Final Fantasy 8 in Unity?

  • Thread starter Thread starter Kandy_Man
  • Start date Start date
Status
Not open for further replies.
Damn that's amazing. You're probably gonna get sick of me pretty quick as I can imagine a lot of my comments are gonna be something like "wow that's awesome" haha
Totally not. It's 100% better than no reply at all. :D
 
Damn, Maki.  You are making so much progress, I'm wondering how I'm going to keep up.  I might just have to succumb to using 4096x4096 textures - especially considering this isn't meant to be an MMO ;)
 
Damn, Maki.  You are making so much progress, I'm wondering how I'm going to keep up.  I might just have to succumb to using 4096x4096 textures - especially considering this isn't meant to be an MMO ;)
4096x4096?  Do it!  :P
 
4096x4096?  Do it!  :P
Done.  Also gave it a DDO treatment, added better normals, and created spec/gloss maps.

I've added the flag/logo - but i need to make it look less 'flat'.

After a tweak or two, I'm off to the rest of the assets. :)

LIPnqYN.png
 
Done.  Also gave it a DDO treatment, added better normals, and created spec/gloss maps.

I've added the flag/logo - but i need to make it look less 'flat'.

After a tweak or two, I'm off to the rest of the assets. :)

LIPnqYN.png
That's looking fantastic. Absolutely floored by what you guys are doing
 
"Train from Trabia will arive shortly!"

Ultra HD screenshot with 4K textures:
Highres_Screenshot00018.jpg

hehe  8)
The over-bloom effect is to hide that there's nothing at the end of the station (I could show the other side with entrance, but the geometry is not 100% finished so unwrapping and texturing it right now is waste of time)
This is realtime in-game screenshot with forced UHD resolution

Just a few detail models and train station is finished also with the entrance building.
 
Last edited:
"Train from Trabia will arive shortly!"
hehe  8)
The over-bloom effect is to hide that there's nothing at the end of the station (I could show the other side with entrance, but the geometry is not 100% finished so unwrapping and texturing it right now is waste of time)
This is realtime in-game screenshot with forced UHD resolution

Just a few detail models and train station is finished also with the entrance building.
Awesome!!

I've been UV mapping the gas station - nearly complete.  Will texture soon, but right now I'm held up with the announcement of the the new MMORPG that I'm working on :D
 
That looks amazing!  Also, nothing wrong with a bit of bloom ;) I finally got the Internet in my new house and downloaded the GitHub project so I'll get properly started on that now. Also, any finished assets I'll add to the repo so we can keep track of them and they'll all be stored in one place
 
Hello,
Very nice work, for the rails however, if you count animated the game, I would advise you to use a tools (PathDeform) to give it a more homogeneous form, the rails that joins the second part exceeds and if you see it on Unity I think it will spell a little bit :)
 
Hello,
Very nice work, for the rails however, if you count animated the game, I would advise you to use a tools (PathDeform) to give it a more homogeneous form, the rails that joins the second part exceeds and if you see it on Unity I think it will spell a little bit :)
Hey! Thanks! That really saved my ass on later geometries!


just in case I died xD
I didn't die  :-D


And, just a relax (water and sky is set only for concept xD):
Bez_tytu_u.jpg


Personally, I like it. :D

Balamb is mostly done. Just needs some few polishing, add some details I missed and the pier that is not visible to player and the next step are interiors... :O
 
Last edited:
You work great! You amaze me, are you a graphic designer? Do you work at the original map scale?
Think you remake the world?
An open world would be great ^^
I would like to do the same for 7
But I do not understand absolutely nothing a Unity :(
 
You work great!
Ha, thanks!!

are you a graphic designer?
I'm All-in-One guy

Do you work at the original map scale?
I screwed up the scale, when porting to engine I'd have to rescale them.

An open world would be great ^^
I wish to, but I have no knowledge on open-world performance (I know only some theory like LOD billboard model on whole world and map streaming, but I've never done such things yet)

I would like to do the same for 7
Hey, I saw your works at FF7. They're amazing!

But I do not understand absolutely nothing a Unity :(
Me too... That'd be our secret. :D
I can create map, terrain, environment, but still don't know Unity. I'm not using it extensively.

