[HD Remake] WIP Sector 5 slums

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Hi folks,

So... I've made some progress on the weapon shop scene - I imported a few weapon models and modelled a few other things, it's almost complete. Therefore, I made the import from that scene back into the main outdoor scene of the Sector 5 slums, mds5_1. Below is the result:

bBrZBjx.png


[EDIT]: I forgot to update a texture on that render - please do not mind the yellow color of the door, it will be replaced.

Anyway, this means that mds5_1 is almost complete as well. I only need to make final adjustments to the lighting and volume scattering. However, I don't think I'll be able to create particle systems to litter the place with "trash objects", since it seems like I'm finally reaching the limits of what 16 Gb of RAM can handle. I'll try to upload a render of that scene soon.
 
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your work is truly amazing! I hope you keep the scenes in case Q-Gears really kicks off!
 
Well... the scope of this work doesn't really depend on the status of Q-Gear. The fields I make already work on the current engine.
To be honest I am not sure what the possible benefits of Q-Gears would be like, as far as the fields are concerned. I am curious - It would be nice if somebody could fill me in.
 
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Anyway, this means that mds5_1 is almost complete as well. I only need to make final adjustments to the lighting and volume scattering. However, I don't think I'll be able to create particle systems to litter the place with "trash objects", since it seems like I'm finally reaching the limits of what 16 Gb of RAM can handle. I'll try to upload a render of that scene soon.
Time to upgrade to haswell-e with 128Gb of DDR4?
 
Time to upgrade to haswell-e with 128Gb of DDR4?
DDR4 is a consumer thing now? Holy crap I haven't been paying attention. Might as well rent time on a render farm for whatever that would run you.

That is the most beautifully war-torn looking bus that I have ever seen, IRL or otherwise. Perhaps a little too polished/reflective for how rusty it is, but by the beard, that is beautiful.
 
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Update!

Below is the latest 100% render I made for mds5_1. It took a whopping 38 hours to be completed (with 2000 samples) - I'm stuck with CPU rendering (still, I have a good CPU). Click on the image to get the full resolution...

Pp6ccSx.jpg


So... regarding this scene, this is as far as the modelling will go. I could see ways of improving it, such as lattice deformations on the rooftops and particle systems for debris and trash, but I am not going to do that for "mark I" of this scene, for two main reasons:
a/ I think the modelling has reached a satisfying level, and I have already spent enough time on this scene (which I started to model back in November 2013). Time for me to move on (the time I would be spending for more details here would be less time spent on making new scenes).
b/ I am reaching my computer's limits (7 cores with 16 Gb of RAM), and I am not planning an upgrade anytime soon (bought this PC last year).

I am however still considering some improvements concerning the texturing and the lighting. Namely, I forgot to apply a concrete texture on a pillar, and I think I should tone down the bumpmapping on the wood beams. The lighting is pretty good in my opinion, although:
- I am open to suggestions regarding the lighting setup, which includes the volume scattering setting (I used volume scattering to create a dusty atmosphere, which is why the image is conveniently desaturated).
- Eventually I'll need to add post-processing effects (glare, light beams).

I hope you like it. Feedback and comments are welcome - if you have revisions to suggest, bear in mind that I will like to wrap this one up quickly.
 
looking at each section in detail up close, I really can't fault anything. All that it needs is the final post effects for glare and lighting to make it really fit and it'll be 100%. Awesome, awesome work.
 
If you need rendering I can probably do it. My pc is watercooled and can run at 4.7ghz 24/7. I leave it on all the time anyways

edit: can blender not do gpu rendering?
 
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looking at each section in detail up close, I really can't fault anything. All that it needs is the final post effects for glare and lighting to make it really fit and it'll be 100%. Awesome, awesome work.
Thanks you! I already made some preliminary tests in game (background layer using this render, other layers from original fields), it's really promising.
If you need rendering I can probably do it. My pc is watercooled and can run at 4.7ghz 24/7. I leave it on all the time anyways
edit: can blender not do gpu rendering?
Thanks for the offer - I'll see if I become desperate about rendering. Blender can do GPU rendering, but not necessarily for everything (for instance I am not sure if strand rendering - for furs and carpets - is GPU supported). How much RAM do you have? Basically, for Blender, RAM will condition whether something can or cannot be rendered. Then CPU/GPU power defines how fast the render is going to be. So I'd say RAM is even more crucial than CPU/GPU when it comes to feasibility.

Otherwise, I thought I'd make this update regarding some new details for the bus/weapon shop scene (this is a 1000% render, the final result will be much smaller)
st42o9x.png

I hope you like it.
 
