Field Scene Screens (non bombing mission) Gallery

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Knowing that you can come back to a project is better than burning out and dropping the project all together.

Out of curiousity, what modelling program do you use as I am sure you could find some an OS add-on for some of the open render farms. There are some good free ones out there that you can use, just give back some gpu/cpu time when your not using your pc. That or when you need to take a break, hit render and when you come back in 2 months it will be done  :-P
 
Scary stuff!

Tollen, Great to have you aboard, keep it up, yer work looks great!
 
Thanks timu, quick update most of the modeling is done just need to uv and texture.

has anyone started doing Wallmarket yet if not ill start that up as my next one.


ZZ2_1 by Tollen86, on Flickr


chest and vault doors open.


zz2_2 by Tollen86, on Flickr
 
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Looking good Tollen, can't wait to see it textured :-)
you're using Blender I think?
 8-)
 
Silly thoughts does anyone remember if certain objects repeat in the game scenery?

I can't remember the following
'chairs'
'clutter'
indoor fixtures
etc.
I noticed areas have certain "stylized" looks (like the city of the ancients), as well as Cloud's home town and Midgar.

Anyhow what I am getting at is these objects are "common" it might be helpful for making sets to create a common resource of objects that can be reused.

I remember Valkyrie profile 2 used this, oblivion and skyrim fallout 3 fallout NV, anyhow this can save a bit of extra work of reinventing objects. I believe some spots for example have bread materia weapons etc. chairs pipes etc.

Just a thought on how to reduce some of the 'fiddly' parts of your settings. This also would reduce texture work. For things such as cars etc. the only place with those appeared to be Midgar and a few scenes (Zack and Cloud on the back of a truck). Trains on the other hand are  a bit more abundant in midgar (more so that cars at least).

Now what would be a cool place to do is Cid's town.

Cyb
 
In a lot of cases each field scene is unique because the scene was going to be rendered out, they didn't need to worry about reusable assets or modular design. The main reason that games want to try and reuse as many assets as possible is to reduce the memory footprint, both long term and while the game is running, less stuff that can break and less people you have to pay.

You would probably spend more time figuring out what assets can be reused, than you would gain in time. I don't know what the situation is with resource sharing among artists is but I am sure that there might be some cross over and reuse of assets, reactor sections. When working on some of the Shinra tower stuff we had a common wall which was used for both scaling and also as a base starting poing for any custom stuff. The internal stub sections were also reused where possible, but the majority of the stuff I suspect will probably have to be custom.
 
SpooX> im using 3dsmax 2011 i cant stand using blender.

quick up date for you i havnt had much time this weekend to do anythink but i started on uvmapping and textures, should have sometime later when iv finished work.


zz2_render_03 by Tollen86, on Flickr

anyone know what size camera lens they used with the background.
 
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Ah Max....

