[HD Remake] WIP Sector 5 slums

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Yeah throw them on the repo and ill take a look

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I just uploaded the layer files of colne_b3 on the repo. You'll notice how smooth the antialiasing is, in comparison.
 
Yeah it does look alot better. Ill see what I can do to fix the other one up

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Hi folks,

I've been working on the indoor scenes of Elmyra & Aerith's house (ealin_1, ealin_2, ealin_12). I've done quite a bit of ground work in order to have some correspondence (albeit not a perfect match) between the indoor and the outdoor scene, as well as a matching between the ground floor and the second floor. Now that's pretty much done, I was able to get going on the retexturing of the ground floor scenes (ealin_1 and ealin_12 are set in the same environment, but with different cameras and different layers visible). Below is an update, taken from the ealin_12 camera.

dg5VRM3.png


One thing to note: after studying the scene from a scaling perspective, it looks like the characters sizes are way too small with respect to the items and objects in the room. Makou reactor will have to be used in order to remedy that. I would expect a x1.5 rescaling of the characters to be necessary.
 
Update! Making some progress on the texturing...

y6edZOH.png


Since the kitchen closet glass panels are a bit noisy, I wanted to confirm that everything in the closet is textured and done. I may want to revise a couple of elements (scratches on the shelf on the left of the image, lack of contrast between the TV and its "off" screen) and I'll carry on with more furniture (kitchen appliances are visible on ealin_1, but not ealin_12). I'll finish with the flowers and the tea set.
If you have some feedback/comments let me know.
 
Update! Got some furniture done in the kitchen area, and made a render from the ealin_1 camera.

V4hqCCC.png


I have also made a bit of work to make a "fall-themed" still life painting, it will be in the next update. Now, I have to work on the tea set and the flowers - it shouldn't take all that long since most of it is already UV-unwrapped.
 
It is crazy how good you are getting at this, looks immaculate  ;D
 
Update!

Well, ealin_1 and ealin_12 are essentially done. I may need to tweak a couple of things (such as the volumetric absorption of my tea material, which is currently too high), but it would be the matter of minutes.
I decided to change the lighting coming from the left window, as I felt the sun beams were coming at too horizontal an angle. Besides, this new lighting is more in accordance to that of the outside scene (eals_1).
Anyway, here's the almost-final version (from ealin_1 camera):

4BDYYYV.png


I hope you like it. Now, I'll have to start to work on ealin_2 (top floor) which is the last scene I set out to do for the year.
 
I like it a lot.

My only humble suggestion is - and it's a general gripe I have with many games - to lower the refraction for mirror-like surface. The way it is now it looks too clean and to me, it feels like the pavement extends to the wardrobe's doors.
 
I like it a lot.

My only humble suggestion is - and it's a general gripe I have with many games - to lower the refraction for mirror-like surface. The way it is now it looks too clean and to me, it feels like the pavement extends to the wardrobe's doors.
I appreciate you feedback, although I am actually not sure I would change anything to the current glass material, and here is why:
First, I would say that glass materials in games or in CG renders used to be handled in different ways, because a proper glass shader takes quite a bit of processing power. In video games, up to the previous generation of consoles, glass shading was roughly approximated, because it was too demanding to process (and keep a steady framerate), and it was often treated as a reflective (specular) shader. Proper glass shading in video games started (I think) with the last games of the PS3/Xbox360 generation (and earlier on PC of course).
For a proper glass shader, you have to decompose into the refracted/reflected rays, which depends on the angle at which your seeing the glass material (Fresnel laws), and as a rule of thumb the more you're going to look at the material from a normal angle, the less reflection you're going to have (conversely, the larger the viewing angle from the normal, the more reflection you have). Additionally, whether you see "through" or a reflection will depend on how bright the environment is before and after your glass panel. Assuming a proper glass shader, given that this scene and most video games look at the environment from "the top", if you look at vertical glass panels, you'll have a great angle from the normals of the panels, so you'll see mostly reflection. But that's physically accurate! Generally, the effect is enhanced if the light comes from the direction of your view into the glass material. That's why, in general, when you're outdoors by daylight you see only reflections on the windows of building because the light outside is much greater than the light inside the buildings.
I can try to tweak things a little and see if I can increase the refraction/reflection ratio, although I am not expecting drastic changes (and as I mentioned, it will be less physically accurate). For one thing I could make the glass not cast a shadow onto the objects inside the closet, which should make these objects more illuminated. We'll see.
 
