Devilian – importing the character models into Blender

As part of the post-mortem article that I am in the process of drafting (which will cover all of the things that are now posted across multiple entries on this blog in a more concise format), I’m beginning the process of pulling in the character models and keyframe animations into Blender so that I can try to eventually get them into Unreal Engine 4.

I am also re-publishing the Devilian Info site that I had been previously working on in order to archive all of this on one site.  I’ll also need to capture all the relevant information from Trion’s website and forum since both will be shutting down by mid-March.

Part of the reason for the following is to show there was still content that was never completed.  The other is so that I can at least have some tangible bits of the virtual pixels to mess around with as opposed to just being able to only look back at screenshots or video recordings.

The following is the base model for the Tempest/Deathscythe.

The following is the base model for the Cannoneer with just the level 40 body armor.

This is her with the level 40 gloves, boots, and shoulders imported.

I debated about showing the unreleased “shaman” (internal code name) class (which as per this prior post, I had datamined before).  Now that the game will sunset in several weeks, here is the base model of it (since as mentioned, part of the post-mortem article will cover some of the uncompleted content).  She is actually taller than the Tempest (I haven’t unpacked the Elementalist/Evoker yet to compare).

The class was meant to be a staff wielder (the mesh of it is on her right hand above).  The following is one of the textures for her end game weapons.

The following is the above texture on the staff mesh.
As mentioned in the above linked entry, Ginno never got around to completing the Devilian form for this “shaman” class nor creating the playable skills associated with the animations.  But part of the more costly production work (artwork, rigging and animations) is already mostly completed for the human form.

There’s obviously a lot of options to work through for all 6 classes due to various armor/weapon types, faces, hair style, eyes, and tattoos; then running them through their stance/poses and animations (emotes, movement and attack).

After that, I have no idea how well it will go getting these assets into Unreal Engine 4 (I would like to recreate Asperon in it but that is going to be like a low priority side hobby project).