Something's wrong with these weapons

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  • เผยแพร่เมื่อ 1 ธ.ค. 2024

ความคิดเห็น • 864

  • @ZullietheWitch
    @ZullietheWitch  3 ปีที่แล้ว +2765

    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.

    • @SirChatters-j1c
      @SirChatters-j1c 3 ปีที่แล้ว +28

      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?

    • @Yamaazaka
      @Yamaazaka 3 ปีที่แล้ว +15

      You're the best Zullie

    • @TheHogfatherInvades
      @TheHogfatherInvades 3 ปีที่แล้ว +9

      It would be cool to see more of the weapons that were inverted

    • @ZullietheWitch
      @ZullietheWitch  3 ปีที่แล้ว +215

      @@SirChatters-j1c 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.

    • @rice5403
      @rice5403 3 ปีที่แล้ว +113

      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.

  • @adradox
    @adradox 3 ปีที่แล้ว +4624

    "Hey, reduce size of Giant's club a little"
    "... Why, though?"
    "It's a bit too giant"

    • @lemeres2478
      @lemeres2478 3 ปีที่แล้ว +190

      "Also, can you make it a little less club like?"

    • @badadvice6276
      @badadvice6276 3 ปีที่แล้ว +42

      So it got sandwiched?

    • @TheIcyLinders
      @TheIcyLinders 3 ปีที่แล้ว +41

      @@badadvice6276 It could save others from not getting sandwiched, including itself.

    • @Brex10
      @Brex10 3 ปีที่แล้ว +26

      @@badadvice6276 Hahah, Club Sandwich

    • @ancapeancape9829
      @ancapeancape9829 3 ปีที่แล้ว

      too fluffy

  • @ZullietheWitch
    @ZullietheWitch  3 ปีที่แล้ว +2379

    Getting nostalgic with the pre-DLC2 outfit.

    • @metalmonster9536
      @metalmonster9536 3 ปีที่แล้ว +71

      @Dawn Not to mention adding images of their overly surprised reaction

    • @cB-sr9kd
      @cB-sr9kd 3 ปีที่แล้ว +11

      Rewatched the old fast Gundyr video and went "dang that getup was sick,"?

    • @wingedfish1175
      @wingedfish1175 3 ปีที่แล้ว +11

      Did they change that outfit in the dlc?

    • @Kelthret
      @Kelthret 3 ปีที่แล้ว +5

      It is extremely good fashion souls though

    • @ZullietheWitch
      @ZullietheWitch  3 ปีที่แล้ว +129

      @@wingedfish1175 They brought back the Black Witch Set in DLC2, so I immediately switched to wearing that.

  • @zenaleft1603
    @zenaleft1603 3 ปีที่แล้ว +3083

    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.

    • @gamongames
      @gamongames 3 ปีที่แล้ว +293

      Or it's just an importing issue.
      I'm constantly rescaling FBXs inside Unity before being able to use them in game.

    • @mammothfur2961
      @mammothfur2961 3 ปีที่แล้ว +152

      @@gamongames Might be both; I´m doing 3D in a small studio and scaling issues happen all the time lol

    • @StrayZero
      @StrayZero 3 ปีที่แล้ว +109

      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

    • @Zanenoth
      @Zanenoth 3 ปีที่แล้ว +6

      @@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.

    • @smoothbraindevincision1148
      @smoothbraindevincision1148 3 ปีที่แล้ว +34

      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.

  • @Zeldianiac
    @Zeldianiac 3 ปีที่แล้ว +1390

    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.

    • @thenewbygamers
      @thenewbygamers 3 ปีที่แล้ว +121

      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.

    • @Un1234l
      @Un1234l 3 ปีที่แล้ว +17

      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.

    • @thenewbygamers
      @thenewbygamers 3 ปีที่แล้ว +61

      @@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.

    • @heliusuniverse7460
      @heliusuniverse7460 3 ปีที่แล้ว +17

      @@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

    • @castform57
      @castform57 3 ปีที่แล้ว +5

      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.

  • @kylebaker5941
    @kylebaker5941 3 ปีที่แล้ว +352

    Yo the old witch ring on the talisman is such an amazing touch, never would have noticed that.

  • @carnivorn
    @carnivorn 3 ปีที่แล้ว +395

    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 :^)

  • @mysterion1479
    @mysterion1479 3 ปีที่แล้ว +2364

    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!