Thank you very much for your detailed explanation. I appreciate it. Technical but on layman's terms for my benefit. I guess that a way for it to be better (in my opinion) would be... how to say... make the contrast between the surface and the reflected surface a bit more prominent somehow? Perhaps it will be less accurate but at the same time I won't be thinking that the pavement extended into the wardrobe...  ;)
 
The only other suggestion would be to have a non glass material. A material that is almost transparent but doesnt have the refraction/reflection of glass. I would be interested in seeing this. Remember we arent looking for photo quality renders and not everything needs to make logical sense as in real life if it looks good.
 
The only other suggestion would be to have a non glass material. A material that is almost transparent but doesnt have the refraction/reflection of glass. I would be interested in seeing this. Remember we arent looking for photo quality renders and not everything needs to make logical sense as in real life if it looks good.

FF7 should be as much realistic as possible, at last that was the plan of the dev team. However, my problem with this very strong looking reflection is that the character model won't be mirrored on it, which will be more noticeable with this. So a weaker reflection would be better indeed.
 
Realistic is fine as long as it looks good. If it doesnt then what is the point? This is a fantasy game after all

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My approach to modelling is to be able to have something looking realistic AND good - or at least tend to the best compromise I can manage. I also think we can't really be bothered by seeing environment reflections and no character reflections, because the first thing is that character models do not even cast shadows. I'll see what I can do for the kitchen closet of that scene.

Otherwise, I wanted to present some early works on ealin_2 (top floor), and I have decided on several drastic changes with respect to the original scene (a bit like my works on mds5_w). My motivations for these changes were:
- Make the top floor consistent with the fact that it's located under the slanted roof. Thus, the walls are slanted in the top part.
- Make the light sources consistent with the windows layout from the outside scene picture. At this point, the sun beam source hasn't been made consistent with the one of ealin_1 and ealin_12. Additionally, I believe that extra light sources such as those from light bulbs will be needed.
- Ensure scaling consistency. This means that the scaling should be consistent with the bottom floor of the house. Actually, they even share some of the mesh, the fact that they're using the same stairs objects is the most blatant in this case. However, I haven't shown the stairs on the render below. This scaling process revealed a very big problem: the size of the beds had poor scaling, or at least one could say they were scaled for small chibis. Meaning: the beds were about 80 cm wide (which can be plausible), but with the original aspect ratio the same beds would be about 1.20m long! Thus I went for a drastic redesign of the beds, with an aspect ratio more in the line of 1.9 m x 0.8 m. I made some in-game testing to see what parts of the walkmesh I could use for making the beds longer. Because of the longer bed in Aerith's chamber, then I do not have the room for the chest of drawers, which I decided to replace with a shelf (I am thinking of stacking several of these shelves, actually).
- By the way, my works on scaling gave me an order of magnitude of the characters' sizes for ealin_1, ealin_2 and ealin_12 (with Makou reactor tool), using Kaldarasha's material. I obtained good settings with 1024 size for ealin_12 (yeah, that much - but it does look much better), and about 768 for ealin_1 and ealin_2. I suppose these sizes could be further optimized, but they're a good starting point.
- One thing that is a bit annoying: if the scale of the character models is adjusted for ealin_2, then there is a problem with the animation of Cloud getting up from bed. More particularly, there's a discontinuity between the end of the "getting up" animation and where the character is placed afterwards, as he's walking out of the room. It'd be great if someone could look into it. 

Anyway, so here's the picture:

5GUV5OS.png


Still quite a bit of work to be done - unfortunately work has been piling of late, hence less time (and much less energy) to do much Blender on my evenings.
 
Realistic is fine as long as it looks good. If it doesnt then what is the point? This is a fantasy game after all

True. That's why I said as realistic as possible. It needs to be immersive so that the player won't draw out of the fantasy and realize that he is playing a(n old) game.


My approach to modelling is to be able to have something looking realistic AND good - or at least tend to the best compromise I can manage. I also think we can't really be bothered by seeing environment reflections and no character reflections, because the first thing is that character models do not even cast shadows.

I think adding drop shadows isn't to hard to make. All what is needed is to add a shadow model to the current position of the model, but I'm not sure if it is really that easy.   ::)


- One thing that is a bit annoying: if the scale of the character models is adjusted for ealin_2, then there is a problem with the animation of Cloud getting up from bed. More particularly, there's a discontinuity between the end of the "getting up" animation and where the character is placed afterwards, as he's walking out of the room. It'd be great if someone could look into it.

If I remember rigth there are used two models of Cloud for this. I think after the 'Out-of-the-bed'-animation a store the current position of the model can solve the problem, if the playable Cloud model will be placed at the saved position.
Keep in mind to change the field scale, too. Or else the movement animations will have a slight sliding look.
 
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