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About AceSV

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  1. AceSV

    ASV Models

    I have 3D models for sale for RPG Maker-esque projects. I use them myself for my own RPG Maker projects. The great thing about 3D is that you can use the same models for map sprites, side view battlers, facesets, portraits and even animated cutscenes: There's definitely some assembly required when using most of my models, but they are very handy to start from. I'm happy to answer questions and share my expertise on getting these to work in RPGMaker. (though please understand I cannot practically teach people You can see my full list of products here: https://www.cgtrader.com/3d-models?author=AcetheSuperVillain But here are a few previews: (sorry these are so big, not sure how to resize on this forum) https://www.cgtrader.com/3d-models/character/fantasy-character/acheron-kitsune-clean https://www.cgtrader.com/3d-models/character/sci-fi-character/acheron-raptor-clean https://www.cgtrader.com/3d-models/character/fantasy-character/acheron-devilish-clean https://www.cgtrader.com/3d-models/character/sci-fi-character/acheron-outsider-clean https://www.cgtrader.com/3d-models/character/fantasy-character/acheron-adventurer-outfit https://www.cgtrader.com/3d-models/character/fantasy-character/acheron-rebel-outfit https://www.cgtrader.com/3d-models/military/melee/50-low-poly-swords https://www.cgtrader.com/3d-models/military/melee/50-low-poly-bludgeons https://www.cgtrader.com/3d-models/military/melee/50-low-poly-polearms https://www.cgtrader.com/3d-models/military/melee/50-low-poly-axes https://www.cgtrader.com/3d-models/military/gun/asv-scifi-guns-volume-01 https://www.cgtrader.com/3d-models/military/gun/asv-scifi-guns-volume-02
  2. AceSV

    Map using 3D assets

    Since doing that, I've gotten myself some more Souchenki doodads. I'm really impressed with their Medieval Town, but I'm at a loss for how to RPGify them. Here's the asset pack I'm looking at: https://www.cgtrader.com/3d-models/exterior/historic-exterior/modular-medieval-town Here it is unpacked in Blender: A LOT of stuff. So we've basically got 9 main building styles, each made up of pieces: And for each one, they give you a nice put-together example: And a few variations made from the same pieces: Very cool, but also, possibly not the easiest thing to incorporate into RPG Maker. If I scale these up to where a door is 1x2 squares, then none of these premade buildings even fit within a single768x768 tileset: And of course none of it really comforms to a grid, because it was never designed to, but theoretically I could fix with the 3D program. You also can't see things like the door on the side of the building for the elevated deck. And you'd probably have to write some kind of special event to walk up stairs like that. So here's a possible Orange Overlay solution: Axiom there for scale, but this is just done up in Gimp for size reference. Map is 1296x720 pixels or 27x15 tiles. Grid is there to illustrate where the grid would be in game, it wouldn't be there in the real thing. The colors are indexed to a 128 color palette, which cuts the file size in half, and gives it a nice spritey look at the same time. You'd get a few more colors in the real thing, since it's including Axiom's palette in the test-picture. I've thrown in some of the Sky Forest foliage for sake of argument. Since filesize strikes me as the primary limiting factor for the Orange Overlay method, let's compare. This dinky little map is 0.26 mb, which does not include the actual overlay image, which would probably be around the same size, but a little less. The 4 tile pages for the Sky Forest were 2.8mb, although if indexed, they shrink to 0.68 mb. The issue with indexing tilesets is that you can't index alpha channels, they're either on or off, so it's an extra level of quality loss. So if you only had a couple of small maps, it wouldn't be a big deal. Maybe the thing to do is use a few Paralax Maps for towns and special areas, and then do big dungeon maps with tilesets. Although my unfinished actual 3D game is over 600mb, so maybe this shouldn't really matter much. Theoretically, this is why all the PS Final Fantasy games had prerendered maps. Anyways, still curious to hear your thoughts, which maps you like better, how you would do it, etc.
  3. AceSV


