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How many situations will I encounter then? I really don't know.
It's like asking a child who just learned to ride a tricycle to rush an emergency patient to the hospital.
I think the healthier way to learn is to go from simple to complex, so that I can catch mistakes when I come across situations, and I'm almost ready to try to understand RE6's modeling, so this is a good opportunity to do so. It's also about time to try to figure out Flagrum again because I want to replace the FF15 enemy...All of this will take time and probably hit a wall. Vacation and free time is limited I'm sure for everyone.
And trying to change to a different game model requires deciphering and organizing the files, which ideally would take at least a day with my current mastery of FF15. I'm not sure how much free time I'll have after three weeks (I won’t be free for about three weeks), let alone how my gameplay will progress.
I feel like I'm just trying to hit a wall with my face when I'm trying to figure these things out, and although I feel a sense of accomplishment when I hit the wall, it's very frustrating and uncomfortable. I think I feel better when I hit the wall for myself, and I can only touch my nose when I lose my temper, so please don't make me try to be more of a target for my anger to be shifted to.
This is also the reason why I didn't use the smooth effect in RE5 Jill's body before, it would exceed it once I used it. (I always use other software to process it first, then import it into blender).
The file bloat became a nightmare for me. That's why I initially opted to work with a MESH that has fewer REDC bones, lower polygon count, and fewer parts, just to get the hang of it.
Even though I seem to have finally gotten over it, I'm not sure if this approach is generalizable to all objects.
I've been a mod user myself for a long time (still am), so I can understand how frustrating the wait can be. But I'm just a self-taught novice working in my spare time, and I'm especially unfamiliar with how FF15 operates.
Did you know that just a 'PG67A/W Briefcase' mesh, if I skip a step that I used to think was redundant (like converting to poly and then mesh), the small 2xx kb file (which would become 3xx kb if not converted, and then it's over) will cause the game to crash automatically if not handled correctly?
I have no idea why this happens.