[FF7PC] FMV Inspired MOD, All Main Characters (Beta 2.0d)

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Weeemus FMV Models MOD Thread

265556_10152054832775494_545499432_o.jpg

Models Inspired by the FMV's (Simplistic textures)


New Update

Completed Cloud Battle Model ( Ignore Clouds foot and hip, It's fixed )
battlecloud.jpg

battlecloud2.jpg



Beta Version 2.0d
http://www.4shared.com/rar/AaA82YVr/Weeemus_FMV_Mod_Beta_20d.html?

default.jpg
cidfinished.jpg
vincentdone.png
screenysephy.jpg


Package Includes

  • All Models can blink
  • Cloud main field model, with and without sword (aaaa)
  • Cloud draws out sword (bhff)
  • Cloud Battle Model (rtaa)
  • Cid main field (abda)
  • Vincent main field (aehd)
  • Sephiroth main field (bkhd)

Buster Sword Preview
http://i4.photobucket.com/albums/y106/wushuboi/busterscreen.jpg

Cloud Model Preview
http://i4.photobucket.com/albums/y106/wushuboi/screenlatest.jpg
http://i4.photobucket.com/albums/y106/wushuboi/workbeta1.jpg
http://i4.photobucket.com/albums/y106/wushuboi/cloudandseph.jpg
http://i4.photobucket.com/albums/y106/wushuboi/battlecloud.jpg
http://i4.photobucket.com/albums/y106/wushuboi/battlecloud2.jpg

Cid In Game Preview
http://i4.photobucket.com/albums/y106/wushuboi/cloudandcidscreeny.jpg

Vincent Preview
http://i4.photobucket.com/albums/y106/wushuboi/finished.jpg
http://i4.photobucket.com/albums/y106/wushuboi/ingamevincent.jpg

Sephiroth Preview
http://i4.photobucket.com/albums/y106/wushuboi/backhair.jpg
http://i4.photobucket.com/albums/y106/wushuboi/cloudandseph.jpg


CURRENT WIP

Yuffie Kisaragi

Only thing left to do is to create the Chest gear and I'm about done!  ;)
yuffienearlyfinished.jpg


yuffieprogress.jpg


Finished the base! Time to model the gears and headband  :mrgreen:
yuffiewip.jpg


All Models Preview
527261_10152115473645494_1587013824_n.jpg


Cell Shade Experiment
54915_10152115498740494_1688692552_o.jpg

https://www.facebook.com/media/set/?set=a.10150158564485494.413495.880845493&type=1

Vincent Valentine
Ready to be ported!

Merged all the textures into one. The cape isn't as high quality compared to the  old pictures in terms of lines and folds within the cape. But i rather use 1 texture file in-comparison to 6.
I did upscale the face texture and redrew the eyes however. I think this is a good compromise, the cape was too detailed compared to the other characters anyway.

So do you like the new Vincent compared to my old release? :D
finishedvincent.jpg


vincentscreenshotwhole.jpg



Zack
Ready to be ported!

completezack.jpg

fullbodyzack.jpg


And to be honest, with the model I used my own face as reference in some areas. Since i have a diamond head shape. Also to experiment what eyebrow expression I could add to the model. haha so for those who think this "Zack" looks weird in certain angles, that explains it. ha
262966_10152103300475494_855126242_n.jpg



To Do List

Re-model all main characters to FMV style
Convert to world, battle and minigames
Re-model all npcs With current art style In the near future.

