A quick 'hey', and my Nibelheim images

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Interesting work. Very impressive. Seems that this forums is getting a lot of FF talents.... seriously  :)

Alhexx, I think it was renderguy.. not Rubicant.. or am I wrong?  :P
 
:o  A few DAYS?! Wow... It'd take me at least a week to get that much. Course, if I had more free time, I could do it in a few days, but...

Build inside, so the window looks right? Whaa?

Here's an example of what I was talking about:
window-demo.gif


Flying scene: That's what After Effects is for. There is no need to build the inside within the outside model. It would be a VERY bad idea. I speak from experience here...

Alhexx: Is says who hosts it at the bottom of my site. (Any page.) But in case you missed it:

Sephiroth 3D.com is hosted by the wonderful people at CoastlandTech.com.
Renderguy: Student version (I hear) is identical to normal LW, except in price. I know that Student version of MAX has a "For Educational Use Only" popup window, but I don't know if LW's version has one...

Sephiroth 3D

"Macintoshs are to Computers as Spam is to Food." - Greg Higgins

Sephiroth 3D.com
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Build inside, so the window looks right? Whaa?

Lol, I don't understand myself sometimes. ;) I had to cut it that way so that when I made the window frame it would fit in somewhere - without the hole, the window frame would have just sunk into the side of the Inn and you wouldn't have seen it! So, the way I decided to do it was hollow out the buliding first and then cut a hole in the side to fit the window frame in.

Here's an example of what I was talking about:

Yes, I guess I could have done it like that and just stuck a texture map on the inside. I just hollowed out the rooms while I was there because that was my thinking at the time. ;) I've finished the Inn except for some pipes on the roof, and the two levels (upstairs, downstairs) are hollow. I'm not saying I have to go in and do anything with it - and if I don't, I'll take up your suggestion and put in some maps. But it's there, if.. if you know what I mean. ;)

Flying scene: That's what After Effects is for.

I don't understand how you would use AE for fly throughs - say I wanted to start just outside Nibelheim then go to Cloud's house (the doors are open) and then go inside - how would you do this without getting a 'seam' somewhere where the two 'parts' meet? I don't use AE often so any help you could give on how to achieve a fly through using it would be great.

There is no need to build the inside within the outside model. It would be a VERY bad idea. I speak from experience here...

I've done a train station before in similar fashion - I modelled the insides of the station buildings as well as the outside. It worked rather well I thought :) Which reminds me, I haven't actually finished that - it's on my "to-do" list after this (so are a lot of things! ;))
 
Ahh... You just had to boolian an window hole. But why hollow the hole thing? Seems like a waste of time and effort if you ask me...

Here's the cool thing about AE: It's purpose is to make it impossible to detect a "seam"! (It's compositing software.) What you'd do is design a camera move into the house. The whole scene should have an alpha of 255. Inside the house on the outside set, it should have an alpha of 0.

You then copy that camera move to the file with the inside of the house. Render both as TGAs. (Outside as 32-bit, inside can be 24.) I then take those renders, dump them into AE, a bit of compositing work, and you have a seamless camera move that looks like the camera goes from the outside of a building, to the inside of it, when in reality, it's two completely different scenes.

"Why do all that work?" You ask? Simple. Render-times. When it's inside, it doesn't need the outside information, and when it's outside, it doesn't need the inside information. Without that information, it has less to calulate, thus resulting in lower render-times.

Sephiroth 3D

"Macintoshs are to Computers as Spam is to Food." - Greg Higgins

Sephiroth 3D.com
[email protected]
 
Im no 3D modeler, but as a programmer, i think there should be this possibility: inside / outsie should be modeled as a different objects/groups, and their visibility should be switched as needed. Can it be done ?
 
Yes, it can be done, but just having it in the scene will increase render times, even if you don't see it. It may not be by very much, but it WILL increase render times.

I still say the 2-parts method would be better. Another advantage: You won't get confused as easily when trying to setup a shot. Yet another advantage: The Inside doesn't have to conform to the outside.

And I just like to point out that they DID what I suggested in FF7! Do you think that window to Tifa's room in the Lifestream/Flashback part was all one set/model? I seriously doubt it...

Sephiroth 3D @ School
 
I doubt it too. ;) I'm not even going to come to the insides for quite a while yet so I don't need to worry about how to go about it just yet. :)
 
love the pics mate
and welcome,
u guys thinking what im thinking???
 
I think I was thinking the same Skillster... but its too "polygon-intensive" :weep:
 
I'm thinking I want some totally-chocolate-coated Jaffa Cakes... is that what you're thinking?  :wink:
 
jedi mark: i wasnt thinking that.
but u know wot, reduce the number of polygons, OR use guroud shading to remove the need for texturing then i think it can be possible :)
but i was thinking more remake, just imaging that neiblheim with texture mapping, heh, a few shots of that at 800* 600 would be nice for backdrops in FF7:Remake, or adding FMVs to indicate motion to a new camera angle
 
I doubt even reducing the polygons would make it suitable for an interactive version - if I'd know someone wanted to use it as such I would have set out from the start to make it low polygon. ;)

I can do shots or FMVs for the Remake, if you'd like.  :)
 
Truth be told, I've been thinking about that ever since I first saw you images. I kept thinking: "We could REALLY use that model for the remake..."

I don't know why I didn't say anything... *Slaps himself*

Sephiroth 3D

"Macintoshs are to Computers as Spam is to Food." - Greg Higgins

Sephiroth 3D.com
[email protected]
 
Don't underestimate 3d cards, y'know ... even an not-so-powerful card nowadays can push a few million polygons per second. Texturing doesn't slow things down *too* much either; since everything uses textures, it's something that the manufacturers make sure is *very* optimised ;)

Sure, it might need tweaking to render real time ... but bear in mind most 3d programs render slowly because they're doing calculations in software to a much great precision than 3d cards do. The end result is more accurate (realistic, kind of) but slower ... you might be surprised at the speed a 3d card could squeeze out of it just by dropping some realism ;)
 
A lot of the "dropped realism" you wouldn't be able to notice, either.

:P
 
This whole so-and-so-many-polygons per second way of measuring is kind of misleading, since it doesn't put into account the frame rate. If you have a scene with that many polygons in it, you get a frame rate of 1fps...  :)  Then again, I don't know how many polygons that Nibelheim scene is.
 
According to File > File Properties:

Vertices: 86287
Faces: 168964

That's not bad considering I've pretty much finished working on the detail for the Inn and the Store next to it - I'd have thought it was much more than that to be honest. Anyways, on to Cloud's house next. ;)
 
Wow... That IS good. And you probably haven't even optimised it yet, huh? Can we get an updated pict? (400x300 would be fine...)

Sephiroth 3D

"Macintoshs are to Computers as Spam is to Food." - Greg Higgins

Sephiroth 3D.com
[email protected]
 
I'm gonna wait for a bit, at least til I get all the houses done before I put another image up. ;)
 
Well, if we take that at ~150K polygons with optimisation, something doing 3M polygons/sec would render the scene at 20FPS...

OK, so you'd want to optimise it far more than that ... but it's not beyond the realms of possibility, is it? ;)
 
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