Source Filmmaker

Source Filmmaker

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Dead by Daylight - The Unknown
   
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Model
Models: Character
Tags: SFM
File Size
Posted
Updated
59.840 MB
12 Jul, 2024 @ 4:54pm
22 Feb @ 2:07pm
2 Change Notes ( view )

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Dead by Daylight - The Unknown

Description
"Help me... please.."
The Unknown is a killer in the Dead by Daylight DLC Chapter 31: All Things Wicked (2024 - Present).




This Pack Contains...
  • The Unknown
    • Default Outfit
    • Prestige Outfit
    • Greenville Pep Outfit
    • Eyeless Woman Outfit
  • The Unknown's Weapons
    • Default Axe
    • Prestige Axe
    • Distorted Wrench
    • Menacing Clippers

The Features
  • Bodygroups to Mix & Match Cosmetics
  • Hair Bones

Credits
  • Behaviour Interactive: Creator of DBD, The Unkown & the Model
  • Coyle: Porting and Ripping



See Also
Sable Ward

I am not porting any of my models to GMOD, MMD or VRChat, but if anybody wishes to feel free.

Includes:
splatcoyle\dead_by_daylight\killers\the_unknown\the_unknown.mdl
splatcoyle\dead_by_daylight\killers\the_unknown\the_unknown_weapons.mdl
21 Comments
TTV/JoeyDiazLive 5 Jan @ 9:01am 
could you import his newest skin model please <3
TTV/JoeyDiazLive 25 Jul, 2024 @ 1:00pm 
LEGEND!
Meepolur 21 Jul, 2024 @ 2:04pm 
@Coyle I see! Again, appreciate your work and time to respond my questions, have a good one
EepyQuen  [author] 21 Jul, 2024 @ 1:49pm 
@Meepolur Yep! The Engine differences are the main difficulty, it's why my Splatoon porting experience didn't help too much for DBD porting.
Meepolur 21 Jul, 2024 @ 1:27pm 
@Coyle Oh, so that's why most DBD models on the workshop have separate elements of the character! Also, as far as I understood, the textures are hard to handle because of the different ways that both engines handle them, correct? Thank you for the detailed response, and nice job with the port!
EepyQuen  [author] 21 Jul, 2024 @ 11:59am 
The real challenge lies in textures and materials, as DBD's hair and emmissives are coloured in engine and uses different textures to influence their look and alpha. We can get by that thanks to custom shaders provided by some DBD porters, texture baking and adding $emmissiveblendenabled to the vmt files (or $selfillum, but that requires a bit more knowledge).
EepyQuen  [author] 21 Jul, 2024 @ 11:59am 
@Meepolur

Yes we port to Blender, make some adjustments, and then port that to SFM. Keeping the bones functional is rather simple because all cosmetics follow the same skeleton and we can easily parent them to said skeleton. However things like hair or necklaces have their own skeletons. Sometimes we can fuse the skeletons (like what I've done for Unknown) so the hair is still posable. In this case I've had to remove the weights and vertex groups on the granny skin, so it wasn't influenced by the bones for the cheerleader hair. Other times I simply have to create a whole new .mdl that can then be zeroed onto the base model (like what I'm doing for Yoichi).
Meepolur 20 Jul, 2024 @ 9:50pm 
Quick question out of curiosity, how do people port DBD models to Source? Do they port from Unreal to Blender first, then from Blender to SFM? And if so, how do they keep the bones functional?
DoctorMelon 16 Jul, 2024 @ 7:46pm 
@Coyle / Lance

lmao No, The Unknown aren't Trans. I just say that as a joke because Twitter are mad at it's Cheerleader skin.

And yes, it's a Shapeshifter so of course it's Non-binary. It have the same logic like "IT" creature
GibbickMac 15 Jul, 2024 @ 2:36pm 
I remember when Ricky Berwick made people mad.