[HD Remake] WIP Sector 5 slums

  • Thread starter Thread starter Mayo Master
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Ok folks, I did some more tests...
Concrete test
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Plywood test
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Old tatami test
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Well, it may not be very obvious on these pictures because of some sources of noise (having all walls and ceiling generating indirect light creates quite a bit of noise), but old tatami is actually the winner. That my final word  :P
Coincidentally, it turns out the room is almost exactly 8 x 4 tatamis, based on traditional Japanese length units. Now I just have to work on making an auspicious tatami arrangement:D
 
Update!

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The flooring has old tatamis, pieces of plywood and dirty concrete. All should be happy  :)
I think I may add a bit more specularity/glossy to the square pipes. By the way, the TV (I've yet to model it properly) has an 80" screen  :o   Must have "fallen from the truck". I'm assuming it's an old fashion "giant flat(-ish) screen" (the largest CRT TVs were about 40", and needed 4 people to be carried around).
I hope you enjoy!
 
If you compare it to the original the tatami blocks look bigger (not like small squares), more grayish and not in a tiled sequence, but anyway you prefer it, should be fine. If you can change this btw it would be more awesome. Thanks!
 
Well, what you mentioned could open some discussion regarding how to model scenes...
When I started to model for TA, the goal was pretty much to make the scenes HD, and try to exactly replicate how it used to be in the original. My point of view has significantly changed since then. It turns out that if you try to simply upscale a scene as you remodel it, it just doesn't work fine. The main reason is a problem of scale. Many items in the original images were scaled in such a way to make them recognizable at the very poor resolution we had on PS1 era games. But if you keep things at the same proportions as the original and make it HD, it just looks dumb. For instance, the original scale of the tea cup in the item shop scene is 38 cm in diameter and 40 cm tall. When something looks absurd, there's no saving it on the reason that "it's set in a fantasy world anyway". For having believable environment, it's important for us to correct all these clunky details as we remodel things.
Additionally, as we remodel things in HD, we have the ability to bring in lots more details which also contribute to make the world more believable. I disagree strongly with the simplistic idea of enhanced graphics being detrimental to story-telling: if anything, enhanced visuals can tell more without a word. For example, in The Last of Us, just when entering random houses, you could start imagining what kind of people were living there, and recreate their lifestyle, just with the amount of details given to the environments.
All in all, when we remodel a scene, we have to interpret the original, and build something coherent from there. In the particular example of the 5min1_1 scene, after I decided to go for the old tatami floorings, I sized tatami according to the traditional Japanese standards. I laid out the tatamis according to the rules for auspicious arrangements, I don't think Japanese people would have done otherwise. Then, to keep all the tatami together in the area filled with clunky pipes, I either cut out some of the tatamis to have enough gaps for these pipes, or I inserted pieces of plywood like a slum resident would for an easy and cheap fix. If I had tried to exactly replicate the original, I would have ended up with oversized, awkwardly shaped tatamis, and I don't think that would have worked better. Don't get me wrong, I want to be respectful and faithful to the original design, but I want to work on ways to improve it, when it is possible. It is also the main advantage of our HD remake of field scenes over the "enlarge and photoshop filter" method you have in Omzy's graphical overhaul.
 
You have put lots of serious thought into it Mayo and that's what makes your modifications special and recognizable by the community! :) About the tatami I thought it was made like this on purpose in the original because of the industrial effect in this area. In such an imaginary reality big tatami blocks with no certain order with some concrete grayish moldy scent in it, would make more sense to me in that type of room... Well this is just a thought that you don't need or have to take seriously into consideration, especially if it also delays the progress of other scenes.
 
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I read that there wasn't any 80 inch CRT tvs.. and I was like really?! lol I never realized my huge crts were never larger than like 43 inches....

I was thinking maybe they have hung a 80 rear projection television on the wall :P

though maybe not

http://reviews.cnet.com/8301-33199_7-57557233-221/rip-rear-projection-tv/ here is one of the last rptvs. i guess it was 92 inch.

http://reviews.cnet.com/projection-tvs/mitsubishi-wd-65737/4505-6484_7-33588548.html review of last rptv as shown above... some side profile images and such. :P
 
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Update... More details, namely finishing the TV, adding a VHS player and some VHS tapes... and adding all the cables with it  :P

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Great! :-D
But don't forget Shin-Ra is the only company in this world. So it's a Shin-Ra PlayStation.

Missed the old design! :)
Me, too... :'(
 
Will the TV be a light source that affects other parts of the scene when this is done?
 
Ok, the PSX model is done and UV unwrapped. I'll do the texturing tomorrow.

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Great! :-D
But don't forget Shin-Ra is the only company in this world. So it's a Shin-Ra PlayStation.
I had that in mind as well. I think I'll have fun with the logo.

Will the TV be a light source that affects other parts of the scene when this is done?
Actually, this is already the case. It isn't really noticeable because the room is already brightly lit, so the little extra light from the TV doesn't make much of a difference. If I ramp up the TV light, then whatever is on screen will be saturated with brightness. For reference, I made a quick render at small scale to give you an idea of the lighting from the TV alone. I think it's fairly realistic.

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... and DONE  :D

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That was fun to make. I might have gotten a little carried away regarding the details  :P
 
Wow I just nostalgia"d pretty hard, if you plan on making a controller to go with it remember that analog sticks weren't a thing until after ff7 came out I believe
 
Wow I just nostalgia"d pretty hard, if you plan on making a controller to go with it remember that analog sticks weren't a thing until after ff7 came out I believe
I do remember that (well, that was the setup I was playing FF7 with in the first place). Besides, not having to do the controller sticks will make my modelling job easier  :P
 
Ah, neat console (and backgrounds too!) Looks like you guys are making good progress on the early Midgar area.
 
Mini-update with the PS1 added to the scene with controller, memory card and cables.

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