Cloud - 13 Years Old (enab)
Cloud - 8 Years Old (buge)
Cloud - Bike (brib)
Cloud - Normal (aaaa)  With & without sword on backCompleted
Cloud - Parachute (afie)
Cloud - Soldier (ekbf)
Cloud - Soldier Helmet (eihd)
Cloud - Sword (bhff) Completed
Cloud - Wheel Chair (htje)
Cloud - Woman (dlfb)[/list][/list]

MISC

haters-gonna-hate-final-fantasy.gif


http://remusnesrin.deviantart.com/

Few of my artworks on Deviantart :)
 
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Okay! It's ported into the game!
Only made the main field model so far. This will be an beta release. I do plan to do the rest of the main characters eventually! :)

Download includes a non shaded npc and a shaded one. Keep in mind, it's not the finished product.
Oh and he can also blink!  :-D
 
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Nice to see ya around man  ;) I like your concept. Keep everything visually the same across the whole game experience (Nomura was obsessed with that for FFX because it bothered him on FFVII and FFVIII)


Say...

If you'd start a thread spelling out how to get the field models to blink... I'm sure you'd make allot of folks around here happy. Even if it's just a numbered text list, because I've completely forgotten... I remember finding the simple instructions somewhere here on the forum by searching but it wasn't easy. I made a proto-type APZ Cloud chibi field model and got him to blink... that that was years ago and those files are gone.

8) I understand if it's asking too much, but it'd help.
 
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I think this would be the Ideal model-style to go for... I actually really like the way he pretty much fits in with the FMV Cloud.

Great idea!
Very nice model!
 
to get him to blink dont you just add a second head and texture it so eyes are closed.

great job though. i like the idea. if you need help with any grunt work let me know
 
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@apz

Haha, I was the same though. It's been years since I made any mods. I literally forgot how to make the model blink and port models. So I referred back to my own tutorials on this forum that I did awhile back when I was in high school. Thank god that qhimm keeps old threads. Surprisingly all my tutorials are still here, just that it's scattered everywhere. Anyway thanks!

Method 1

So from memory there was a proper way of doing this with Pcreator via texture Id. Let's use Tifa for an example.
The head model AAHB.p consists of 3 groups.

- Group 0 Is the head.p
- Group 1 is eyes plane
- Group 2 is the mouth plane

AAHA.rsd corresponds to AAHB and when you open it in notepad, you will have:

@RSD940102
PLY=AAHB.PLY
MAT=AAHB.MAT
GRP=AAHB.GRP
NTEX=2
TEX[0]=AAHC.TIM
TEX[1]=AAHE.TIM

The Ntex is the total number of textures and 0 is the eye texture. 1 is the mouth texture. So as long as you set it up the same way as the original, you will be able to blink correctly. So create a new line TEX[2]=custom.TIM name it whatever you named your tex file as and that will be the texture for the actual head.

So have your head model with eyes textured underneath and a plane overlapping it with the same texture file but umv to another area of it, ie closed eyes texture.

In Pcreator, change the field ID In relation to to the groups mentioned above.

Method 2

1. Import the plane for the eyes into kimera first and edit it's rsd properties.
Which is ntex=1 and the name of your tex file.


Found a Faster way with Kimera. Import eyes plane go to texture options > change texture

2. Add part to the bone ( So the head.p )
eg cloud is aaba.p and after attaching, a new file should be created within the folder named aaba1.p.
Edit the rsd properties.


Add Bone to part and go to texture options > add texture

Done!

I hope this helped!
 
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Going to Add a Field model with a sword on his back soon!
For now I've updated the model and lighting. The download link can be found above!
 
@weeemus - Hello @weeemus, could you please consider making a version of Cloud Strife with the Buster Sword sheathed on his back? I love @Grimmy's version of Cloud Strife field model.
 
@weeemus - Hello @weeemus, could you please consider making a version of Cloud Strife with the Buster Sword sheathed on his back? I love @Grimmy's version of Cloud Strife field model.
No worries, It's in my to do list!

Nice :D
I love the simplicity (fits with the original game better) :) .
Thanks, I think so too!
Which is why i didn't want to go overboard with the textures ha

Try it out, the download is back up!  :wink:
 
Thanks for the heads up. I'll use that next time.

I just finished my buster sword. Time to import!  :-D
I can not wait for the Battle Model and World Map model. This is going to be awesome!
 
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