Try this for a sec in maxscript:
Code: [Select]
Code:
-- Max script file generated by SpooXvertArray = #([-13.0000,18.0000,36.0000],[-13.0000,94.0000,36.0000],[92.0000,94.0000,36.0000],[-15.0000,-51.0000,36.0000],[-38.0000,24.0000,0.0000],[92.0000,18.0000,36.0000],[200.0000,94.0000,36.0000],[200.0000,18.0000,36.0000],[92.0000,-38.0000,36.0000],[200.0000,-38.0000,36.0000],[-369.0000,10.0000,39.0000],[-368.0000,55.0000,39.0000],[-326.0000,10.0000,39.0000],[289.0000,168.0000,69.0000],[253.0000,168.0000,69.0000],[289.0000,204.0000,69.0000],[177.0000,216.0000,75.0000],[108.0000,115.0000,75.0000],[108.0000,216.0000,75.0000],[-328.0000,286.0000,0.0000],[-328.0000,184.0000,0.0000],[-386.0000,184.0000,0.0000],[-9.0000,-363.0000,0.0000],[-126.0000,-249.0000,0.0000],[-9.0000,-249.0000,0.0000],[25.0000,114.0000,75.0000],[25.0000,216.0000,75.0000],[-400.0000,286.0000,0.0000],[314.0000,165.0000,36.0000],[200.0000,165.0000,36.0000],[-38.0000,-51.0000,0.0000],[-99.0000,24.0000,0.0000],[-9.0000,-143.0000,0.0000],[177.0000,116.0000,75.0000],[-126.0000,-363.0000,0.0000],[-422.0000,-56.0000,240.0000],[-491.0000,-127.0000,240.0000],[-491.0000,-56.0000,240.0000],[-122.0000,-53.0000,0.0000],[-149.0000,17.0000,0.0000],[-326.0000,55.0000,39.0000],[-126.0000,-143.0000,0.0000],[-279.0000,-30.0000,0.0000],[-286.0000,-143.0000,0.0000],[-198.0000,64.0000,0.0000],[-139.0000,159.0000,0.0000],[-73.0000,233.0000,0.0000],[-139.0000,286.0000,0.0000],[-41.0000,159.0000,0.0000],[-41.0000,233.0000,0.0000],[-237.0000,165.0000,0.0000],[-237.0000,286.0000,0.0000],[314.0000,94.0000,36.0000],[314.0000,18.0000,36.0000],[314.0000,-38.0000,36.0000],[-326.0000,85.0000,0.0000],[-386.0000,85.0000,0.0000],[-313.0000,27.0000,0.0000],[253.0000,204.0000,69.0000],[-328.0000,-20.0000,0.0000],[-99.0000,151.0000,240.0000],[-38.0000,151.0000,240.0000],[-99.0000,210.0000,240.0000],[-38.0000,288.0000,240.0000],[-197.0000,290.0000,240.0000],[-233.0000,184.0000,240.0000],[-328.0000,290.0000,240.0000],[-422.0000,184.0000,240.0000],[-417.0000,290.0000,240.0000],[-491.0000,229.0000,240.0000],[-491.0000,116.0000,240.0000],[-422.0000,60.0000,240.0000],[-491.0000,0.0000,240.0000],[-422.0000,-127.0000,240.0000]);faceArray=#([1,2,3],[1,4,5],[6,4,1],[3,6,1],[6,3,7],[8,6,7],[4,6,9],[9,6,8],[10,9,8],[11,12,13],[14,15,16],[17,18,19],[20,21,22],[23,24,25],[19,26,27],[28,20,22],[26,19,18],[29,7,30],[5,31,32],[4,31,5],[33,31,4],[18,17,34],[35,24,23],[36,37,38],[32,39,40],[39,32,31],[13,12,41],[33,39,31],[39,33,42],[43,42,44],[42,43,39],[40,43,45],[39,43,40],[46,40,45],[47,46,48],[49,47,50],[46,47,49],[48,51,52],[46,51,48],[20,51,21],[20,52,51],[7,29,53],[8,7,53],[8,53,54],[10,8,54],[55,10,54],[56,22,21],[57,22,56],[51,56,21],[56,45,58],[51,45,56],[45,51,46],[43,58,45],[16,15,59],[58,43,60],[25,42,33],[24,42,25],[5,32,61],[62,5,61],[63,62,61],[62,63,64],[64,63,65],[66,65,63],[65,66,67],[68,67,66],[67,68,69],[70,69,68],[71,70,68],[72,71,68],[73,71,72],[36,73,72],[36,38,73],[37,36,74]);mm = mesh numverts:74 numfaces:73for i=1 to 74 do   meshop.setvert mm i vertArray[i]for i=1 to 73 do   meshop.createPolygon mm #(faceArray[i].x,faceArray[i].y,faceArray[i].z)update mmTargetcamera fov:20.42 nearclip:1 farclip:1000 nearrange:0 farrange:1000 mpassEnabled:off \mpassRenderPerPass:off fStop:5.6 shutterSpeed:750 filmISO:100 useRotaryShutter:off \rotaryShutter:180 diaphragmType:1 diaphragmAngle:0 diaphragmBlades:6 \sl_xoffset:0 sl_yoffset:0 expValue:14 \pos:[1478.427,-1195.642,1567.556] \isSelected:on target:(Targetobject transform:(matrix3 [1,0,0] [0,1,0] [0,0,1] [1477.788,-1195.123,1566.988]))-- Camera Upvector as spliness = SplineShape pos:[1478.427,-1195.642,1567.556]addNewSpline ssaddKnot ss 1 #corner #line [1478.427,-1195.642,1567.556]addKnot ss 1 #corner #line [1522.421,-1231.457,1485.183]updateShape ssssrenderWidth = 368renderheight= 368
after you've run the script follow the following steps:

