Field Scene Screens (non bombing mission) Gallery

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Looks great.
Could you post also the original file for side to side comparison?
 
Looks great.
Could you post also the original file for side to side comparison?
Done!
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 :P
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?).
 
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?).
I looked at the shelf and thought "how Japanese he has manga books there" LOL.

Erstwhile, I'm glad you were able to persevere much of the 'trouble' with doing scenes is getting over "gee when is this thing done."

I believe the word is "good enough" I'm not sure what 'good enough' is but if you are satisfied it's good enough :D

Cyb
 
The cloths on the wire are a bit stiff.
Add some waves into it.
Ahh to be precise they look FLAT is what I think you ment.

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.
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.

Cyb
 
I believe the word is "good enough" I'm not sure what 'good enough' is but if you are satisfied it's good enough :D
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.
On another note, I think there is one last thing I would like to try, which would be smoke simulation. But it's not a priority.

The cloths on the wire are a bit stiff.
Add some waves into it.
No.  >:(
I'm kidding - I'm not angry - but I don't think I am going to revise that. I'll explain.

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.
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:
 
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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:
Hmmm Point well taken plus the total gist of the image is complete.

Anyhow good enough as I said!

Cyb
 
Dear Cyb,

  I enjoy reading all of your quirky posts please keep it up. All seriousness I feel smarter just reading Cyb's stuff, dunno bout you guys but I love um' LOL.

@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!

**
Now for something constructive: is there any plans to 'dirty' up the scene? That is the only major difference with the two.
 
Now for something constructive: is there any plans to 'dirty' up the scene? That is the only major difference with the two.
Your wish shall be granted  ;D
Behold the addition of smoke... (thanks to Blender physics engine) - again, click the pic for high-res.



Here's the original for comparison.
thisguyaresick.png


The smoke is obtained through physics simulation process. Compared to the original scene, the smoke is bound to be much more visible in front of a dark background than in front of a clearer background (which is why it is more noticeable in the back end of the pipe). I chose to render the smoke after having let it "settle", in order to convey the impression that the air is stagnant in the place (while the original suggests smaller billows).

As far as I am concerned, I would settle for this render and call this field scene screen "Completed".
 
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@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!
(Very off topic) But bookmark them O.o...but why?
Anywayss back to topic! Mayo that just looks superb! :OO But I'm still thinking should be teeny bit dirtier but meh my dodgy opinion don't count il leave it to you experts ;) Other than great just wow
 
(Very off topic) But bookmark them O.o...but why?
Cause I like what they have to say. :) I consider most of that list a distant pen pal. LOL I'm wierd. =/

Your wish shall be granted  ;D
Behold the addition of smoke... (thanks to Blender physics engine) - again, click the pic for high-res.
@_@ wow that's very nice! I like your version better! Keep up the fantastic work. :D
 
@MayoMaster,

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  :o

I hope this will help.
 8-)
 
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.
 
This scene will never be called "done"  :'(
Anyway, I can try to revise some of this stuff...
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  :o

I hope this will help.
 8-)
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?

2- That's precisely an "inconsistency" of the original drawing I pointed out in one of my previous posts. The perspective in the original picture is awkward: many shelf supports were drawn too long with respect to the inclination. For the ones at the very right, the last but one is perpendicular, but the very last one is not perpendicular. I actually followed closely the original drawing to do that. The visual "awkwardness" in my render may be emphasized by the fact that the perpendicular and the non-perpendicular supports are connected together. But this visual awkwardness in "faithful to the original".

3- I'll see what I can do about texturing, though I am not sure how to remedy - lots of trial and error in perspective. Then, I am not sure about trying different metals: in the original picture, it seems to me that they do have similar tones and reflections.

4- Well... I've never come across "volumetric lights" during my Blender tutorials, so I could use directions - I don't even know what could qualify as "volumetric light" with the tools available in Blender. Do you mean stuff like cone-shaped lightings? The lights I use are called "area lights" - I don't know how those relate to what you suggest (I know, I'm a noob).
EDIT - Apparently the only type of volumetric lights in Blender is the "spot", which makes a cone-shaped lighting where light scattering can be included, though it is said Blender is not great for volumetric lights. After some tweaks, I think it will be mostly useful for creating the "halo of blueish light" around the TV.

5 - There's no 5-

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.
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.
 
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Isn't there a program or something that tells what things are what in each map?
I think i saw a picture of costa del sol map with it.
 
Color saturation rise the contrast up.

It will make the blacks blacker and other colors more uh saturated.

Idk the original scene doesn't seem to give hints of volumetric lights so smoke shouldn't be there i think.

The tv has that blue green glow all over one side but the rest i clear. Idk what renderer youre using tho.
Don't have experience with blender just max and MR. Raytrace the light bounces or fake it.

Getting the render setup is tricky i know.

Tho hell even in the original ff7 im sure they used a lot of photoshop to fake effects as post process.
 
nice work mayo master im very impressed. i remember pointing you to that wiki book and just wow youve done well
 
nice work mayo master im very impressed. i remember pointing you to that wiki book and just wow youve done well
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 scattering  :o

Anyway, here is the new version, trying to follow your recommendations and doing closer inspections... (click for high-res). For reference, please check the original a few of posts above.


Comments: I made a number of revisions on the textures, namely by tuning and adding noise bumpmaps. I also added extra noise textures to apply darkening smears on the wood shelves and the corrugated iron sheets. I revised some details on the shelf supports, and the trophy plates. But obviously the biggest change is about the modification of lights - pumping up the brightness of the TV, creating a halo of volumetric light around the TV, have a slight smoke effect to give more light scattering.
Then, I still don't quite know what to make of the "black cheese" (copyright SpooX). I think I'm pretty happy with the metallic textures now. I don't know if the shelves need more scratches: if you take your average solid wood or your cheap melamine-coated furniture, it doesn't show noticeable irregularities even after some wear (unless you have a cat using the furniture as scratching post, but that's another story).
I decided to increase the TV light a good bunch in order to make the colours more vivid (as in the original) and have more contrasted shadows, while also be consistent with the light over-exposure near the TV. However, I don't think it is possible for me to create really dark shadows (say, around the wood shelf) because of the multiplicity of lights (for example, the trophies are lightened from above, so I put a light near the ceiling. Thus there is a lamp lightening the topside of the shelf, but the TV also lightens the shelf from below). With respect to the original, either I'm consistent with the lighting, or I try to adjust the shadows, but it seems matching both at once is not feasible. I chose to focus on being consistent with the lighting.

As always your feedback will be appreciated  :)
 
Great work! just a quick review. In the original picture I notice that the metalic surface is dirtier with rust and dirt too (not just dust), the blanket has more intense color and patches on it are more obvious and the trophies are shiny gold, not just mustard. Also towels are creased.
 
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If you're having trouble matching lights, there is always post production, aka Photoshop!
 
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