[HD Remake] WIP Sector 5 slums

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Errr...not to be contrary here but...isn't using chibis one of TA's big things? I thought that was all part of keeping with the style of FF7 but just increasing the resolution.

In any case the bus is looking awesome!
As far as I'm aware, the chibis were made as a first project, at the same time as the GUI. I believe at the time that HD field files were not even a priority. All this was made before I got on board - maybe SpooX or sl1982 would have a better idea of the history. Basically, you may say that the chibis were made a a time where:
- we hadn't even tested HD fields in game, and the "scaling" problem was not even outlined.
- Kaldarasha wasn't around, so we didn't have many good character models to play with (the shortcoming of many "character upgrade mod" is the consistency of the quality between one single very nicely detailed model and all the rest made of blocky chibis).
As we went through more and more modelling of the field scenes, the "scaling issue" became more and more apparent, and it looked like something we had to change (such as my favorite example of the tea cup measuring 40 cm in diameter). In a sense, we adapted the work after learning new elements.

On another note, some details just for fun...
5x9PrQO.png
 
I would totally buy whiskey that said "Mayo Master" on the bottle. Or Mayonnaise Master.
 
If I'm drinking mayonnaise whisky, it had better have more than 40% alc
 
I would totally buy whiskey that said "Mayo Master" on the bottle. Or Mayonnaise Master.
Sadly I'm not into making whisky, so that's not going to happen. I did however make a batch of mayonnaise with 12 years old whisky in it, it was pretty darn good  :D
 
If I'm drinking mayonnaise whisky, it had better have more than 40% alc
If I were to make whisky, it would be for the flavor, not the burn. But I could give you cask strength if you want more than 40%  :P
 
As far as I'm aware, the chibis were made as a first project, at the same time as the GUI. I believe at the time that HD field files were not even a priority. All this was made before I got on board - maybe SpooX or sl1982 would have a better idea of the history.
errr...
Mayo, don't know how to put it, but did you ever read the TA faq?
Q: Things look great but we want full sized models instead of chibi. Can you make some?

A: Nope, look elsewhere.
Of course in the end evrything might be modular, i.e. from the package you don't install everything, but that is basically the reason that some objects are in fact in 'Chibi-scale'. The annoying part of making everything in exact scale is that those little can as example will be lost in the scene. And furthermore, any field models will look out of place.

just my two cents to keep it in mind, in the end it will be our artistic freedom to do whatever we want... :evil:

Oh and if the taste is good, I'm in for a 25+ year old wiskey, now that would be 37 years by now... :o

I like the details...
 8)
 
errr...
Mayo, don't know how to put it, but did you ever read the TA faq?
I did. Back when sl1982 and Timu started this endeavor, the original scope was to replicate the fields as simple magnifications of their original counterparts. This is probably more in line with the idea of chibis they had back then. If we wanted to strictly stick to this idea, I do not think the project of Team Avalanche would have significantly added value over what Omzy and then yarLson have accomplished. Should the scope of the project drafted by sl1982 and Timu more than 4 years ago be a rigid framework? I do not think so.

Of course in the end evrything might be modular, i.e. from the package you don't install everything, but that is basically the reason that some objects are in fact in 'Chibi-scale'. The annoying part of making everything in exact scale is that those little can as example will be lost in the scene. And furthermore, any field models will look out of place.

just my two cents to keep it in mind, in the end it will be our artistic freedom to do whatever we want... :evil:
Well, among field modellers we have to agree on something, for consistency's sake. I've already explained at length why I was opting for "realistically scale" modelling. I also think realistic-scale modelling would also facilitate consistency (since each modeller can refer to real life standards to design things). If modelling is made for chibi proportions, to be sincere it is very difficult to decide what items to deform and what items should be kept "realistic-ish".
I don't know if you'd want to make a poll to see who wants fields tailored for chibis vs. who wants fields for characters with realistic proportions. Or if you'd rather debate the direction of the project before we write a sticky about possible changes of scope.
 
While in the end it is entirely up to the modelers I would like to apply my two cents.  First of all, by changing the scale of the game your implying that realistic texture models will then have to be created on top of the fact that animations would have to be reworked entirely, probably from the ground up.  In fact you might have to facilitate some sort of creation of a new model format entirely so that we can actually animate the models using modern standards rather than cutting them up into pieces.

Secondly, this isn't just a minor deviation from a rigid framework but an entire reimagining of the projects goals.  From the the start TA has been about accurately recreated the graphics based on their original artwork and proportions.  To go from a faithful recreation to scale realism is at odds with the very core philosophy of the project.

Now to be clear, I would thoroughly enjoy playing either project in the end and I am not saying any of this to pick sides.  More to illustrate that if you want to continue in this direction you might want to consider changing the name of this project to reflect the change in philosophy and leadership.  Furthermore the implication of work involved compounds exponentially if your goal is to actually bring the project to absolute visual consistency (because of model animations, probably walk meshes and any other unforeseen issue that arises in changing scale).  Not to mention the fact that many field scenes have already been worked in TA style and would have to be redone again to fit the new scale.

