[HD Remake] WIP Sector 5 slums

  • Thread starter Thread starter Mayo Master
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Really really nice! I must congratulate you, Mayo Master. I hope to see more from you.
 
Really really nice! I must congratulate you, Mayo Master. I hope to see more from you.
Thanks! I hope I can keep things going, but mostly I'll need people to join me on this endeavor (600+scenes is way more than I can chew). I have some plans to showcase my works in collaboration with Kaldarasha, so that we could eventually see about attracting people to the project. We'll just have to see how this pans out - it could really go either way. My goal is to be able to put this short "demo" together by early 2015. Come to think of it, it is very similar to what was initially intended with the "Bombing mission" project.
Lovely lighting!
Well... I was meaning to change it quite a bit  :P
Namely, my plans would be to kill the sun light and add indoor lights (as if from light bulbs). The way things are, I don't see it sensible to have Cloud sleeping in a room which gets a direct sun beam.

I'll try to get things going for that scene, despite the work load and the release of Dragon Age Inquisition  :P
 
Dat finished wood look, looks like the real thing. Kind of crazy to think that they even had access to trees to make that banister inside Midgar in the first place.

I'm definitely getting these puppies into qgears when they are ready. Awesome awesome work
 
...my plans would be to kill the sun light and add indoor lights (as if from light bulbs). The way things are, I don't see it sensible to have Cloud sleeping in a room which gets a direct sun beam.

I'll try to get things going for that scene, despite the work load and the release of Dragon Age Inquisition  :P
:o :o :o
...Kill the sun??? is that our solution against global warming??

Beware with doing that, no on a more serious note, if my mind remembers correctly, the field is faded to black when the team goes to sleep. This in a way can be considered as becomming night. But...
When they wake up, it fades back from black to the normal field. Basically I would consider this to be morning....
So why kill the sun?
 8-)
 
Beware with doing that, no on a more serious note, if my mind remembers correctly, the field is faded to black when the team goes to sleep. This in a way can be considered as becomming night. But...
When they wake up, it fades back from black to the normal field. Basically I would consider this to be morning....
So why kill the sun?
 8-)
Precisely. When I speak of "killing the sun light", I mean to remove the light causing a very bright sunbeam inside the place. If you want to show that Cloud goes to sleep in the evening, and wake up in the morning, the corresponding sunbeam would have to come from nearly opposite directions, which is not possible since the same field images are reloaded. By removing the sun beam, I would retain an illumination from the outside which would correspond to twilight (from the "enviro light", or "sky light"), which could work to describe the place both when Cloud goes to sleep (after sundown) and when he wakes up (before sunrise).

Actually, for some time on the back of my head I have been having the idea of a "day and night cycle" mod. It's obviously not a priority by any means, but I wonder how much interest that would get. I have a few ideas about how it could be implemented (conceptually speaking - I don't have enough insight to see how the code could be altered accordingly), and we'd have to see if/how it could affect gameplay (opening/closing of shops, monster encounter rates, etc.). Maybe I'll open a thread elsewhere to discuss that in details.
 
Actually, for some time on the back of my head I have been having the idea of a "day and night cycle" mod. It's obviously not a priority by any means, but I wonder how much interest that would get. I have a few ideas about how it could be implemented (conceptually speaking - I don't have enough insight to see how the code could be altered accordingly), and we'd have to see if/how it could affect gameplay (opening/closing of shops, monster encounter rates, etc.). Maybe I'll open a thread elsewhere to discuss that in details.
Technically speaking it would be interesting to have an engine which complies more with FFVII, where it is possible to overlay the walkmesh, and all other 3d objects with movies as background. This should already be a possibility with the current engine, as many of the current mvies already have this (think of the intro, or mkup).

An other possibility would be more in line with the limited way the backgrounds are made, but simply putting more layers in there, one for day and one for night. But then we need to be able to switch the layers. My guess would be that this needs to be done at the scripting level...
just my thoughts anyway. :)

But this is not impossible I would say.

 8-)
 
This basically the primary reason why my output is so low.
You create very intricate renderings but they simply do not match with the rest of the game.
I would like to be able to cast shadows and relections like REMake and Zero does and create nice looking characters that blend with the HD backgrounds.
The way things are now it always seems as if you throw two different games in a blender.
I also want to annouce that I will not do much modeling in the near future and want to focus more on texturing, shading and lighting.
Reason for this is, that I am suffering from severe necrosis in my right hand and moving the mouse a lot, well, simply hurts my wrist more than the pen does.
 
