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 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.
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.
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.
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
@@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.
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.
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.
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.
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.
@@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.
@@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
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.
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 :^)
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.
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
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
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
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?
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
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.
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
@@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
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.
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.
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 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.
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.
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.
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
@@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.
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?
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.
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.
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.
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 ❤️
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?
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.
@@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.
@@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.
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
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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
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.
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
@@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.
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.
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
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!
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.
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.
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
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.
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.
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.
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?
You're the best Zullie
It would be cool to see more of the weapons that were inverted
@@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.
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.
"Hey, reduce size of Giant's club a little"
"... Why, though?"
"It's a bit too giant"
"Also, can you make it a little less club like?"
So it got sandwiched?
@@badadvice6276 It could save others from not getting sandwiched, including itself.
@@badadvice6276 Hahah, Club Sandwich
too fluffy
Getting nostalgic with the pre-DLC2 outfit.
@Dawn Not to mention adding images of their overly surprised reaction
Rewatched the old fast Gundyr video and went "dang that getup was sick,"?
Did they change that outfit in the dlc?
It is extremely good fashion souls though
@@wingedfish1175 They brought back the Black Witch Set in DLC2, so I immediately switched to wearing that.
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.
Or it's just an importing issue.
I'm constantly rescaling FBXs inside Unity before being able to use them in game.
@@gamongames Might be both; I´m doing 3D in a small studio and scaling issues happen all the time lol
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
@@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.
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.
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.
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.
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.
@@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.
@@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
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.
Yo the old witch ring on the talisman is such an amazing touch, never would have noticed that.
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 :^)
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!
no man knows everything
Yeah, that's a really cool detail.
Riightt lol
That's when I knew I had to subscribe
@@NadiraBarIdan you mean you *HAVEN’T* been subscribed to Zullie this whole time? Heresy!
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.
It’s found in Lothrick archives I think
Yeah, and the description also directly confirms that the lock of hair belonged to a chaos witch.
@@Garl_Vinland You're mistaking the talisman to Witches Locks, which is a whip.
you find it pretty much beside quelana and daughter of chaos so it makes perfect sense
@@Jokuman357 Correct, though I wonder why the Witches locks are there in the first place.
making every UGS and GS huge for that berserk immersion
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
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
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
@@sapateirovalentin348 with the shield I find such a theory not likely as it is much too detailed for an item of this size
@@hantzbro i thought about it too but maybe they added détails after scaling it up
It's not one unit it's one Miyazaki
@@hantzbro I mean the coins in dark souls are pretty detailed too and they're small
From Fume Ultra Greatsword to fume tiny greatsword
Fume ultra butter knife
@@Psykomancer Fume Toothpick lol
I like the mini buckler it’s like when a lil bit of pancake batter makes a mini pancake
thats such a perfect way of putting it
Now I wanna see more big weapons in order to see their details
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
his own arm is what he uses
@@paatwo Then, now. Can we use ceaseless arm as a weapon?
Ceaseless Discharge but he's swinging nine ultra- greataxes
@@martinkurdi436 no :p
As a 3D artist, I can feel the pain of resizing stuff when you import them elsewhere
That bit about the Old Witch's Ring is really interesting.
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?
maybe its the currency of giants
@@seelcudoom1 hey man, can I buy this offa ya?
Only a coinful
*pulls out comically large coin*
I was thinking it was set dressing in some other area that we don’t know they did it a lot with bloodborne
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
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.
For some reason I am now disappointed that they didn't also make the Moaning Shield 39 times louder.
Heh.
"This shield moaned at least *this loud* "
_"Headphone warning"_
Maybe they did. We didn't hear it moan here. maybe it is a tiny humming coin in your pocket.
And didn’t make it 39 times stronger
@@lemeres2478 iShield Shuffle
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
Wake up babe, new Zullie the Witch vid dropped
Obviously Fromsoft forgot to downscale gotthards’ hitbox to match the model
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
Isn't it morne's sister since its morne's gear that eygon is using
@@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
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.