    • @FelixMBlume
      @FelixMBlume 3 ปีที่แล้ว +56

      no man knows everything

    • @raz1572
      @raz1572 3 ปีที่แล้ว +23

      Yeah, that's a really cool detail.

    • @Majinnightwalker
      @Majinnightwalker 3 ปีที่แล้ว +2

      Riightt lol

    • @NadiraBarIdan
      @NadiraBarIdan 3 ปีที่แล้ว +3

      That's when I knew I had to subscribe

    • @safijivvaboi5081
      @safijivvaboi5081 3 ปีที่แล้ว +32

      @@NadiraBarIdan you mean you *HAVEN’T* been subscribed to Zullie this whole time? Heresy!

  • @Ea_Rapture
    @Ea_Rapture 3 ปีที่แล้ว +729

    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_Vinland
      @Garl_Vinland 3 ปีที่แล้ว +5

      It’s found in Lothrick archives I think

    • @Jokuman357
      @Jokuman357 3 ปีที่แล้ว +79

      Yeah, and the description also directly confirms that the lock of hair belonged to a chaos witch.

    • @Jokuman357
      @Jokuman357 3 ปีที่แล้ว +57

      @@Garl_Vinland You're mistaking the talisman to Witches Locks, which is a whip.

    • @mateo0123
      @mateo0123 3 ปีที่แล้ว +36

      you find it pretty much beside quelana and daughter of chaos so it makes perfect sense

    • @Garl_Vinland
      @Garl_Vinland 3 ปีที่แล้ว +12

      @@Jokuman357 Correct, though I wonder why the Witches locks are there in the first place.

  • @p1djin
    @p1djin 3 ปีที่แล้ว +80

    making every UGS and GS huge for that berserk immersion

  • @AtelierMcMuttonArt
    @AtelierMcMuttonArt 3 ปีที่แล้ว +57

    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

  • @hantzbro
    @hantzbro 3 ปีที่แล้ว +201

    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

    • @sapateirovalentin348
      @sapateirovalentin348 3 ปีที่แล้ว +47

      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

    • @hantzbro
      @hantzbro 3 ปีที่แล้ว +22

      @@sapateirovalentin348 with the shield I find such a theory not likely as it is much too detailed for an item of this size

    • @sapateirovalentin348
      @sapateirovalentin348 3 ปีที่แล้ว +4

      @@hantzbro i thought about it too but maybe they added détails after scaling it up

    • @justsomeotherguywithamusta6810
      @justsomeotherguywithamusta6810 3 ปีที่แล้ว +6

      It's not one unit it's one Miyazaki

    • @justinmoudy6833
      @justinmoudy6833 3 ปีที่แล้ว +4

      @@hantzbro I mean the coins in dark souls are pretty detailed too and they're small

  • @azuretao
    @azuretao 3 ปีที่แล้ว +38

    From Fume Ultra Greatsword to fume tiny greatsword

    • @Psykomancer
      @Psykomancer 3 ปีที่แล้ว +7

      Fume ultra butter knife

    • @lionheart4109
      @lionheart4109 3 ปีที่แล้ว

      @@Psykomancer Fume Toothpick lol

  • @DrWifePipe
    @DrWifePipe 3 ปีที่แล้ว +85

    I like the mini buckler it’s like when a lil bit of pancake batter makes a mini pancake

    • @lightningkitten
      @lightningkitten 3 ปีที่แล้ว +4

      thats such a perfect way of putting it

  • @inumaki3622
    @inumaki3622 3 ปีที่แล้ว +50

    Now I wanna see more big weapons in order to see their details

  • @Consumstra
    @Consumstra 3 ปีที่แล้ว +394

    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

    • @paatwo
      @paatwo 3 ปีที่แล้ว +4

      his own arm is what he uses

    • @martinkurdi436
      @martinkurdi436 3 ปีที่แล้ว +37

      @@paatwo Then, now. Can we use ceaseless arm as a weapon?

    • @aetherspiralknight
      @aetherspiralknight 3 ปีที่แล้ว +16

      Ceaseless Discharge but he's swinging nine ultra- greataxes

    • @paatwo
      @paatwo 3 ปีที่แล้ว +2

      @@martinkurdi436 no :p

  • @Fungilajr
    @Fungilajr 3 ปีที่แล้ว +46

    As a 3D artist, I can feel the pain of resizing stuff when you import them elsewhere

  • @wanderingcalamity360
    @wanderingcalamity360 3 ปีที่แล้ว +29

    That bit about the Old Witch's Ring is really interesting.

