[HD Remake] WIP Sector 5 slums

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This is awesome work!!!

Contact me if you want me to help out with some things.
You make our dreams come true!

Keep up the great work!
 
An Ikea bookcase would not have the durability to hold that many books, it must be akin to a higher quality brand

I am very excited to play this field in the game, it is coming together very nicely. Hopefully the textures of the character models will blend well with the colors of the backgrounds
 
An Ikea bookcase would not have the durability to hold that many books, it must be akin to a higher quality brand
Oh Gosh! How could anyone deny that... haha! I have spotted one that looks alike in the stock section though lol!
 
Updating...



Actually, this is only a 50% size of a render I made... but when I tried to upload the full res render at imageshack, it said "file too big for upload"  :?
Anyway, I have 3 tasks to carry out for the scene to be completed:
- Make all the flowers (and that's going to take time, I think there are about 5-6 different flower species in the scene)
- Make the painting (near the bottom of the stairs)
- Make final adjustments/retouches on textures/lighting
 
There's more! Here's a whole update on the ealin_1 scene:



So... actually I did render the image at full resolution, but again I had troubles to upload it. So what you have here is a 50% size of the full-res that I rendered. As you can see I mostly need to make the flowers. There's also something weird going on with the glass of the kitchen cabinet, where it looks completely black... I wonder what kind of reflection led to that (and I hope to correct it at some point). There may be a few things to retouch.
By the way, I'm also coming across a certain issue which will be recurrent in many scenes, and that's something that was pointed out by Timu and Ulpian in the Sector 6 thread (about the fence bordering the playground): a bunch of objects in the original scenes (and in this one in particular) have very awkward scales. For instance, the teacups in ealin_1 would be the size of bowls in the original image, while the flowers have ridiculous proportions (they would be some 50 cm across). They were made so in the original scenes because the very low resolution was a cause for enlarging these objects in proportions that would make them recognizable by the viewer. I believe we would need to make a few corrections in that department. Still, I would like the opinion of the mods in that respect, namely to figure if we should do that kind of changes systematically. Modellers would have more work because we would need to figure what should be the proper scale of the objects involved in the scene (as opposed to following the original image blindly).
 
So... actually I did render the image at full resolution, but again I had troubles to upload it. So what you have here is a 50% size of the full-res that I rendered. As you can see I mostly need to make the flowers. There's also something weird going on with the glass of the kitchen cabinet, where it looks completely black... I wonder what kind of reflection led to that (and I hope to correct it at some point). There may be a few things to retouch.
By the way, I'm also coming across a certain issue which will be recurrent in many scenes, and that's something that was pointed out by Timu and Ulpian in the Sector 6 thread (about the fence bordering the playground): a bunch of objects in the original scenes (and in this one in particular) have very awkward scales. For instance, the teacups in ealin_1 would be the size of bowls in the original image, while the flowers have ridiculous proportions (they would be some 50 cm across). They were made so in the original scenes because the very low resolution was a cause for enlarging these objects in proportions that would make them recognizable by the viewer. I believe we would need to make a few corrections in that department. Still, I would like the opinion of the mods in that respect, namely to figure if we should do that kind of changes systematically. Modellers would have more work because we would need to figure what should be the proper scale of the objects involved in the scene (as opposed to following the original image blindly).
You have made an important point, a lot of the things they did were to make sure the details weren't invisable at the 320x224 game resolution on the playstation. As far as I know correcting for scale as needed is a good idea. However I cannot speak for your team.  There are a lot of objects that were too small to render without having higher resolution (obvious statement).

That being said, most of these are interior field locations. Although the ones that are at that beach town aren't all "indoors".

Cyb
 
As far as I know correcting for scale as needed is a good idea. However I cannot speak for your team. 
Let's hear what the mods have to say, then  :)
 
This is a lovely scene! Actually I'm live streaming Aeris theme right now in a lovely remix haha! What a coincidence!

Jeremy Robson - Valse Aeris (Flowers Blooming in the Church ~ Aerith's Theme
 
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Hi guys,

Just showing what I've been up to this weekend...



... making the flowers is so time-consuming! I still have 3 and a half flower bunches to do...
 
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Remaking the scale is fine since they will be identifiable at target resolution. I dont think anyone would have issues with this. It is mainly just for cosmetic things anyways as the structural stuff would have the follow the original scale.
 
