[HD Remake] WIP Sector 5 slums

  • Thread starter Thread starter Mayo Master
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What a gorgeous scene once more! Aeris's house revamped! Astonishing work! Looking forward for the update!
 
Ok, here's a rendition of the eals_1 scene, I hope you'll enjoy.

1Jla1rO.jpg
 
Hi folks,

I've released eals_1, the files are on the repo. I'll upload a picture tonight to show you how that looks. Again, if someone happens to be interested in trying out the field, while not having access to the repo, you can PM me so that I can email the files to you. 3 notes about that release:
- Given there's no simple way to get the waterfall to work properly, I've released this scene without the waterfall.
- I changed the color of the crepuscular rays (yellow to emulate a winter sun)
- The default character size (512 in Makou Reactor) works well.

That wraps up Elmya and Aerith's house. Now, onto the Sector 5 slum market.
This means wall market is next?
 
This means wall market is next?
No, it's the big plaza of the Sector 5 slums with a cluster of shops in the middle, and the rusting bus turned into a weapon shop. And all related indoor scenes. In other words, mds5_1, 5min1, 5min_2, mds5_i, mds5_dk, mds5_i, and mds5_m.
I do not intend to model the Wall Market afterwards.
 
No, it's the big plaza of the Sector 5 slums with a cluster of shops in the middle, and the rusting bus turned into a weapon shop. And all related indoor scenes. In other words, mds5_1, 5min1, 5min_2, mds5_i, mds5_dk, mds5_i, and mds5_m.
I do not intend to model the Wall Market afterwards.
From your last progress on that scene I thought it looked completed :)
 
You might say it's 95% completed - the modelling and texturing is essentially done, but I need to make them playable. The remaining work to do is to make all final renders (currently rendering mds5_1, estimated total rendering time: 6 days! and I'll have to re-render the layers...), and do the job of layering which sometimes can be a pain (it took me a week to get ealin_2 correctly).
 
Quick update:

I'm into making the renders of mds5_1, which is taking a long time since it's the largest and most complicated scene by a long shot. The biggest chunk is done, though - I'd say that I'm through 70% of the rendering job, but I'll still have to cut the layers and arrange them.
In the meantime: I actually wasn't too happy with the way I made the crepuscular rays for eals_1, so I remade that layer. The files in the repo have been updated. Below is the result:
KLFRP7R.jpg

I hope that looks better to you.
 
Just letting you know: some unexpected delays on the mds5_1 layers. Basically, the renders I made for the extra layers were not showing the volumetric scattering effect, so I have to re-render all these things. I should have tested that earlier. Pretty much 5 days of rendering down the drain  :(

EDIT: Found a workaround, so it wasn't all for nothing. Currently into adding post-processing effects (beams of light, light glows/glares, etc.). Hopefully I can have it finished by the end of the week.
 
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Update: And yet more delays for mds5_1  >:(

After a lot of work, upon testing the scene in game, it turned out that the automated layer cut is causing an awful lot of problems: mostly there are many places where the background layer is not showing, leaving the area black. So... I even have many areas to remodel in order to "hide" the areas where the background is cut, by adding "stuff" on foreground layers. And then I'll have to re-render and re-cut all that.

Cheap %#*^......
What he said.
 
Hi folks,

mds5_1 is finally done and uploaded to the repo. Below is the final render with light layers:

4N0s6yV.jpg


Again, anyone who wishes to try it without having access to the repo, please PM me. I hope you like it.

As a side note: finalizing this scene has been tedious and painful. As a lesson for future scenes: when modelling a new scene, it is key to refer to the background layer as given by Palmer. Referring to this layer in particular is helpful in preventing the following issue: Considering the background layer  given by Palmer such as the one below 

Sr4l1C2.png

 
It is essential that the tiles in white shown on that layer be covered by objects located on a foreground layer. If not, it will instead reveal an area not covered by foreground objects, where the background layer will not be displayed either, resulting in black pixels. I had to go through an awful lot of troubleshooting to get that fixed, because I had been basing my modelling on the complete scene (where all layers are displayed together). The tiling process of the various layers is very limiting (not to mention the problem of alpha values).
Anyway, I need something more straightforward to do next - I've lots a few neurons and some hair completing that one.
 
Hi folks,

mds5_1 is finally done and uploaded to the repo. Below is the final render with light layers:

Again, anyone who wishes to try it without having access to the repo, please PM me. I hope you like it.

As a side note: finalizing this scene has been tedious and painful. As a lesson for future scenes: when modelling a new scene, it is key to refer to the background layer as given by Palmer. Referring to this layer in particular is helpful in preventing the following issue: Considering the background layer  given by Palmer such as the one below 
 
It is essential that the tiles in white shown on that layer be covered by objects located on a foreground layer. If not, it will instead reveal an area not covered by foreground objects, where the background layer will not be displayed either, resulting in black pixels. I had to go through an awful lot of troubleshooting to get that fixed, because I had been basing my modelling on the complete scene (where all layers are displayed together). The tiling process of the various layers is very limiting (not to mention the problem of alpha values).
Anyway, I need something more straightforward to do next - I've lots a few neurons and some hair completing that one.
Amazing work.  You are a beast.
I believe the note about the white tiles also applies to FF8.  Alpha channel shenanigans.
 
That is fugging awesome!

You really nailed the lighting on that scene
 
So how much of the backgrounds are already finished? I would really like to see all those beautiful renders in the game, even if it's just the first few screens of the game. :)
 
The number scenes which have been finished, and finalized to be playable,  has reached the amazing amount of... ehm, 7.
I have 6 other scenes which are almost done, where I have to finalize the layering and post-processing effects, and that's currently underway. I'd like to believe I can do these before the end of the month, but recent experience has shown that unforeseen problems may pop up at that stage.
Once I have the package of my Sector 5 scenes done (market, related shops, and Aerith's house), I'll make a "public" release.
anaho made a few scenes for Mideel, I think a couple of them are almost complete and playable.
And then there's Ulpians's scene where the layering and post-processing wasn't done.


So, yeah, our progress is about 9/650, soon to be around 15/650  :-o
 
Update!

The item shop scene mds5_i was updated (a couple of tweaks here and there), and uploaded to the repo (the tiled field files were replaced). Below is how the scene looks like:

04nBJVS.png
 
Update!

The mds5_dk scene, aka "Man in pipe" aka "This guy are sick" scene, has been finalized and uploaded to the repo. Below is the final render with the lighting layer:

J8P7j6y.png


I hope you enjoy.
 
Amazing work Mayo! I can't help but notice you're using a Chinese font for 歓迎 and 漢 in the shop, I know it doesn't really matter given that it's a fantasy world but they feel a little out of place due to the inconsistency (or did the original scene use Chinese fonts for those too?).
 
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