Ideally you would round them up from the torchlight modding community, but given the small number of people modding the torchlight series, that may be an issue.
There are a limited number of people that have learned how to properly make 3d models that work well as wardrobe mods.
These people are often busy with their own mods, or real life.
More people know how to make textures, so you could have some people do some re-skins.
I think you could save some animation work by using the mecanim system in unity. As long as your humanoids follow the recommended skeleton rig, it supposedly can re-target animations. I have not tried it yet.
Agreed.
One thing I've learned in my time helping some of the Steam Modders was advising them to start with simple place holder art.
I remember one time someone made a Sniper Rifle mod and never finished it however his plan was to model some unique meshes for some 100+ Rifles.
He was creatively immobilized by the amount of work until I told him to just start with 4 very different looking Rifle meshes and assign them according to which Rifle Image resembled one of those four choices.
I feel something similar may be ideal in this situation.
Let us the
Torch Modders agree to some kind of Basic Standard Few Armor Sets (someone who knows how to paint their vertices of the armor to the model's bones properly for the animations) and base the entire game around those few pieces as loot drops and vendor items (this should reduce large amounts of work for the early phase and make the art work less daunting) and allow people to have the grey texture files and just have them submit some different looking patterns to diversify the loot in game.
The Torchlight textures aren't complex and this new game doesn't have to be either. With some Open Source Art Engines and Third Party Filter Plug In's and with a basic Fence Tool- even a person with little gift for art can suddenly turn any basic diamond shape fabric texture into a swirl of Filter Effects.
I think it's important that we start considering what kind of Affixes we want this game to have. Should the Classes be based around certain Affixes (i. e. Health, Mana, Charge, Damage, Melee, Range, Chemistry, Minions, and so on).
We can save ourselves some time by deciding what won't be in this game's early phase which will help the art take shape.
Does Unity or it's UMmoRpg Template have some RPG standard animations like 4 and 2 Leg Beasts, Birds, Fish, Bugs, Deformation Orbs, Humanoid Creatures that can help with this early phase to establish some animation default enemies?
I realize you hint at this in the previous statement so this is merely poking at the details.