Thanks you! I already made some preliminary tests in game (background layer using this render, other layers from original fields), it's really promising.Thanks for the offer - I'll see if I become desperate about rendering. Blender can do GPU rendering, but not necessarily for everything (for instance I am not sure if strand rendering - for furs and carpets - is GPU supported). How much RAM do you have? Basically, for Blender, RAM will condition whether something can or cannot be rendered. Then CPU/GPU power defines how fast the render is going to be. So I'd say RAM is even more crucial than CPU/GPU when it comes to feasibility.
3770k @ 4.5GHz
16GB Ram
R9 290x with 4GB graphics memory.
I could possibly upgrade to 32 GB if needed.

edit: if you throw a scene up on the repo i will see what I can do with the hardware i have
 
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Hi folks,

Just letting you know that I've started to work on 5min1_2. anaho sent me the .blend file he previously made using Blender Internal rendering engine. My aim is to retexture it for Cycles (with lots of UV unwrapping), but there are a few objects to be remeshed and a couple of others whose modelled from scratch. Below is what I have done so far.

fzxBqLs.png
 
Well... the scope of this work doesn't really depend on the status of Q-Gear. The fields I make already work on the current engine.
To be honest I am not sure what the possible benefits of Q-Gears would be like, as far as the fields are concerned. I am curious - It would be nice if somebody could fill me in.
No limits on animations etc, and the image file could be used as-is instead of converted to that strange "block" format. Also you could use 3D field files rather than static renderings. This is probably possible with the current engine too using the custom hook/driver/rendering engine as it could simply render the mesh itself and not draw the 2D field images.

Edit: Actually I have been wondering, wouldn't it be cool to add 2D lighting to the current engine like in the "the swapper" game?

See here:
this is all 2D
 
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That would be really awesome if pulled off the right way. Have you made much progress on field maps/wm? High framerate field with a much smoother 'panning' of the bg when running around would make a nice touch  :-D

I know I've reposted this before, but it is awesome. I believe this is a QGears build from a few years ago. My computer wouldn't stand a chance with these new slums scenes.
00017pzq
 
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Yeah in QGears it should be easy enough to do. On the wm side of things the wm0 can be rendered - I need some spare time to carry on working on it. A decompiler to decompile the scripts to QGears WM lua is the next step.
 
No limits on animations etc, and the image file could be used as-is instead of converted to that strange "block" format. Also you could use 3D field files rather than static renderings. This is probably possible with the current engine too using the custom hook/driver/rendering engine as it could simply render the mesh itself and not draw the 2D field images.

Edit: Actually I have been wondering, wouldn't it be cool to add 2D lighting to the current engine like in the "the swapper" game?

See here:
this is all 2D
Having freedom for decomposing the fields along layers, as well as field animation (such as fluid flow) would be a great bonus - they would allow more freedom to rework scenes. As for 3d fields, I am not sure. The framework we're currently working in does not set a limit on poly count, and objects are not worked so that they could be rendered at 30 or 60 pfs - there's no such optimization (and to be frank, I'm not sure how to do it). In addition, texture/shading is specific to a rendering engine, so all the corresponding work I am doing for Cycles render would have to be redone for whatever 3d rendering system used in-game.
That would be really awesome if pulled off the right way. Have you made much progress on field maps/wm? High framerate field with a much smoother 'panning' of the bg when running around would make a nice touch  :-D
Do you mean to make a rigged camera movement like in the urban environments in Resonance of Fate?
 
Having freedom for decomposing the fields along layers, as well as field animation (such as fluid flow) would be a great bonus - they would allow more freedom to rework scenes. As for 3d fields, I am not sure. The framework we're currently working in does not set a limit on poly count, and objects are not worked so that they could be rendered at 30 or 60 pfs - there's no such optimization (and to be frank, I'm not sure how to do it). In addition, texture/shading is specific to a rendering engine, so all the corresponding work I am doing for Cycles render would have to be redone for whatever 3d rendering system used in-game.Do you mean to make a rigged camera movement like in the urban environments in Resonance of Fate?
I think you would have to bake everything so they just textures/bump/spec maps or whatever - if you've seen Andrew Prices latest cycles videos you'll see what I mean. I think pretty much any real time rendering engine can load that data in some way.

What are the current poly counts? To be honest for real time rendering I think counts into the millions would be fine as by the time all scenes are completed it would probably be easy for entry level hardware to handle it. For example PS1 could only render the FF7 WM at 30fps and only limited sections of it. Today we can render the whole thing un-optimized at 200fps.
 
I would imagine the 3rd person top view from GTA/GOW is the only type that wouldn't confuse the hell out of everyone. It certainly would make for an interesting tech demo
 
I would like to see it even with a static camera as it just looks more natural and scales with future higher resolutions more easily. Also the lighting (even if baked) can be casted in real time on the chars making  it look a lot better.
 
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