Midgar City Information

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Looking at his site linked in his profile, it appears he is still actively working on it.

http://killerx20.deviantart.com
This is f*ing amazing. Probably the most detailed and complete Midgar recreation I've ever seen. I hope he can provide his stuff for you guys, it would be a real shame if not.
 
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Added reactors.  Also, I have noticed that in the sector 7 pillar collapse the different angles are different models, the main part of te pillar and plate release system is the identical, little bits and pieces differ across scenes.
 
Yeah I've been rather busy with work lately. I'd definitely love to be able to model like I used to. I put in improvements here and there though.
The modeling I do is... strange to say the least. I'm not sure how useful my models would be to be honest.
 
Yeah I've been rather busy with work lately. I'd definitely love to be able to model like I used to. I put in improvements here and there though.
The modeling I do is... strange to say the least. I'm not sure how useful my models would be to be honest.
Welcome back!
Actually I believe your Midgar model could be of extremely useful to us. Although before going into details, I'm quite curious about the "strangeness" of your modelling approach. Can you elaborate? As far as I'm concerned, if you can achieve great results, I don't really care whether you use Blender, Maya, 3ds or something else.
Now, I'm convinced we could use your work in several circumstances. First, your renders may be primarily useful to compose certain scenes, such as eleout, fallp, midgal. Although Midgar doesn't show in the images of eleout and midgal scenes which I've linked, actually they feature Midgar cityscape prominently (if you recall how these scenes actually look like in game). Secondly, we could use some of your renders as environment lighting for many scenes taking place on Midgar's plate. Thirdly, I was under the impression that you recreated a bunch of the environments from the Shinra building. Is that correct? In which case, I don't think it would be much of a stretch to do the necessary work to have them in the game. What do you think?
 
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The strangeness is probably his modelling technique, i'm not too sure if he still does it the way I remember all those years ago, but i'm not gonna make a fool of myself leaking useless information if he's moved on :P.

However Jason's Midgar is probably by far the most accurate of them all complete with interiors of floors (1-2-3, 59,60,61,62,63,64,65,66,67,68,69 and 70) the only drawback would be his polycount is through the roof and needs some serious optimization(atleast last time I personally viewed the model) though the good news is literally 3 clicks of a button could reduce his polycount from millions to hundreds of thousands.
 
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