Lastly, just in my opinion, if I were to choose I would prefer an artistic recreation if your going to stick with the core game-play mechanics such as prerendered backgrounds, text interactions and everything that implies.  However I would prefer an accurate scale recreation if we could somehow break from prerendered backgrounds in the future and add in voices and more complex world dynamics like a controllable camera and a new model format.

Anyway that's just how I feel about it.
 
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Ok... just to make sure, I decided to double-check a few things in game regarding scaling and the use of chibis. After further examination, here are my observations:
- I used chibis only, tested original fields scaling vs. revised realistic scaling. It turns out that realistic scaling isn't really detrimental to the use of chibi models (my earlier comments were actually flawed, since not based on actual testing). I tested it on my finished sewer scenes (colne_be1 and colne_be3), as well as my WIPs on the Sector 5 slums. In fact the scaling from original fields doesn't do a better favor to chibi models (for instance, soda cans in the original fields are still 3/4 the size of the chibis head). In ealin1/ealin12 original fields, objects in general are way too big with respect to the chibi models on default settings (ie. without using Makou Reactor). It used to be not-so-noticeable when playing on low resolution, but in 1920 x 1080 it's a bit of an eyesore.
- In fact, one more important parameter regarding scaling and how it fits character models is about how the character size is adjusted for each field, which can be edited using Makou Reactor tool. For instance, if you wish to have realistic proportions of field and characters, you need to edit that infamous bus/weapon shop scene (mds5_w). I haven't tested what kind of scaling the chibi character would need in Makou Reactor in order to get good results for that scene.

All in all, these tests have comforted me in the realistic rescaling direction. The bottom line is: realistically scaled scenes will look better than original scale scenes for both realistic and chibi models,  and for achieving the best results one will need to use Makou Reactor in either case.

Do I find this situation awfully convenient? Well, yes, and I am shameless about it   8)

Ok, a new comment popped up while I was typing this...

While in the end it is entirely up to the modelers I would like to apply my two cents.  First of all, by changing the scale of the game your implying that realistic texture models will then have to be created on top of the fact that animations would have to be reworked entirely, probably from the ground up.  In fact you might have to facilitate some sort of creation of a new model format entirely so that we can actually animate the models using modern standards rather than cutting them up into pieces.

Secondly, this isn't just a minor deviation from a rigid framework but an entire reimagining of the projects goals.  From the the start TA has been about accurately recreated the graphics based on their original artwork and proportions.  To go from a faithful recreation to scale realism is at odds with the very core philosophy of the project.

Now to be clear, I would thoroughly enjoy playing either project in the end and I am not saying any of this to pick sides.  More to illustrate that if you want to continue in this direction you might want to consider changing the name of this project to reflect the change in philosophy and leadership.  Furthermore the implication of work involved compounds exponentially if your goal is to actually bring the project to absolute visual consistency (because of model animations, probably walk meshes and any other unforeseen issue that arises in changing scale).  Not to mention the fact that many field scenes have already been worked in TA style and would have to be redone again to fit the new scale.

Lastly, just in my opinion, if I were to choose I would prefer an artistic recreation if your going to stick with the core game-play mechanics such as prerendered backgrounds, text interactions and everything that implies.  However I would prefer an accurate scale recreation if we could somehow break from prerendered backgrounds in the future and add in voices and more complex world dynamics like a controllable camera and a new model format.

Anyway that's just how I feel about it.
The character modelling side of Team Avalanche has been down for a long while now, and as far as I am aware there is no active contributor at all. As far as I am concerned, TA's work should now be solely focused on 3d modelling of fields for HD rendering, and that's it (this scope alone is insanely huge, probably more than I can chew). Practically, that's actually what's been going here for more than a year anyway. My aim would be to rather team up with other people or teams working in other areas (I was thinking of Kladarasha's characters, Bloodshot's HD battle fields, etc.), trying to pick the best of what's out there and work in correspondence with them. If people feel like we should make some official notification, I don't mind.
With that in mind, it's mostly up to the character modellers to work on the character's animation, not something we have to address in Team Avalanche. Then, when you mention that the work involved increases because I have to check visual consistency, walkmesh and layering, well I'm already doing all that. One last thing is: there are actually very few scenes which have been actually completed and released. So the amount of work which would need to be done to "fit the new scale" would be rather minimal (I think it would only involve rescaling a few items in anaho's finished scenes of Mideel), all the other completed scenes (by yours truly) either have already undergone the process, or are going to be reworked anyway (for instance, I need to rework all the texturing of eals1 and ealin1/ealin12 to be able to render them with Cycles, revisiting scaling won't be a lot of work in comparison).
Among the possible change of scope, what I would like to achieve is a relatively high visual consistency between fields, combat, and FMVs. That is not like it was made in the original game, but I do believe the visual discrepancies from the original were mostly due to technical limitations rather than artistic choice. For that matter, Square tried to address this issue in their following iterations of the franchise (fields and battle models were the same as early as FF VIII - and gradually they tended to try to match field with FMVs).
One other thing: our work (at least mine) on pre-rendered background won't be compatible with the concept of a dynamic camera, for 2 reasons: a/ so far I have been working with no restrain on poly counts whatsoever. The modelling logic behind making objects which need to be displayed dynamically would be totally different (and probably imply more work). b/ Things which are off camera on the fields need only a very coarse modelling/texturing (they only interact on the basis of their reflection and shadows, so no need to spend much time on that). If you want to model entire districts like in current open world games, it's a completely different ball of game.
As one last remark, I would like to reiterate that if TA's job is to make strict HD replicates of original fields, your own project would make TA's endeavor rather pointless (not blaming you there, your work is pretty awesome).
So I'll put it plainly: if you feel like my vision is a departure from the original scope, then I would very much like to change the scope. Now the questions would be: Do I need someone's green light to proceed (most likely SpooX's, but who else?)? If so, is it necessary to create a thread to discuss about it?
 
