[HD Remake] WIP Sector 5 slums

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Thank you! This is amazing indeed, the level of detail and everything! Is there a way to put a slight animation on those flowers like there is a light breeze from the waterfall? and some steam cause by it around the waterfall area?
 
Thank you! This is amazing indeed, the level of detail and everything! Is there a way to put a slight animation on those flowers like there is a light breeze from the waterfall? and some steam cause by it around the waterfall area?
Well, the waterfall and the steam are definitely on my to-do list, it's pretty much the last big chunk I have to do. As for animating the flowers under a slight breeze, it's doable in theory via soft-body simulation. In practice, I don't think my computer can handle it - to be honest I'm pushing my machine pretty hard already. I will have to leave it at that (at least, until I get a new computer  :P ).
 
If you need extra CPU/GPU power if you tell me how to get it done i can do it. 4.5ghz 3570k and a 570 basically just idling at this point haha.
 
If you need extra CPU/GPU power if you tell me how to get it done i can do it. 4.5ghz 3570k and a 570 basically just idling at this point haha.
Thanks for the offer! I'm not sure I'll need this for now though. First I want to get a still image right, animating would be a bonus (besides, even if I sort of know how that soft body simulation should work, I'd still need to learn how to actually do it before I could pass the information to you). We'll see about that later. Still, if I plan to make some crazy mountain landscapes for a later scene, or if I do want to make the waterfall using the fluid simulation for this one, I'll know where to ask  ;)
 
I think Mayo's issue is more related to manipulating his awesomely big and beautiful model within blender than
how long it takes him to render it. Running a remote virtual machine from your pc to his laptop might help but so could
running blender from a lightweight linux distro. But I really dont know what im talking about.
I really just wanted to say that field screen looks freakin beautiful
 
It's really a beautiful upgrade to this scene!!! So detailed! With a slight animation it would be a wonderful addition to its experience...
 
   I think Mayo's issue is more related to manipulating his awesomely big and beautiful model within blender than
how long it takes him to render it. Running a remote virtual machine from your pc to his laptop might help but so could
running blender from a lightweight linux distro. But I really dont know what im talking about.
I really just wanted to say that field screen looks freakin beautiful
well damn.. Alright i got $50 to donate for a new vid card, Who's with me?! :D
 
it's looking really good man, but i'm curious as to why you're going with tesselation + displacement, over low poly + bump map? you could recieve much the same result as you have now.

to be clear, not questioning your results, just your method =]
 
Thanks a lot for your positive feedback, guys!
   I think Mayo's issue is more related to manipulating his awesomely big and beautiful model within blender than
how long it takes him to render it. Running a remote virtual machine from your pc to his laptop might help but so could
running blender from a lightweight linux distro. But I really dont know what im talking about.
I really just wanted to say that field screen looks freakin beautiful
At this point, I actually have both issues. As I manipulate my scene, I can work my way around by hiding the flower layers, and show it only for renders. Still, it's getting pretty slow. Then, yesterday I went for a full render with all the flower fields, it took about 1 hour to render. When I'm to including water transparencies and reflections, and then the waterfalls, it's gonna take time...
well damn.. Alright i got $50 to donate for a new vid card, Who's with me?! :D
 ;D  Well, that's what I got for having purchased a laptop to browse the web and use MS office :P  I plan on investing for a new desktop PC sometime next year though.
it's looking really good man, but i'm curious as to why you're going with tesselation + displacement, over low poly + bump map? you could recieve much the same result as you have now.

to be clear, not questioning your results, just your method =]
I actually used a combination of both. At first I wanted to do everything with displacement, but my laptop could not. So, I went for using displacements for large scale deformations, and use bumpmaps for small scale details. Bumpmap details are actually more apparent on this picture. I did not discard the large scale displacements, because I believe they are essential for 2 aspects:
- without the large scale displacements, the vertical ridges are too... "vertical". I needed some irregularities on those (check the side of the rock cylinders in high res, for instance). The displacements on the vertical ridges (and also on the back cliff) are also very important for the way the rocks cast shadows on themselves. Bumpmaps cannot do those things.
- It turned out that, in the completely shaded areas of the cliffs, my bumpmaps almost did not show. Without displacements, the shaded areas of the cliffs look very flat, and compared to the areas exposed to light, it was just looking really off. In a way, the displacements were almost the only thing that make the cliff look bumpy when it's completely shaded.

I think that relying on bumpmaps only could have worked at lower resolution, but as we go for pretty high-res, we enter a level of details where the displacements are necessary. I could say I learned that during my previous scene (at first I modelled a corrugated metal sheet with bumpmaps, but I considerably improved my results when I meshed the corrugations instead).
 
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Bad render times? Turn of raytracing in the shading panel and use buffer shadows.
 