  • @DankSeouls
    @DankSeouls 3 ปีที่แล้ว +80

    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?

    • @seelcudoom1
      @seelcudoom1 3 ปีที่แล้ว +14

      maybe its the currency of giants

    • @JeanMarceaux
      @JeanMarceaux 3 ปีที่แล้ว +32

      @@seelcudoom1 hey man, can I buy this offa ya?
      Only a coinful
      *pulls out comically large coin*

    • @maxgrimm9589
      @maxgrimm9589 3 ปีที่แล้ว +4

      I was thinking it was set dressing in some other area that we don’t know they did it a lot with bloodborne

    • @dungeaterfancam
      @dungeaterfancam 3 ปีที่แล้ว +4

      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
    @GuukanKitsune 2 ปีที่แล้ว +3

    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.

  • @LautrecOfCarim
    @LautrecOfCarim 3 ปีที่แล้ว +723

    For some reason I am now disappointed that they didn't also make the Moaning Shield 39 times louder.
    Heh.

    • @thekiss2083
      @thekiss2083 3 ปีที่แล้ว +112

      "This shield moaned at least *this loud* "

    • @ferro_nimo
      @ferro_nimo 3 ปีที่แล้ว +54

      _"Headphone warning"_

    • @lemeres2478
      @lemeres2478 3 ปีที่แล้ว +22

      Maybe they did. We didn't hear it moan here. maybe it is a tiny humming coin in your pocket.

    • @thaias9654
      @thaias9654 3 ปีที่แล้ว +3

      And didn’t make it 39 times stronger

    • @JeanMarceaux
      @JeanMarceaux 3 ปีที่แล้ว +5

      @@lemeres2478 iShield Shuffle

  • @losersbecomewinners2043
    @losersbecomewinners2043 3 ปีที่แล้ว +13

    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

  • @kman0201
    @kman0201 3 ปีที่แล้ว +13

    Wake up babe, new Zullie the Witch vid dropped

  • @mossknight1982
    @mossknight1982 3 ปีที่แล้ว +19

    Obviously Fromsoft forgot to downscale gotthards’ hitbox to match the model

  • @milanfisher1462
    @milanfisher1462 3 ปีที่แล้ว +57

    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-hz6cm
      @Jason-hz6cm 3 ปีที่แล้ว +2

      Isn't it morne's sister since its morne's gear that eygon is using

    • @milanfisher1462
      @milanfisher1462 3 ปีที่แล้ว +2

      @@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

  • @SpiritOfHugs
    @SpiritOfHugs 3 ปีที่แล้ว +28

    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
      @k.k.9378 ปีที่แล้ว +1

      That would be the case if the modelling software demanded a specific amount of polygons per length, which it almost never does.

  • @JustDaZack
    @JustDaZack 3 ปีที่แล้ว +13

    Always super interesting to gain these insights into the game!

  • @NCRRanger7753
    @NCRRanger7753 ปีที่แล้ว +2

    The talisman is a very cool find. The witch ring with a bundle of the Fair Lady's white hair. 🙂

  • @MainTopmastStaysail
    @MainTopmastStaysail 3 ปีที่แล้ว +7

    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.

  • @henryviiis_craft
    @henryviiis_craft 3 ปีที่แล้ว +13

    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.

    • @ilgiallo0
      @ilgiallo0 3 ปีที่แล้ว

      Not sure if other than Americans and Brits , some others use the English Sistem. This is probability not the answer

    • @henryviiis_craft
      @henryviiis_craft 3 ปีที่แล้ว +1

      ​@@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.

  • @hamsterdoom360
    @hamsterdoom360 3 ปีที่แล้ว +5

    0:15 Moonlight Letter Opener

  • @SlipRee
    @SlipRee 2 ปีที่แล้ว +1

    I'm late but that Moonlight Greatsword turned into a Moonlight Shank

  • @Massenstein
    @Massenstein 3 ปีที่แล้ว

    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.

  • @akewri3272
    @akewri3272 3 ปีที่แล้ว +70

    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.