I haven't found a way to take in-game screen captures while running on full screen (if anyone knows how to, I'd appreciate some tips). The best I would recommend so far would be for you to check out some completed works I made, and do the test yourself.
 
Fraps takes screenshots. If you are on Windows, and you must have a beefy gfx card, you can set hotkeys for screenshots within amd and nvidia control panels... I think.
 
Okies, so here are screenshots...

Below is one original field with scaling uses (character size has not been edited).
GL697hq.png


Following the original scale, even with chibis, many elements of this scene have an absurd size. The TV and the flowers are the most blatant example. A general character upscale (using Makou Reactor) may partly solve it, however some elements are not properly scaled when compared to each other (for instance, the lilies in the background are huge with respect to the table and the chairs).

Now, for proper comparison of various cases, I chose the colne_be3 scene. I picked this scene because I've completed my work on it, and I've done the "rescaling process" in doing so. This scene does not present many instances of the "scaling problem", though. I placed Cloud next to the boot because this is one particular object which went through rescaling revision.
First, let's have a look at the original field with original chibis:
e1Gmt5C.png

As you can see, the size of the boot is a bit too big in comparison to Cloud's size.

Next, let's see my moded field, after fixing scaling issues, using the chibi model:
n1ig6mG.png

I believe the scale of the boot in my moded version is much more suitable than how it is in the original field, even when using chibi models.

Finally, let's see my moded field with Kaldarasha's (old) model of Cloud, which has more realistic proportions.
SJ3Pjue.png

Obviously the scale is suitable, because I had taken this model to test the scale of the objects in my scene. In my opinion this is how the game is meant to look like.

All in all, I think realistic scale is more suitable than original scale, even with chibi models.
That's all folks  :P
 
I admire this scene everytime I look at it man! Looks so well designed and detailed/lifelike!
 
Chibis4life. I don't know what it is about the realistic models but they always look so unnatural and out of place. I guess the chibis look fine on those backgrounds regardless.
 
For nostalgia yes, but i personally don't believe I can stand those blocky Lego like/models with today's graphic potential...
 
Chibis4life. I don't know what it is about the realistic models but they always look so unnatural and out of place. I guess the chibis look fine on those backgrounds regardless.
If everything would use chibi size like FFIX (or Crono Cross) then it would be OK. But the game use the chibi design only because of the inexperience of the former developers and that they thought they could realize emotions better this way. However they had canceled the idea with the face expression (I think Square has forced the dev team to bring the project to an end), the  :o faces of the models in the PC version are a proof of that. These models are an earlier built which weren't cleaned. FF7 is in it's model design pretty inconsistence so making the models to a more realistic shape is the only option we currently have. Because we can't change the battle models so much without getting    serious problems with the animations. There is also a higher demand for a non chibi design.
Anyway I still would love to see a review of the games most memorized scenes with the chibi characters, when the staff roll is seen.

Besides my next update will cover some resizes for the field models for the vanilla game (or the Reunion). So the chairs, which currently looks to huge even for Barret, will look to small for him.
 
I would just add one thing: it's always been in the plans of TA to recreate environments in order to re-render the FMVs in HD (although I admit it's rather for the far future), and one thing we need to work on is visual consistency between field environments and FMV environments. I would believe FMV environments were meant to fit FMV models, so it would make sense the field environments suit these models as well.
 
Hi folks,

Here's an update on mds5_w (ie bus/weapon shop). Since last time, I've mostly added details. I hope you'll enjoy.

h2H85OR.png


So... most of the stuff is done, I mostly need to import weapon models from Blend swap, plus add a few details on the rear parcel shelf (I need to model a toolbox, for instance). Final touches are about importing an enviro light based on a render from mds5_1 (the outdoor scene), and add a bit of volumetric scattering to give the place a bit of a dusty feel.
However, I'm off tomorrow for some (much needed!) vacations - I'll be a bit off the grid for a week.
 8-)
 
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