Midgar Remake

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Long time no see is right.  :P Mainly been keeping busy with working on the Blender nif plugin aswell as RL things. I just now see the project as more long term.  :P

I was looking at the wireframe render but its not triangulated, understandably for clarity, but are you planning on optimising the model for use in a 3d engine?

Also what scale are you working to, this seems to be larger that the ff7 version but smaller than the real life model.
Unfortunately I cant optimize anything that has to do with the reactors, that is due to me not modeling in 3ds max and using gtk instead. Somebody else would have to do the optimization or I would have to learn how to model in 3ds. Oh and the scale... Hm the scale might be closer to FF7 then the real model. The real model is based off of advent children from what I see in terms of scale, super huge.
For a game engine I'd remodel the entire city and bake off the highrez to texture it - you'll get a very sexy very smooth running gig with that.
As for baking I have heard the term but have no idea what it does or how to do it.. And most likely wouldn't be able to do it with my lack of knowledge in 3ds.

It sucks that the tool I use to make all this isn't meant for modeling but actually meant to create game maps for quake 3 HAH, so there is a huge loss in what I can do but I do push what I use to its limits.
 
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Normal map baking is basically you make a really high detailed model, couple of billion polys; retopo a version of the model to be more optimised/low poly then you bake the details from the high res version as a normal map applied to the lower res version.

Never realised you were a linux head :P
 
Retopology? Hm, is there such thing as a automatic one? like it scans your object and creates a duplicate just in lower poly form or triangulates it better?
I have tried to make the reactors lower poly but its pretty much impossible for gtk, and I don't know a thing about max so I cant do it that way.
 
When yer done the city i'll help you out with that. Also, before you fill up the city, plan out yer roads etc on a topview :P
 
When yer done the city i'll help you out with that. Also, before you fill up the city, plan out yer roads etc on a topview :P
Well actually, I started to model the plate a while ago.. Just never really got into detail on it since I was still adding all the other stuff. It has serious scaling issues and low detail so it needs a lot of work but here are the two renders I made a while ago.
TrainStation.jpg

platerender.jpg
 
decent layout, sector 1/8 have something to work from, but most dont. However I'd maintain yer road structure throughout. Keep it up.
 
Well all my work is really working with Blender so I don't know anything about Max. Blender offers alot of tools and specifically for doing retopo it allows you to make a mesh over the exisiting mesh so it is pretty simple and fast once you get into it.

Was just looking at some images from neon-garuth's model. Are you planning on including highways/overpass too? Think his version is about halfway between FF7 and the RL model, perhaps something to consider.
 
Well all my work is really working with Blender so I don't know anything about Max. Blender offers alot of tools and specifically for doing retopo it allows you to make a mesh over the exisiting mesh so it is pretty simple and fast once you get into it.

Was just looking at some images from neon-garuth's model. Are you planning on including highways/overpass too? Think his version is about halfway between FF7 and the RL model, perhaps something to consider.
Not  sure that gtk can handle the curves a highway does, I'll have to find out.
 
While some of blender's tools are useful for retopo, in most cases I'd stick to custom work. Until the highrez is ready though, don't fret on it.
 
decent layout, sector 1/8 have something to work from, but most dont. However I'd maintain yer road structure throughout. Keep it up.
according to the in game movies, and a lot of other references I have, most other sectors are just copies, so pretty much the same assets on all sectors.

As for scaling, the way I used my scale (which proved to be a lot bigger then saphires, or Tempus') is based on the data retrieved from the intro movie. I've extracted the animation data together with the walkmeshes. The scale from the movie data is larger then the actual in-game walkmesh, so I've lined them up and scaled up the walkmeshes accordingly, that's how I've matched all game scenes within Midgar to the same scale.

See this for the animation data reference
and for a walkmesh sample:here


as for renders, I've been working on the sector 8 part, mainly trying to recreate some hard to find assets....
The billboards...




If there are any photoshop wizards lurking around....Perhaps anyone would like to create some poster being used in Midgar, we can put them in the model...any help is appreciated

 8-)
 
The whole scale thing was more a general question as was hard to guage without a reference point, even with the layout. Alot of the time it does depend on the source material, I have always been using the psx version, whereas I assume you guys have been using the PC version. Anyways, I have done lots of discussion about scale and relative scale, so I don't want to clutter the thread.

@Timu, the retopo too is not an automagic feature, you need to build the mesh up, the main advantage is how it works. You apply the verts directly to the surface of the underlying mesh. If you add lots of faces or bad topology then you will still have a s*&t mesh.

As for what Timu said, I would not worry about low-res or anything to do with retopo.
 
Made this years ago for noen, perhaps you can slap it in somewhere.

Bonus XP if you know the reference.

Wutai_Express_by_mysteryme3000.jpg


I had a work in prog of the loveless poster, but I'd likely just restart it.
 
The whole scale thing was more a general question as was hard to guage without a reference point, even with the layout. Alot of the time it does depend on the source material, I have always been using the psx version, whereas I assume you guys have been using the PC version. Anyways, I have done lots of discussion about scale and relative scale, so I don't want to clutter the thread.
My main source is the psx version.
For 'Real-scale'.... I just match the backgrounds of the field files, based on the walkmesh, so there is not a real reference to for instance Aerith being 1.63m....
Scaling will become an issue when porting to a game engine, no matter which one, but that will depend on the engine of course.

@Timu:  .....五台山...?  :roll:
keep em comming, nice add.
anything you stick or paint on walls are welcome.
 8-)
 
I based my scale off of how tall you stand in the shinra tower compared to the doorways and walls pretty much. I did manage to optimize my reactor after all but now it has some really slight texture issues go figure.
At least I managed to knock it from 45000 polys to 19000, not bad eh?
Before
ScreenShot186-1.jpg

After
ScreenShot190.jpg

Not that bad right?
Made this years ago for noen, perhaps you can slap it in somewhere.

Bonus XP if you know the reference.

Wutai_Express_by_mysteryme3000.jpg


I had a work in prog of the loveless poster, but I'd likely just restart it.
You worked with Noen??
 
Back when I was learning 3d modeling I attempted to make characters as his model was theoretically gonna end up in crysis 1... AFAIK he's left his model alone for years now.

Also:
http://www.thaiexpress.ca/
 
I based my scale off of how tall you stand in the shinra tower compared to the doorways and walls pretty much. I did manage to optimize my reactor after all but now it has some really slight texture issues go figure.
At least I managed to knock it from 45000 polys to 19000, not bad eh?
still quite a lot, just checked my reactor:
Polys: 3.571
Tris:   6.334
Verts: 3446
 
Back when I was learning 3d modeling I attempted to make characters as his model was theoretically gonna end up in crysis 1... AFAIK he's left his model alone for years now.

Also:
http://www.thaiexpress.ca/
Yeah I know Noen, we talked about midgar and stuff a lot in the past. I talked to him recently and he said hes not working on his model because he doesn't have the motivation to do it, I can understand why though. It sucks that its almost been forgotten about, it would have been cool to explore it.

Oh and I managed to get the polys down even further to 7000
 
still quite a lot, just checked my reactor:
Polys: 3.571
Tris:   6.334
Verts: 3446
Can you do a render of the reactor? I'd like to see how detailed it is for 3500 polys
 
Had to do a bit of searching, for the right version....
(and after rendering I've noticed some elements are still missing)



and some texturing started...




 8-)
 
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