My understanding is that, with the current game engine, the best that can be done for character models is baked bumpmaps and specularity into the diffuse shaders, and then have the characters with very basic drop shadows. If we want something more sophisticated than that, we'll have to look at another game engine (QGears?). 
My approach is to do the best I can with the current tools and engines available, and keep an eye on what else is developed. If we happen to end up one day with an engine that allows for a real time 3D rendering of environments interacting with characters (shadows and reflections), the backgrounds I've made could potentially be integrated in such an environment (now that Cycles does have texture baking...). But that's not my priority - I am patient about seeing how this all pans out.
 
By the way, a quick "micro-update" on ealin_2: I finished modelling all the flowers (there are 6 bunches in total). It took quite a bit of time. However, it hasn't changed the overall look of the scene drastically, so I'll just wait for being done with a bit more texture work (vases, beds, etc.) before I show an updated picture.
 
Update!

Since the previous one, all the flowers and corresponding flower pots are done, lighting was revised, and some of the furniture was textured. Here's what I have so far:

mT4cbUP.png


However, I ended up with an odd "artifact" as I have the bottom right part of Aerith's bed frame which has a weird illumination (it's oddly more white than it should), I haven't really puzzled out why that happens. The artifact appeared after I brought in a point-type light source as an indoor source of light (light bulb), but the light emission isn't strong and rather have an orange tint, so I don't really get why it reflects so much white. I'm also not sure if it will matter though, after I add the mattress, bed sheets and covers. We'll see.
 
Looking great! Also just as a fyi, the scenes of yours i have tested look great in 4k as is. I doubt we need to render larger for it.
 
Thanks! Well... if your monitor isn't huge, I don't think you can tell much of a difference between HD and 4K for whatever is displayed. Also, my scenes are rendered at 5 times the original, while theoretically HD is 4.5 times the original.
Most of the stuff I have made should still be looking good at proper 4K renderings (9 times the original scale), because I took care of having fine enough textures (most of the time, at least). But for actually re-rendering the stuff, indeed that's not a priority.
 
Its a 28 inch. So not massive by any stretch. Its difficult to read text without scaling of some sort at my normal distance from the screen
 
Update! I finally got the bedding done - it took quite a while, I wanted to use cloth simulations and a lot of them were not producing the intended results (broken meshes, force field issues...).
Here's where I'm at:
v7UAhVy.png


So... I still have to make the pillows, the doors, and some random junk in the cardboard box in Elmyra's room, and that's about it.
 
Just been scrolling through this thread and I am incredibly impressed with the quality of your work.

Also I havent tested it, however isn't it possible to edit the walkmesh via Makou Reactor?
I know you can via Deling in FF8 and quite sure I remember seeing a similar feature in Makou Reactor.

In which event you could do architecturally sound field designs and if necessary adjust the walkmesh c:
 
Thanks!

Well... so far I am working with the assumption that the walkmesh is not editable. I would like to finish this set of field scenes under that assumption (if I keep reworking scenes forever, I'll be getting nowhere). As far as I've been told, there's no easy way to make edits, I don't think Makou reactor can provide that option - that being said I haven't taken the time to explore the possibility myself (and let's be honest, I don't have the time :/ ). With walkmesh editing, I think that scripts would also have to be modified, so I don't really see that being straightforward. However, so far Makou Reactor offers the option to scale characters easily, which helps a lot when solving scaling inconsistencies.
If in the future, if it turns out that we have a tool which could edit the walkmeshes somewhat easily, I'd be inclined to reconstruct some of the scenes. That's the sort of stuff I have on the back burner ;)
 
Haha, yeah I havent played with Makou Reactor much myself as with packages like Bootleg I didnt need to do much tedius work within the field LGP's,
however I am quite sure I remember seeing the walkmesh within Makou Reactor with a similar design to how the Walkmesh editor is within Deling for FF8 with extensive amounts of triangles that make up an invisible mesh on the field images

Yeah I can imagine how much work this already is for you especially with the quality standard you are displaying,
I've tried messing with Blender in the past and couldn't use it, the camera controls and general user-friendliness of the programe were a nightmare for me haha
So you have extra respect for getting that programe working with breeze
 
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