    • @pseudonymlifts2
      @pseudonymlifts2 3 ปีที่แล้ว +34

      Nah there's no advantage to that, size is arbitrary and relative in 3d modellers, you can just zoom in

    • @DrBrangar
      @DrBrangar 3 ปีที่แล้ว +19

      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

    • @namelessnocebo
      @namelessnocebo 3 ปีที่แล้ว +4

      @@DavidVegaBurgos It may have started out as a coin

    • @eliezra83771
      @eliezra83771 3 ปีที่แล้ว

      @@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.

  • @kevinragsdale6256
    @kevinragsdale6256 3 ปีที่แล้ว +1

    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.

    • @DakkaBert
      @DakkaBert 3 ปีที่แล้ว

      I was watching dark souls videos and making memes for over two years before i actually picked up the games, haha

  • @Wheeco
    @Wheeco 3 ปีที่แล้ว +2

    I love weird shit like this. You're doing god's work Zullie.

  • @TheDeadmanTT
    @TheDeadmanTT 3 ปีที่แล้ว +53

    Once, I tried to “modify my player size”. But “my weapon” size was unaffected.

    • @TheDeadmanTT
      @TheDeadmanTT 3 ปีที่แล้ว +19

      Also slightly squished.

    • @Psykomancer
      @Psykomancer 3 ปีที่แล้ว +3

      @@TheDeadmanTT I heard size increases if you add the "horni" flag.

  • @Amir0
    @Amir0 3 ปีที่แล้ว +116

    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?

    • @capperbuns
      @capperbuns 3 ปีที่แล้ว +3

      Eyyy amir wassup.

    • @lemeres2478
      @lemeres2478 3 ปีที่แล้ว +7

      I assume they copied and pasted the art/meshes/etc, if not the actual file.

    • @solderingiron1008
      @solderingiron1008 3 ปีที่แล้ว +2

      Hello Amir 👋

    • @Amir0
      @Amir0 3 ปีที่แล้ว +4

      @@solderingiron1008 hi

    • @aetherspiralknight
      @aetherspiralknight 3 ปีที่แล้ว +2

      I always hear your comments read in your voice, Amir 😆

  • @Laszer271
    @Laszer271 3 ปีที่แล้ว +2

    When someone makes the model in the wrong scale but then instead of fixing the model they just make an in-game hotfix.

  • @555Seweryn
    @555Seweryn 3 ปีที่แล้ว +4

    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.

  • @LORDOFDORKNESS42
    @LORDOFDORKNESS42 3 ปีที่แล้ว +2

    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.

  • @FUJIIDEW
    @FUJIIDEW 3 ปีที่แล้ว +1

    I'm surprised the Moaning shield held up it's graphical fidelity after being scaled up that much lol crazy

  • @Orthane
    @Orthane 3 ปีที่แล้ว +2

    I think it would be hilarious to get the Dancer's Swords and see these bad boys 0:48

  • @AnUncleanHippy
    @AnUncleanHippy 3 ปีที่แล้ว +24

    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.

  • @gasax1011
    @gasax1011 3 ปีที่แล้ว

    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 ❤️

  • @swolefishass7327
    @swolefishass7327 3 ปีที่แล้ว +1

    Wow. The witch ring coming in clutch for Quelana on bad hair day

  • @RamAurelius
    @RamAurelius 3 ปีที่แล้ว +116

    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?

    • @ZullietheWitch
      @ZullietheWitch  3 ปีที่แล้ว +314

      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.

    • @RamAurelius
      @RamAurelius 3 ปีที่แล้ว +71

      @@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 TH-cam content for it. So it's cool that your origin story was with DS2.

    • @augustday9483
      @augustday9483 3 ปีที่แล้ว +61

      @@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.

    • @shayposting
      @shayposting 3 ปีที่แล้ว +17

      @@ZullietheWitch Good old /dsg/. I remember all that from like 2014.

    • @deadinside9565
      @deadinside9565 3 ปีที่แล้ว +2

      @@shayposting cringe.

  • @somekindoflatindude9497
    @somekindoflatindude9497 2 ปีที่แล้ว

    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

  • @DemienC.
    @DemienC. 3 ปีที่แล้ว +1

    Pretty sure that shield was planed as part of decor.
    But someone went: "Hey! I have an idea!"

  • @SomeWheats
    @SomeWheats 3 ปีที่แล้ว +2

    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

  • @steel5897
    @steel5897 3 ปีที่แล้ว +1

    0:24 3D Dot Game Heroes
    Only true gamers understood this reference.