Have a nice day!
SmileyCat-42520.jpg
 
Nice work so far Maki :-)

Quote from: jmp434 on Today at 02:27:50
Do you work at the original map scale?

I screwed up the scale, when porting to engine I'd have to rescale them.
about the scale...


I just made a little comparison with the walkmesh from bcform_1, and I must say, it's only a tiny bit off ;-)
Squall is just an import so that is not scaled either, but the station is aligned.



by the way, what do you use as references? It's pretty hard to find anything useful.

 8-)
 
Oh kill me... I didn't know/didn't remember that the train is a layer and you can hide it to see what's behind it... It looks completely different than my 'stained glass' fantasy...   ???
Anyway, the geometry on your screenshot - did you work on the train station too? You have that 'cross' part finished (near train entrance)! Wow! :O
I still don't know how to do that 'snail' thing..

References?
Just the walkmesh and background. There's only one CGi showing Balamb and it shows literally nothing interesting
I tried to find concept arts for Balamb, but didn't find even one...
Every part was done 'roughly'
 
Harbor finished
Bez_tytu_u.png


What should I... Ah, yes! The fishing pier that is visible only in FMV No, not now, we need to discuss some plan on how it should look
 
Last edited:
This is absolutely incredible.  I had a busy weekend so only just seeing these updates from the last couple days now.  As for it being open world, that was my ideal scenario, and Unity takes care of things like LOD and stuff for us, so going open world would actually be really easy assuming all of the scenery was aligned and scaled correctly.

As for not knowing Unity, that's fine.  Getting the assets done is the hard part I think.  Once they are imported it's just a case of aligning them to make an open world and then programming in some sort of dynamic loading so we don't have to have the entire world loaded at once (no point having Esthar loaded when we're in Balamb).  There's plenty of people familiar with Unity so if you personally are not, don't worry, focus on a different area such as the environments like you're doing now. :)

I've been completely blown away by your work Maki so if you want to go ahead with the fishing pier I'd have no problem with that.  Alternatively, if you'd rather have a discussion about that, we can, and like you mentioned, the interiors could be worked on next.  If we can get the entirety of Balamb Town done that would be a perfect place to move on from environments to things like props, characters etc I think, then we can make a demo using Balamb Town.  Demo doesn't have to make sense in terms of plot, but we can get something going such as NPCs, interactions, quests, random encounters, boss encounters etc just to show it working.

I'm super excited :D
 
Really incredible work, as far as the scale to walkmesh I wouldn't worry too much about it as long as everything stays to scale with the remade assets tbh(although a certain amount of agreement for the assets scale would have to be made).

open world or not either is workable even performance wise as it can be streamed/loaded in on the go(the thing is if the world management will be having to work around precision of float or using a reset traversal is needed(moving the world instead of the character) to avoid it, possibly using double precision instead of single precision float and then cast to float relative to camera being at 0,0(rather complex things to handle)

unless I misremember asuming using float you can have up to 5 digits then you can only have 2 decimals.

I do however think it is easier to keep the world and locations separated, as then you won't have to worry as much of scale and precision(not to mention the time to make a world management that can handle the scale/size needed), as the world could be more compacted like it is in the original game/just imagine the distance from train tomemory  forrest before Galbadia Garden and remapping that distance relative to the actual size of Balamb town to world map ratio.
 
Okay, so currently the top view of Balamb looks like this:
plan.png


*The hotel road is subject to change as it's too tight


About the pier:
This is frontal projection that shows the sea of level position for the pier. It would be on the same height as harbour
pierplan_Frontal.png


The question is how to get there:
1. By hotel road extension, as it will go directly straight and down up to the pier
pier_Plan2.png


2. By using Cat walks
pierplan3.png

to drop immidiately to pier level and then straight road on sea level

The pier will finally connect harbour spots that are not available in-game currently (like that opera-like building in distant)

EDIT:
About interiors- it's quiet okay, but the interior wall need to be separate model to remain as close to the original
pierplan_Frontal.png
 
Last edited:
The inner wall with a Unwrap will have a different texture and will give a different look or simply detach the inner wall for texture has by basic texture, no?
 
Status
Not open for further replies.
Back
Top