Thanks for the little details! They are useful in livening up the scene a bit and... nice wall texture :)

Wood is  oak right?
 
Thanks for the little details! They are useful in livening up the scene a bit and... nice wall texture :)

Wood is  oak right?
Hmmm it could be clear pine or poplar ... no looks to me to be clear pine oak I believe has a slightly different pattern, this is more poplar maple or clear pine. The number of wood patterns is nigh unto impossible to enumerate.

Hi guys,

Just showing what I've been up to this weekend...

... making the flowers is so time-consuming! I still have 3 and a half flower bunches to do...
I remember doing a christmas tree once, I made a single needle ... and then I had to use a dither pattern and spirally wind the needles around each branch, The same deal with the branches branching and thickness adjustment. It ended up being a study in fractals (mutters) and 'the soccer' formulea of form generation. Their are some nifty plant and flower generators in the web that made my little program ... look bad (LOL).

Anyhow I digress (and I wonder where the image of that tree is...). Plants are difficult if you don't use a parametric generation system with some sort of control system.

Cyb
 
Remaking the scale is fine since they will be identifiable at target resolution. I dont think anyone would have issues with this. It is mainly just for cosmetic things anyways as the structural stuff would have the follow the original scale.
Thanks of the heads-up. I'll make some revisions and revisit the other scenes as well (I recall that in the mds5_i item shop scene, there was a tea cup the size of a salad bowl  ??? )

Thanks for the little details! They are useful in livening up the scene a bit and... nice wall texture :)
Wood is  oak right?
Thanks. The wall is essentially made with procedurals, with a very slight dirt / AO shader. As for the wood, I actually don't know what kind it is  :P . I used that texture (http://cgtextures.com/texview.php?id=14121&PHPSESSID=h350vo1t3a3eai9e1mtntrlsq2) as a basis, which I combined with another base color mixed with a cloudy color pattern.

Hmmm it could be clear pine or poplar ... no looks to me to be clear pine oak I believe has a slightly different pattern, this is more poplar maple or clear pine. The number of wood patterns is nigh unto impossible to enumerate.
I remember doing a christmas tree once, I made a single needle ... and then I had to use a dither pattern and spirally wind the needles around each branch, The same deal with the branches branching and thickness adjustment. It ended up being a study in fractals (mutters) and 'the soccer' formulea of form generation. Their are some nifty plant and flower generators in the web that made my little program ... look bad (LOL).
Anyhow I digress (and I wonder where the image of that tree is...). Plants are difficult if you don't use a parametric generation system with some sort of control system.
I think I now have a good method for making the plants, though it's not parametric. Using reference pictures to cut out leaves and petals and make UVs is the first main step, then the very nifty tool in the process is lattice deformation. However, what start to take an awful lot of time is due to the limitations of my laptop: the scene has so many elements that now there's always a bit of lag between what I do and when Blender responds (like 0.3 seconds lag). It gets pretty irritating. Hopefully I should be able to salvage a "barely used" 4 years old PC very soon, which should be still much faster than what I have right now.
 
Updating... only one more bunch of flowers to go!



Talking about the scaling issue, it's actually fortunate that hibiscus makes such big flowers (more than 20 cm in diameter). They're very fitting as the table centrepiece, given the huge flowers in the original scene.
Otherwise, I wonder if I should upload a "make a flower" tutorial at this rate. The scene features flowers similar to lilies, marigolds, pansies, gladiolus, hibiscus, and I'll finish with some potted penstemon.
 
Updating... only one more bunch of flowers to go!

Talking about the scaling issue, it's actually fortunate that hibiscus makes such big flowers (more than 20 cm in diameter). They're very fitting as the table centrepiece, given the huge flowers in the original scene.
Otherwise, I wonder if I should upload a "make a flower" tutorial at this rate. The scene features flowers similar to lilies, marigolds, pansies, gladiolus, hibiscus, and I'll finish with some potted penstemon.
Consider the number of scenese with flowers, the church, the ancient forest, that's just off the top of my head. I can't remember about the chocobo farm but ... somehow.

I would say "please do so" but don't kill yourself doing it :D

Give it a try, sometimes by trying to do a tutorial you can vastly improve what you do yourself. (my case anyhow)

Cyb
 
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