L
LeonhartGR
Guest
More realistic... you die! 
That's very optimistic planed.My personal goal was to finish the outdoor slum 5 marketplace and all related indoor scenes, plus outside and inside Aerith's house scene before the end of this year.
OK I see your point here. But I think there is another point of view and that's the question what the scene should represent. I think that Shinra has forged a careless society and that this should be represented in many actions of the people who live in Midgar and the surrounding where they live in. It's a recommendation by me, but it's nothing I would stay with, if you think it doesn't fit.I don't think that is a good idea. If you're the owner of the weapon shop, and you want your customers to have some practice shooting, I don't think you want them to aim at the bus or even risk an indirect bullet impact. If I had to place targets and a shooting range, maybe I'd try to set it up inside the tents, parallel to the bus (and they wouldn't be visible anyway).
I suggest that you try rendering at 200% then downscaling to normal size, if you want to remove pixelation (natural grain will remain intact)--pixelation is common to Blender's default anti-aliasing mode and even in full anti-aliasing some features still seem to cause pixelation at least from my experience.Update on mds5_1... (click for 100% res)
I hope you like it!
Well... this means I don't have much left to do for mds5_1 except perhaps finalizing my lighting setup and importing the contents of mds5_w (bus/weapon shop). I'll be moving on to that scene (as mentioned in the past 4 posts) at last.
Well... it's not unrealistic if you think about it. Here's the tally:That's very optimistic planed.![]()
It's a good suggestion, I've considered it myself before. The only issue is that the resolution we're aiming at is already fairly high (mds5_1 is 2560 x 2560, for instance). Rendering it takes already a long time. So... rendering at 200% would multiply these render times by 4. I'm guessing the question is: what image has the better quality between a render at 200%, scaled down by half, or a render at 100% with 4 times the number of Samples. To be honest I don't know the answer to that (it may even be dependent on the scene in question).I suggest that you try rendering at 200% then downscaling to normal size, if you want to remove pixelation (natural grain will remain intact)--pixelation is common to Blender's default anti-aliasing mode and even in full anti-aliasing some features still seem to cause pixelation at least from my experience.
How does the scale look with chibies running around..?Regarding the trash objects, since they look relatively small, I'll make them more numerous. I wouldn't want to modify the scaling I've come up with.
To be honest: not so good. But there's the thing: either we want the scene realistically made for characters with realistic proportions, or we keep it deformed for chibis characters. I don't think we can make a rescaling process which would be a suitable compromise for both kinds of characters. My take was always to make a design for realistically proportioned characters (in my opinion, the game gains a lot with new high poly models with more realistic proportions, while chibis look a bit off). I have to admit I have never been fond of chibis, even back in 1997. My own tastes aside, creating realistically proportioned environments (for realistically proportioned characters) makes them more believable (giving more immersion). It also helps the modelling of objects by taking real life examples and take their dimensions as guidelines. If an environment is scaled for chibi models, it will look more like a dollhouse than a real place. That pretty much sums up the motivation behind this design choice. This design choice will have to be consistent across 3D modelling artists, so I hope you're following me on this one.How does the scale look with chibies running around..?
just wondering
8)
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.This design choice will have to be consistent across 3D modelling artists, so I hope you're following me on this one.