[HD Remake] WIP Sector 5 slums

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Here's my personal take on it...

jKwbLob.png
 
You could place an imaginary title though that would have to do with something we are anticipating from Square in the future!
 
A cookie for the person who'll get the reference from the game box  ;)

Anyway, here's a quick update (50% res).

iTOU9ch.png
 
Very quick update... (20% res with not many samples)

sXcvzfe.png


Actually, the scene is nearly done. I need to model and texture a magazine, do the textures for dishes, tea kettle, candle, lighter and a couple of other things. I think it should be finished by Easter.
 
Hi folks,

Can anybody help me out there? It's probably about something simple, but I can't figure it out. After my last change of hard drive, I needed to re-install FF7 (I got the 2012 PC downloadable version) and then re-convert it to the 1998 version using Kranmer's game converted, before I could test my mods. However, after conversion, I can't launch the game (Please Insert disc message) despite I had a USB drive renamed for that purpose (it was working before, why doesn't it now?). If I could have some help to fix that, it would be much appreciated.
 
make sure the datadrive registry entry is set to the same drive letter that your USB drive is appearing as.
 
Thanks! I passed the CD check after changing the registry (BTW did I also need to change the registry for movies?). However, it still fails to launch, now for another unknown reason  :(
EDIT - I kind of fixed the mess. I was trying to use the v 0.8 of Aali's driver, it didn't work. I managed to get things to work after switching back to v 0.7.11b. Hopefully I'll get back to testing my mods soon.
 
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Update: Getting started on mds5_m (materia shop):

IgoXHQp.png


Two things regarding 5min1_1:
- I am missing two textures to complete the scene (a celebration card and a poster hanging on the wall), I hope they'd come my way sometime this week.
- I had to make some revisions because the original scene had a problem. Because the game is set as 3d characters walking on a 3d mesh arranged with 2d layers, the perspective of the 2d layers has to match the whereabouts of the 3d characters. In this particular scene, one problem was a table which would reach above the character's knees when walking on one side of the table, but the same table would be waist-high when walking along another side. I revised the table dimensions (making it more narrow, actually) so that the height would look consistent (by matching the perspective). These sorts of problem are only apparent when testing the fields in-game. Some revisions of this type may be needed in a good number of scenes.
 
Hi folks,

I'm having more delays for the remaining textures I need for 5min_1. Nothing really urgent though, it will all come together eventually.
In the meantime, I carried on my work on mds5_m. Here's today's update:
R0a6TlZ.png


For some reason it's going to be much less noisy than many other scenes, which is good. I may have to add a bit more dirt on the floor planks. Also, the lighting setup was tricky, because the illumination of from TV in the original scene is completely off. I had to recreate something that would give a good match on the overall lighting, but using extra light sources (the effect of the tv lighting itself is not very obvious, beyond the shelf where it sits).

I hope you like it.
 
Update on the materia shop...

0DbZEui.png


A couple of comments: It may not seem like there's still a lot to do, but the toughest part of that scene has yet to be done: bonsai trees! Otherwise: please don't mind the region of the picture with lots of noise, it's the combo glass object near glossy objects which causes that - it'll be remedied in the final renders. As usual, I scaled the objects in the scene properly. As a result, it may not seem like there's as much trash in that scene as there is in the original. With that in mind, there are two possible options: 1- I could increase the number of trash items laying around, to enhance the feel of a dirty place  2- I could leave it as it is, because after all the shop clerk (a heavy smoker, no doubt) should be a minimum concerned about housekeeping.
On another note: the plastic strips by the back exit may look odd: this is because nothing (there is only a strip of grey untextured floor) is yet modeled on the outside of the shop. I'll use some objects from the exterior scene, as well as a special enviro light to address that problem.
Lastly, I was wondering about filling one of the glass jars with a bunch of materias - this being a materia shop after all. It's not in the original scene, but I think it would be relevant AND look cool. The only unknown is about the amount of noise generated by the corresponding material (I'm guessing the material will be an association of glass plus volumetric emission).

Comments, feedback and random blurbs are welcome, it's getting lonely here.
 
I gotta say, that scene is looking great. I'm really digging the wood textures for the floor.

My main criticism at this point is the lighting. I'm only amateur at best when it comes to modeling, so I don't know how I would go about it exactly, but the lighting around the tv looks off compared to the original picture. For instance, in the original, there's a shadow caused by the tv on top of the fridge and in front, but you have a shadow behind it.

I like what you've been doing in your scenes with regard to scaling. This is a case where I find myself not entirely on board. The pop cans seem extremely small with reference to the fridge in the corner. If you can make a scene have more parity with the 3D models, I'm all for it. However I think parity within the scene itself should take precedent.

All in all, pretty f'ing awesome.
 
Thanks!
The wood floorboards were really a case where I wanted to convey the original feel, but making something a bit different. Specularity and bumps seem a bit exaggerated in the original scene.
Regarding the TV lighting: it's a point I mentioned in a previous post. The original lighting actually fakes what would have come from the TV, and it's really off. In particular, the lights and shadows atop the fridge are actually inconsistent in the original picture. Why? Because you can see a bright lighting and a sharp shadow on the fridge as if a light was coming at a 90 degrees angle from above, while the TV is actually located right above the fridge and should be projecting light straight ahead of itself. With a bit of experience in modelling scene, sometimes you realize that the limitations they had in the past made them do a lot of compromise regarding modeling and lighting. It's up to us to see when it makes sense to replicate the original, and when it doesn't.
Regarding rescaling: the final "test" when it comes to rescaling is when you play the scene in the game. Now that some modders have made a great job at making character models with much more balanced proportions, rescaled objects appear a lot better not only when compared to other features of a scene (such as a door frame), but when compared to the characters themselves. For instance, if I play with Kaldarasha's models in the original scene, I'm pretty sure the soda can would be nearly the size of a character's head. I'll double check when I test the scene in game, but a good point here is about making the characters evolve in a believable environment. By the way, the dimensions of the fridge are not absurdly big compared with the soda cans (I think the fridge is about 1.70 m in my scene). Also, I'd have to ask you exactly what you mean by "parity" - I'm a little confused. Do you mean matching the original picture, or to make objects at the same scale across different scenes, or something else entirely?
 
I'm just in awe of your work... seriously, it looks so good!

Forgive my ignorance but how did you become so proficient in 3D tools? Was it all self-taught?
 
Thanks!

Yes, my abilities in Blender 3d are essentially self-taught, I started 3d modeling in August 2012. However, as I explained in this post, I used a good wikibook and some good tutorials for getting the hang on this. I still regularly check out tutorials online, mostly when I need to use a specific feature (namely physics, particle systems) where a lot of settings are not immediately obvious. I think you can get through my progress as a modeler just by browsing this thread, although my earliest work was here. I believe the big steps I made are really related to texturing - in the beginning I had no idea about how to do it. In that respect, switching to Cycles render was also a huge step - although I had to figure out how to do proper UV-unwrapping too.
It would be great if my work would motivate some noobs into picking up Blender and do stuff! There's a long way before we get anywhere near the 650 scenes of this game  :|
 
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