  • @froudy2767
    @froudy2767 3 ปีที่แล้ว +1

    someone didnt set the right unit scale in maya when they reset their preferences

  • @kisukoev
    @kisukoev 3 ปีที่แล้ว

    coolest video in a while, keep up the good work Zully

  • @sarperdogan6454
    @sarperdogan6454 3 ปีที่แล้ว +1

    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.

  • @Skibir
    @Skibir 3 ปีที่แล้ว +3

    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.

  • @call2872
    @call2872 3 ปีที่แล้ว

    Looking at the video and the comments, I like how there is still so much love for the game.

  • @PaszerDye
    @PaszerDye 3 ปีที่แล้ว +1

    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.

  • @nanomachinesshinonome1456
    @nanomachinesshinonome1456 3 ปีที่แล้ว +4

    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.

    • @Puzzlesocks
      @Puzzlesocks 3 ปีที่แล้ว +2

      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.

    • @filipkurdynowski2690
      @filipkurdynowski2690 3 ปีที่แล้ว

      I also thought that, but then why would this pretty well detailed shield be so tiny originally?

    • @mattomanx77
      @mattomanx77 3 ปีที่แล้ว +1

      My only problem with that is that with modeling software can't you just like... zoom in for more detail?

    • @PacoReer
      @PacoReer 2 ปีที่แล้ว

      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

  • @tallowick6082
    @tallowick6082 3 ปีที่แล้ว +1

    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.

  • @itsdark9415
    @itsdark9415 3 ปีที่แล้ว +1

    They made Gotthard's twinswords model smaller but probably forgot to change the range of the attacks lol

  • @jamesd4223
    @jamesd4223 3 ปีที่แล้ว +1

    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.

  • @guidofedeli851
    @guidofedeli851 3 ปีที่แล้ว

    These vids will never stop being fascinating to me

  • @fondrive
    @fondrive 3 ปีที่แล้ว +1

    Finally, we found the true nature of phantom hitboxes

  • @anubarak9184
    @anubarak9184 3 ปีที่แล้ว

    this is the content i subscribe for!
    good job as allways

  • @skellymoe
    @skellymoe 3 ปีที่แล้ว +1

    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.

  • @andresrodriguez2343
    @andresrodriguez2343 3 ปีที่แล้ว +1

    smt people don’t import models with proper scales, they probably just adjusted it in engine instead of asking the artist to fix it.

  • @tubasil8786
    @tubasil8786 3 ปีที่แล้ว

    Love the Zelda music the songs you use bring back so many memories

  • @d.k.o.9751
    @d.k.o.9751 3 ปีที่แล้ว

    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.

  • @waffler-yz3gw
    @waffler-yz3gw 2 ปีที่แล้ว

    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

  • @murdermachine347
    @murdermachine347 3 ปีที่แล้ว

    The Old Witch Ring on the talisma is definitely some nutty stuff I would've never learned about. Thanks for the great content

  • @DaScte
    @DaScte 3 ปีที่แล้ว +1

    I thought the gothard was a joke about its phantom range until he kept going about it lmaooo

  • @Soul._.Seeker
    @Soul._.Seeker 3 ปีที่แล้ว +1

    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!

  • @dragon5wildfire813
    @dragon5wildfire813 3 ปีที่แล้ว

    Bruh I LOVE that little detail about the Old Witch's Ring. Would've never noticed that on my own

  • @Kekistani_Insurgent
    @Kekistani_Insurgent 3 ปีที่แล้ว +12

    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.

    • @thecandlemaker1329
      @thecandlemaker1329 3 ปีที่แล้ว +2

      But the textures on the true size talisman are visibly pixellated, not to mention the huge polygons.

    • @weberman173
      @weberman173 3 ปีที่แล้ว

      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_Insurgent
      @Kekistani_Insurgent 3 ปีที่แล้ว

      @@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.

  • @razorhighflyer
    @razorhighflyer 3 ปีที่แล้ว +1

    Gotthard's Twinswords original size makes sense given their hitbox lmao

  • @bassclarinet69
    @bassclarinet69 3 ปีที่แล้ว +1

    Gotthards having the actual longest ss hitbox makes that fucking hilarious

  • @buttermilk5364
    @buttermilk5364 3 ปีที่แล้ว

    Your video's always make me feel like I'm that little kid again turning on my N64 for the first time to play Zelda Oot.