[list type=decimal]
[*]select the object, modify poly (shortcut press '4')
all faces are selected, press flip.
press '4' again to go into object mode.
[*]press 'c', to set the viewport to the camera.
press 'alt-b' (set viewport background)
select zz2 image (I extract them from the psx with 7mimic, and convert them to png with paint)
set aspect ratio to match rendering output, and check 'Lock Zoom/Pan'
press ok.
[*]You could also set the walkmesh to transparent, by selecting the object and press 'Alt-x'
[/list]

Presto.
you should end up with something like this:


another tip:
Move everything you see here in a separate layer.

Scaling and Camera are set to the psx camera :-) spot on with this method.

Hope this helps.

Oh and for your question....
SpooX> im using 3dsmax 2011 i cant stand using blender.

anyone know what size camera lens they used with the background.
99,94 mm (that should probably have been 100mm)
 8)
 
Noob here, do all backgrounds use a focal length of 99.94mm? Or is it just this one? I've been trying to figure it out for the elevator area.
 
thanks SpooX that help me out a lot m8, you left out the part about turning on Show Safe Frames i was looking at my screen for about 5 mins thinking ok what the did i do wrong lol, i had do a bit of rework on my models but it came out ok also redone the lighting.


 
update from me
i tried to obtain the hq fmv dvd, but someone else got it....
i have not been able to use my left hand for about 6 weeks now due to an accident in sports
thus i highly doubt i will finish anything anytime soon -- being one handed sucks XD
this means that someone else should do the reactor, and i didnt like the direction it was heading anyway
there is an .fbx up for grabs for autodesk users
 
Noob here, do all backgrounds use a focal length of 99.94mm? Or is it just this one? I've been trying to figure it out for the elevator area.
No, they're all different.
For MD8_3 for instance it's 62,773.
The elevator is indeed really a pain to setup, the camera is located below the floor, I'll have a look later to see what I've got.

thanks SpooX that help me out a lot m8, you left out the part about turning on Show Safe Frames i was looking at my screen for about 5 mins thinking ok what the did i do wrong lol, i had do a bit of rework on my models but it came out ok also redone the lighting.
Oops, forgot that, I'll add it to the post.... (shift-f) :o

update from me
i tried to obtain the hq fmv dvd, but someone else got it....
i have not been able to use my left hand for about 6 weeks now due to an accident in sports
thus i highly doubt i will finish anything anytime soon -- being one handed sucks XD
this means that someone else should do the reactor, and i didnt like the direction it was heading anyway
there is an .fbx up for grabs for autodesk users
I always knew sports are bad for your health...  ;)
I hope you get well soon.


MD 8 update....
Now on to distroying the scene hehe... :evil:

oh and for comparison...
MD8_3a.png



8)
 
Tolden, unless you have normal maps for your textures, I would suggest modeling such details as the stones on the upstairs floor of the blacksmiths' shop.
 
i have one more Field scene iv bin working on to share with you.

SpooX how did you get the walkway and camara by the way.

 
SpooX i might be wrong but i think the geometry you recreated on the top (left and right) near the doors/stairs, isn't correct.
Under the columns you have steps and doesn't look like it.
 
SpooX i might be wrong but i think the geometry you recreated on the top (left and right) near the doors/stairs, isn't correct.
Under the columns you have steps and doesn't look like it.
The geometry is correct, it is just the width of the steps that needs adjusting so that the blocks are inline with the columns.

Edit: You are correct, the persective is a hard to see. They drop to the floor level so each section of stairs is separate from its neighbour.
 
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