That would be the case if the modelling software demanded a specific amount of polygons per length, which it almost never does.
Always super interesting to gain these insights into the game!
The talisman is a very cool find. The witch ring with a bundle of the Fair Lady's white hair. 🙂
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.
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.
Not sure if other than Americans and Brits , some others use the English Sistem. This is probability not the answer
@@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.
0:15 Moonlight Letter Opener
I'm late but that Moonlight Greatsword turned into a Moonlight Shank
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.
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.
Nah there's no advantage to that, size is arbitrary and relative in 3d modellers, you can just zoom in
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
@@DavidVegaBurgos It may have started out as a coin
@@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.
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.
I was watching dark souls videos and making memes for over two years before i actually picked up the games, haha
I love weird shit like this. You're doing god's work Zullie.
Once, I tried to “modify my player size”. But “my weapon” size was unaffected.
Also slightly squished.
@@TheDeadmanTT I heard size increases if you add the "horni" flag.
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?
Eyyy amir wassup.
I assume they copied and pasted the art/meshes/etc, if not the actual file.
Hello Amir 👋
@@solderingiron1008 hi
I always hear your comments read in your voice, Amir 😆
When someone makes the model in the wrong scale but then instead of fixing the model they just make an in-game hotfix.
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.
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.
I'm surprised the Moaning shield held up it's graphical fidelity after being scaled up that much lol crazy
I think it would be hilarious to get the Dancer's Swords and see these bad boys 0:48
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.
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 ❤️
Wow. The witch ring coming in clutch for Quelana on bad hair day
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?
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.
@@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.
@@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.
@@ZullietheWitch Good old /dsg/. I remember all that from like 2014.
@@shayposting cringe.
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
Pretty sure that shield was planed as part of decor.
But someone went: "Hey! I have an idea!"
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
0:24 3D Dot Game Heroes
Only true gamers understood this reference.
someone didnt set the right unit scale in maya when they reset their preferences
coolest video in a while, keep up the good work Zully
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.
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.
Looking at the video and the comments, I like how there is still so much love for the game.
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.
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.
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.
I also thought that, but then why would this pretty well detailed shield be so tiny originally?
My only problem with that is that with modeling software can't you just like... zoom in for more detail?
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
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.
They made Gotthard's twinswords model smaller but probably forgot to change the range of the attacks lol
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.
These vids will never stop being fascinating to me
Finally, we found the true nature of phantom hitboxes
this is the content i subscribe for!
good job as allways
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.
smt people don’t import models with proper scales, they probably just adjusted it in engine instead of asking the artist to fix it.
Love the Zelda music the songs you use bring back so many memories
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.
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
The Old Witch Ring on the talisma is definitely some nutty stuff I would've never learned about. Thanks for the great content
I thought the gothard was a joke about its phantom range until he kept going about it lmaooo
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!
Bruh I LOVE that little detail about the Old Witch's Ring. Would've never noticed that on my own
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.
But the textures on the true size talisman are visibly pixellated, not to mention the huge polygons.
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
@@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.
Gotthard's Twinswords original size makes sense given their hitbox lmao
Gotthards having the actual longest ss hitbox makes that fucking hilarious
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.
Scaling up small weapons, and you notice the immense detail that goes into them....
Meanwhile the skellies on the Deep Accursed...
Excellent vid Zul!
All I'm thinking about is that nice fashion the armor set at the beginning was
The lore drop at the end was quite welcome
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.
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
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!
its nice to know that such a prestigious studio also does impractical things due to time constraints :P
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.
Wow the old witch ring in the talisman is something that I defintively wasnt expecting
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.
You are a content machine, outstanding videos!
very interesting discovery Zullie, great work as always.
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
that old witch ring thing blew my mind that's such a cool detail
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.
> _Implying that Wolnir wasn't originally planned to fight you with swords._
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.
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.
God, I love this channel
thank you for making these fun videos zullie
Imagine being the twin princes & seeing the Ashen One suddenly grow to the size of Yhorm
Congrats on your article feature! Was worth the read :3
Never knew any of this was a thing, thank you Zulie