted the scales in the game engine.
@threebee78422 жыл бұрын
very interesting discovery Zullie, great work as always.
@solderingiron10082 жыл бұрын
I imagine the soldering iron being insurmountably huge to reflect its destructive capabilities
@hagridsdisappointingson7692 жыл бұрын
0:12 The Moonlight Pocketknife really got me. The idea of a giant wielding a regular person sized mythical greatsword and thus negating the entire point of a greatsword is just too much.
@1337slic32 жыл бұрын
God, I love this channel
@realkingofantarctica2 жыл бұрын
> _Implying that Wolnir wasn't originally planned to fight you with swords._
@kevinragsdale62562 жыл бұрын
I have barely ever played any dark souls, maybe an hour of dark souls 3 my whole life, yet I like these videos. I don't know why.
@DakkaSap2 жыл бұрын
I was watching dark souls videos and making memes for over two years before i actually picked up the games, haha
@Maldunn2 жыл бұрын
I’m pretty sure the 39x scale is due to a unit conversion issue in the 3d program converting between inches and meters. The item was probably modeled in meter scale and then converted into the correct inches scale by multiplying. 1 meter = 39.3 inches. I work at an animation studio where we have to convert between inches and meters a lot so this does turn up occasionally. Thanks for the vid
@thatlonzoguy2 жыл бұрын
You are a content machine, outstanding videos!
@Kekistani_Insurgent2 жыл бұрын
My guess is that some were modelled huge to begin with so that they could put a massive amount of detail into the weapon (like the talisman at the end) but of course they had to scale them down to a reasonable size.
@thecandlemaker13292 жыл бұрын
But the textures on the true size talisman are visibly pixellated, not to mention the huge polygons.
@weberman1732 жыл бұрын
not realy a good argument, sizte is arbitrary in modeling software, you just zoom in to add detail, making the thing way larger and then scaling it down has no advantage for the modeler
@Kekistani_Insurgent2 жыл бұрын
@@weberman173 well at a certain resolution eventually you just get pixels, what I’m saying is this is effectively a way to “cheat” designs into being a higher level of detail than the resolution would typically allow just working in that size. I guess “add detail” isn’t quite right, more like, making sure they could put in the details cleanly. The other chap mentions the original Talisman not being very high detail, but you can see that the Witch’s ring is there and in higher detail than the original icon for it. And I doubt you’d have any chance at distinctly seeing something like that if it was just modelled at its release size.
@xXVannXx2 жыл бұрын
its nice to know that such a prestigious studio also does impractical things due to time constraints :P
@Matt-ro4qe2 жыл бұрын
How did I only now realize I haven't been subscribed to this wonderful channel, I've been watching these videos consistently every day for months. Whatever the KZfaq Algorithm is doing, I am glad it is favoring you!
@just.joshnya2 жыл бұрын
Congrats on your article feature! Was worth the read :3
@murdermachine3472 жыл бұрын
The Old Witch Ring on the talisma is definitely some nutty stuff I would've never learned about. Thanks for the great content
@skellymoe2 жыл бұрын
Ik it'll be lightly absurd to say but I absolutely love no commentary. Not that commentary would be bad, I just love the way you're doing it. Let's you really fall into the vibe you're setting up with the different tunes, wholly immersive.
@foxxy7062 жыл бұрын
I worked in game development for a few years. Having scaling line that is actually not uncommon in game development. Different 3D softwares have different internal units, and since it‘s common practice to frequently switch between different software before an asset is finished, wrong or unexpected scaling can occur. Often it‘s less time consuming to adjust the scale in-engine. The original asset keeps it‘s internal scale, that‘s why a lot of assets have weird scaling parameters like this. There are a few exceptions when the scaling must be correct, and some game engines need scaling to be correct, but for static, non animated objects like weapons and props it usually doesn‘t matter much.
@hg66752 жыл бұрын
- Hello, I need the biggest Giant's club you have. - ... - No, that's too big.
@lewkforce2 жыл бұрын
I see things like this all the time when bringing things into my 3D models for my work. Usually it's because of the units conversion from cm to inches, or vice-versa.
@Magmadu1002 жыл бұрын
That's why you always remember to apply all transforms kids, remember, ctrl+A!
@kuunt60652 жыл бұрын
I think for gotthards twinblades, they really wanted them to look intricate and ornate, so they did the detailing on a much larger model so when shrunk down they would look much finer
@thesilentsociety32522 жыл бұрын
Imagine being the twin princes & seeing the Ashen One suddenly grow to the size of Yhorm