  • @foopa777
    @foopa777 3 ปีที่แล้ว

    Scaling up small weapons, and you notice the immense detail that goes into them....
    Meanwhile the skellies on the Deep Accursed...
    Excellent vid Zul!

  • @ThatRandomDude204
    @ThatRandomDude204 3 ปีที่แล้ว +1

    All I'm thinking about is that nice fashion the armor set at the beginning was

  • @jordantiburcio4541
    @jordantiburcio4541 3 ปีที่แล้ว

    The lore drop at the end was quite welcome

  • @hagridsdisappointingson769
    @hagridsdisappointingson769 2 ปีที่แล้ว

    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.

  • @Telawin
    @Telawin 3 ปีที่แล้ว

    a lot of amazing info in this video. although funny enough the thing that stuck with me is that I've used that mod before and watching your videos was completely unrelated to it. so I thought it was really cool to see the mod developer was making such cool videos too

  • @Matt-ro4qe
    @Matt-ro4qe 3 ปีที่แล้ว

    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 TH-cam Algorithm is doing, I am glad it is favoring you!

  • @xXVannXx
    @xXVannXx 2 ปีที่แล้ว

    its nice to know that such a prestigious studio also does impractical things due to time constraints :P

  • @foxxy706
    @foxxy706 3 ปีที่แล้ว +1

    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.

  • @krazzorkunashagi6426
    @krazzorkunashagi6426 3 ปีที่แล้ว

    Wow the old witch ring in the talisman is something that I defintively wasnt expecting

  • @L0rdLexan01
    @L0rdLexan01 3 ปีที่แล้ว +1

    My guess is that all the weapons were originally built with huge dimensions to make putting details into them easier for the modelers. Since Dark Souls 3 has a ton of weapons, it's understandable that when porting over the models they forgot to shrink down a few of them externally, and due to time constraints just used the "boss weapon" model shrinking technique for them since it was faster and nobody would really notice or care.
    No idea about Morne's Shield though. Maybe some poor dev accidentally shrunk it externally when he wasn't supposed too lol.

  • @thatlonzoguy
    @thatlonzoguy 3 ปีที่แล้ว

    You are a content machine, outstanding videos!

  • @threebee7842
    @threebee7842 3 ปีที่แล้ว

    very interesting discovery Zullie, great work as always.

  • @hazzar7784
    @hazzar7784 3 ปีที่แล้ว

    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

  • @brettpotter7312
    @brettpotter7312 2 ปีที่แล้ว

    that old witch ring thing blew my mind that's such a cool detail

  • @sh4rky70
    @sh4rky70 3 ปีที่แล้ว

    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.

  • @realkingofantarctica
    @realkingofantarctica 3 ปีที่แล้ว

    > _Implying that Wolnir wasn't originally planned to fight you with swords._

  • @StrunDoNhor
    @StrunDoNhor 3 ปีที่แล้ว +1

    Goofs like this happen all the time, and it's always a bit charming when you find them because then you _know_ the modeler forget to set their preferences/settings. Maybe the game engine was setup to use meters as its default units, but the modeler accidentally used centimeters or inches without realizing; maybe they had the proper units but forgot to scale their reference images when they imported them.
    I've certainly done it before, modeling a monster that _should've_ been the size of an elephant, only to import it into Unreal and find it's literally _the size of a housecat._ It's almost never a big deal (though it _can_ affect lighting in some situations), and we always get a chuckle out of it.

  • @pedrothemagicalbanana9720
    @pedrothemagicalbanana9720 3 ปีที่แล้ว

    My reasoning for why the boss weapons are smaller is that Ludleth when he transposed the souls he fashioned them to be fit for the use of the ashen one. How thoughtful.

  • @1337slic3
    @1337slic3 3 ปีที่แล้ว

    God, I love this channel

  • @Slop_Dogg
    @Slop_Dogg 3 ปีที่แล้ว

    thank you for making these fun videos zullie

  • @thesilentsociety3252
    @thesilentsociety3252 3 ปีที่แล้ว

    Imagine being the twin princes & seeing the Ashen One suddenly grow to the size of Yhorm

  • @just.joshnya
    @just.joshnya 3 ปีที่แล้ว

    Congrats on your article feature! Was worth the read :3

  • @IStaySocial
    @IStaySocial 3 ปีที่แล้ว

    Never knew any of this was a thing, thank you Zulie