    Hey there, a fellow fur fan I see?
  4. Trying my hand at using 3D models as part of a tileset. This will get a bit technical, but I'm mostly just brainstorming here. I'm going to provide my thoughts and findings so far, and I'm curious what you folks think and what ideas or suggestions pop into your heads. I've goofed around with MV off and on since it was released, but I'm mostly still a novice. First of all, what I'm testing here is Souchenki's Sky Forest 3D environment. You can take a look at the original 3D model from SketchFab: https://sketchfab.com/3d-models/fantasy-sky-forest-ed8ca4efca0d4e4c8de1333d43c521b3 or CGTrader: https://www.cgtrader.com/3d-models/plant/other/f-064d75bf-8323-427b-89aa-0ca47e133a1d I have basically photographed (rendered) all the 3D doodads as MV friendly 48x48 tiles. What I've got here are the standard OutsideA autotiles, with tiles B, C, D and E all taken up with Sky Forest models. I think RPG Maker's autotiles are incredibly useful and I don't see an easy way to replace or improve them with 3D graphics, thus the best-of-both-worlds approach would seem to be using the built-in MV autotiles with 3D rendered overlay tiles. 1:1 view of the map with my 3D character for scale: I've got the actual game window size up to 1920x1080, and this looks kinda good, but I think if I wanted to actually use mazes, such a big area allows the player to see too much. Here's the whole map zoomed out in the editor: The plants I think all work pretty well, but the rocks really stand out like a sore thumb. This might just be a problem Souchenki's style of making rocks, I've got other designers to try spritifying that might look better. And if you look at Souchenki's example renders, their environment is darker and more saturated than MV's. I might try recoloring the auto-tiles in Gimp to match. The character (Axiom the Enfield) is about 1x2 squares tall instead of the ridiculous standard 1x1. He's actually a bit too large onscreen, I think I would scale him down a smidge for the real game. 1x2 looks great most of the time, but there are a few weird things, like it feels weird that you can't stand behind walls like you could in 2003 or XP, and things like the bushes and shallow water don't cover up very much when you're suddenly twice as tall. So I do get a lot of variety out of the 3D models, and there's a lot I can do with them. Definitely a cooler looking forest scene than you could get with the default tilesets. However, I wouldn't consider Souchenki's Sky Forest to be a particularly big pack, and yet it has already used up all of the overlay tile slots (not every 3D doodad is represented on this map). This means that there aren't any slots left for doors or windows on the little hut or the shrine. A lot of space is taken up by a few of these gigantic trees: With all of this 3D stuff, I get to decide exactly how big it is, so this entirely a problem of my own making. But I have tried that particular design of tree in different sizes, and it really doesn't feel right if it's too much smaller. I realize that Yanfly's doodad thing would solve this for me, but I've tried it and I really really really hate using it. If I were going to use a more advanced map maker, I would just make the maps in Blender and use Orange Overlays. Although the problem with that strategy is that gigantic overlay maps take up a huge amount data. Things like doors and windows can also be done with events instead of tiles, although that's probably not good for performance. I would have to make my own door events anyways, since Axiom is too tall to fit into a 1x1 door. It might actually make sense to make the giant trees as events instead of tiles, since events don't care about size. They wouldn't be multi-square obstacles, but I could use Yanfly's Region Restrictions to do that. One thing that I have not done but theoretically could do with these tiles is bake in shadows. You can kind of see Axiom's shadow, as an example, but I think i'd try to make them look closer to the auto-shadows. The problem is that shadows take up more space, especially for the really large doodads, and they don't quite work if something is behind the doodad, and as you can see, I really like to overlap elements. So yeah, curious what you think, curious to hear what you'd do differently or what you'd like to see with this kind of graphical approach. I'd want to do more experimentation before trying to implement this in a full project.
  5. Howdy, I'm Ace the SuperVillain. Mostly a 3D artist, but I love RPGs and I'm interested to try my hand at putting some of my 3D art into RPG Maker. I've played around with the idea in the past, I'm getting close to wanting to try it again. I used to love RPGM 2003, I'm mostly familiar with MV, don't have any intention of upgrading to MZ at the moment, doesn't sound like they added anything that Yanfly hasn't already done for MV. Here are a few examples of spritified 3D models: (The characters are all me, the japanese map is Synty's Samurai Pack, I've just arranged and photographed it.)