I'm adding the water at the moment (no waterfall yet). It's actually much trickier than I anticipated, for combining the sense of depth, the transparency, and the reflectivity of the water all at once. And I think this sort of materials requires that I work with raytracing. For that matter, including the actual index of refraction of water makes some funny effects.
On another note, I had a scare this morning with my laptop playing dead for 2 hours. Once it was back on, I had the urge to back up all my stuff on an external hard drive, so if I fry my laptop all won't be lost  :P  Probably I'll end up buying this new PC earlier than I originally thought   ::)
 
I can donate 10 euros to your project. You can make exchange if you wish. Just send me a bank account that's compatible with a Greek bank.
 
I can donate 10 euros to your project. You can make exchange if you wish. Just send me a bank account that's compatible with a Greek bank.
I appreciate the thought. That won't be necessary though  :)

By the way, I'm afraid that completing the scene will get delayed - even though I finished the lake area yesterday (only the waterfalls are missing). My laptop is failing, most likely I'll have to get it repaired, which may take some time. If it is beyond repair, I have everything backed up, so we're safe on that respect.
 
Glad to hear that it is all backed up. Your work is to fantastic to lose! Hope you can get your rig fixed up man!
 
Hi guys,

I have some news, and some questions...
As far as the EALS scene is concerned, my laptop reached its limits for handling particle systems (flowers and grass) plus a smoke simulation (waterfall). Currently, with my hardware, there's no more work I can do on it. So, hellbringer616 is kindly helping me out by providing his computing resources in order to carry out the smoke simulation, then the render. There should be more update about this by the end of next week.
Thanks to SpooX almighty walkmesh/camera exporter, I started to work on a new scene (mds5_i, item store in the sector 5 slums). Here's what I made this far (many elements are not subsurfed yet, so don't worry about the polygonal look of cylindrical features).


Most likely I'll be able to get to texturing fairly soon. Now, for texturing, I have some questions where I hope you'll be able to help me out. Considering the original picture (below), as you can see many elements have kanji writing on them, but the low resolution makes them very difficult to read, so if I could have some input on that, it would be great. My girlfriend helped me to decipher some (she has some basics in Japanese, my own knowledge amounts to nothing in this area), it will be good to pool our research notes.

Itemshop.png


- On the main pipe, there are 2 kanjis (first guess, from a chinese friend: 'The first kanji on the pipe is 迚, which means "very" or "Some way or another". When used with  a negative verb form, it means "cannot/unable to do something". I can't make out what the second kanji says, or what that is between 迚 and the second kanji. For now, the closest I could find are 敦 (drink, liquid) and 飲 (industry).')
- On the cardboard boxes, there are 2 kanjis, no guess.
- On the shelf, there's a sort of green bowl/cup with 1 kanji, most likely it's 茶, which means "tea".
- On the shelf, there's a big brown pot, with at least 1 kanji (best guess: 漠 (vague)... probably there's a second we cannot read).
- On the doormat, there are katakana & hira (アイテム の)which seem to read "of item(s)", and below some kanji (from chinese friend: 'On the carpet, it looks like the second kanji is 良 (good). First one could either be 馬 or 烏. (horse or squid)'
- On the poster, there are katakana in red, no guess so far.

Any help will be much appreciated. By the way, I'm expecting to find similar issues on a bunch of scene (japanese writings practically unreadable), so if anyone has knowledge in this department, that would be awesome.
 
The writing on the jar reads “China” (漢), possibly the first character of “Chinese Medicine” (漢方).
The writing on the pipe is “Welcome” (迎歓). While “Welcome” would normally be written 歓迎, the the characters are read from right to left, as is done traditionally in Japan. Thanks to Qhimm for reminding me of this.
The welcome mat reads “Torishima Item Shop” (アイテムの鳥島屋).
A lot has already been deciphered....
Hint:Look Here
 8)
 
Very nice! I didn't know so much had been already done. Thanks for the tip  :)

UPDATE: modelling for that scene is practically done, so here's how it looks like (50% of final picture size)



For the cardoard boxes, I'll texture them (most likely with UV textures) before duplicating them all over the place. I was thinking of using a cloth simulation to let the poster fall into place (there are a bunch of rivets underneath). There are also a couple of sheathings I want to add around some cables.
Onward to lighting and texturing!

I hope you guys like it so far.
 
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Can we get another 100 of you guys?  Then we'd really be rockin'  8-)
 
The only I can say is beautiful!!!
I really want walk in the Aeris house :B
 
Can we get another 100 of you guys?  Then we'd really be rockin'  8-)
Thanks for the compliment! Though as Ulpian pointed out, we're really understaffed.

The only I can say is beautiful!!!
I really want walk in the Aeris house :B
Thanks! As for walking inside the house, it will be possible eventually  ;)
 
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