N
Nightmarish
Guest
Looks great.
Could you post also the original file for side to side comparison?
Could you post also the original file for side to side comparison?
Done!Looks great.
Could you post also the original file for side to side comparison?
I think all the fields of the Bombing mission are already being taken care of. Maybe it would be good if someone can put a clear update about what remains to be done for this part (battle models of enemies?).That looks amazing, I thought i was looking at an actual highres render from the game, Nice one!
Should pick up one of the few fields the bombing mission hasn't done yet![]()
I looked at the shelf and thought "how Japanese he has manga books there" LOL.Done!I think all the fields of the Bombing mission are already being taken care of. Maybe it would be good if someone can put a clear update about what remains to be done for this part (battle models of enemies?).
Ahh to be precise they look FLAT is what I think you ment.The cloths on the wire are a bit stiff.
Add some waves into it.
Perhaps a suggestion on how to 'wave' the towels, is to bend them first (sinusoidal) then redrape them. That would be my suggestion. My guess is the wave the person was refering to is the unjulation one sees in towels drapped with a slight stretch at the ends and not in the section in contact with the rope.Latest update on the "This guy are sick" field screen...
For comparison, here is the original...
Lots of small details added (click for the high-res) - corrugated metal made with mesh instead of bumpmap, grid, nails, screws, dirt, texture and mapping revisions... I also spent some time on the lights and tried a couple of things with Blender's options for Mist - I don't think I can do much better than this. Even though the scene may seem somewhat brightly lit, I would like to point out that my render has a colour scheme which is actually slightly darker than the original.
I think at this point the only additions I would consider would be about making more dirt textures.
I agree. Else I'd be stuck working 1 year on a somewhat simple scene (things like that are always perfectible), while the amount of job to be done is huge. I guess it's time to move on to something else, if it's good enough for you guys.I believe the word is "good enough" I'm not sure what 'good enough' is but if you are satisfied it's good enough![]()
No.The cloths on the wire are a bit stiff.
Add some waves into it.
I don't think I'll retouch this part. You see, the clothes are "at rest" after a dynamic cloth simulation where I let them fall on the wire (collisions with the wire and self-collisions were modelled). I picked the last frame of this simulation because it corresponds to a "at rest" position (earlier frames were more wavy) - and I deleted these unused earlier frames. I believe the air should remain very stagnant in a place like this, thus there is no "real" reason for the clothes to be in motion. For references, I recommend watching clothes hanging on a drying rack :evil:Perhaps a suggestion on how to 'wave' the towels, is to bend them first (sinusoidal) then redrape them. That would be my suggestion. My guess is the wave the person was refering to is the unjulation one sees in towels drapped with a slight stretch at the ends and not in the section in contact with the rope.
Hmmm Point well taken plus the total gist of the image is complete.I don't think I'll retouch this part. You see, the clothes are "at rest" after a dynamic cloth simulation where I let them fall on the wire (collisions with the wire and self-collisions were modelled). I picked the last frame of this simulation because it corresponds to a "at rest" position (earlier frames were more wavy) - and I deleted these unused earlier frames. I believe the air should remain very stagnant in a place like this, thus there is no "real" reason for the clothes to be in motion. For references, I recommend watching clothes hanging on a drying rack :evil:
Your wish shall be granted ;DNow for something constructive: is there any plans to 'dirty' up the scene? That is the only major difference with the two.

(Very off topic) But bookmark them@Mayo your awesome too that pipe house is lovely! Bookmarking your account. To those keeping track I have the following acounts bookmarked:
SL1982
Covarr
Cuppy
Cyb
Micky
Sith
Omzy
Bosola
...and Obese.
Now Mayo!
Cause I like what they have to say.(Very off topic) But bookmark them...but why?
@_@ wow that's very nice! I like your version better! Keep up the fantastic work.Your wish shall be granted ;D
Behold the addition of smoke... (thanks to Blender physics engine) - again, click the pic for high-res.
1- I had a debate about what the "black cheese" should be - the original picture is not clear at all on that. I was told by someone else that it must be some kind of opened can, like you pointed out. I replied that it made no sense to have an opened can standing among the trophies... though I had no much better suggestions. A cast-iron weight? A trophy base without a trophy? Or should I indeed change this object for a huge, label-less, opened tuna can?three comments on the render:
[list type=decimal]
[*]The 'black cheese' should be a can, looking at the reflections of the original, it is an open can.
[*]The studs of the most right part of the shelves aren't correct, I think you've made them perpendicular to the shelves, however that doesn't look right, try to set the more like "/ \" (when you look at the front of the shelve) that should get a better fit.
[*]Still too clean to my opinion, throw some noise through the maps, that should help, add scratches, especially on the metal near the TV, the reflection looks too perfect. Try to differ on the metals, now all the metals have the same tone, the ribbed plates, circular steel rings, the hoses, they all have the same tone, reflection.
[/list]
These are just my thoughts on the render, oh and for the smoke, Try replacing that with a volumetric light, from the TV.
oh..that's more then three
I hope this will help.
![]()
I'm not sure how to make harsher shadows. I'll try to investigate on that. There is also a very big difficulty for me: on the one hand, I need to have a scene with colour contrasts, but I need to make it look dirty and foggy at the same time. I'll do what I can.Mayo master the scene needs harsher shadows. The originals go pure black at some points. You need to make sure the colors pop out more somehow get saturation up. The smoke takes a lot away.
Make sure you have your monitor gamma calibrated correctly. That matters the most when it comes to rendering and good color reproduction across all screens.
At this point you have most all the major details set now you have to go in there and add more subtle smaller details.
In the end it adds to the whole final scene as a whole. Thats what ff7 is all about all that small gritty detail in every scene. Its all inspired by all those old Anime. Akira, ghost in the shell, nausicaa and hell lot more i cant remember lol.
Thanks! Back then, I actually didn't realize that the making of 3D object would be rather the "easy" part of modelling - I find texturing and lighting harder. When I chose to make the "man in the pipe" scene, I didn't figure it would have me play with cloth simulation, smoke simulation and light scatteringnice work mayo master im very impressed. i remember pointing you to that wiki book and just wow youve done well
