Midgar Remake

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Here the wires and missing components in the previous render.
(Rear exhausts, and the entrance, the walkbridge in front, I don't consider it being a part of the reactor)

So it's more like 4500 polys.  ???

 8)
 
Here the wires and missing components in the previous render.
(Rear exhausts, and the entrance, the walkbridge in front, I don't consider it being a part of the reactor)

So it's more like 4500 polys.  ???

 8)
I see how yours is low poly now, it looks good though. I'll post a new render up after I get back home. I really cleaned a lot up and stuff but it still needs more optimization.
 
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
Awe that is a bit sad, his model was amazing. I certainly have not forgotten :P Although I never had contact with him, I heard that he didn't want to share his model. I agree I would have loved to explore it too.

Just for reference, Tempus' model as a whole is about 8-9k tris IIRC but that is with alot of optimisations. I hope that my inquires haven't started a cascading effect of people worry about tri counts.  :-o
 
Talking about Midgar, remodeling and other modelers, do you know the guys who made this?


The face of Cloud model is better than most of the ones i've see in qhimm, at least better than the one made by Millenia.
Also Tifa is somewhat nicely modeled.
 
Talking about Midgar, remodeling and other modelers, do you know the guys who made this?


The face of Cloud model is better than most of the ones i've see in qhimm, at least better than the one made by Millenia.
Also Tifa is somewhat nicely modeled.
Oh yeah I remember that, some little team who was getting into working with the UDK wanted to show off what they could do, just a demo. Although their shinra tower model is wayyy far off of being correct looking and its facing the wrong way since that is the sector 1 train station the tower's back should be showing and not the front. It would have been nice if they continued on that project though as it would be nice to play it.

Awe that is a bit sad, his model was amazing. I certainly have not forgotten :P Although I never had contact with him, I heard that he didn't want to share his model. I agree I would have loved to explore it too.

Just for reference, Tempus' model as a whole is about 8-9k tris IIRC but that is with alot of optimisations. I hope that my inquires haven't started a cascading effect of people worry about tri counts.  :-o
I'm going to ask him what really happened and if he will ever release it. I can understand why he wouldn't want to share it though and he has told me in that past somethings why he wouldn't. BTW how is that resource pack coming? I may find some things in there useful

EDIT
Here is the final optimized reactor, I am happy with it. Going from 40,000 polys to 8,000 is good enough for me.
ScreenShot186-2.jpg

ScreenShot187-1.jpg
 
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All of the currently released stuff is over on moddb.com page but is released in nif form for Fallout.

The last release Tempus intends to release as part of the MakoDawn project will be a public release of all the resource files in an organised package. The reason for delay is probably because he has alot of stuff that needs to be sifted through and organised.

I know modellers/artists can have attachment to their stuff, I have been there and I am sure Neon has his own reason for not wanting to release it but its just really sad that we nobody gets to explore such a wonderful model. When I look at some of those screens from his port to the cry engine, defo sad panda. I had planned on contacting him but with my ties to the MakoDawn mod, I thought it might give the wrong impression.
 
All of the currently released stuff is over on moddb.com page but is released in nif form for Fallout.

The last release Tempus intends to release as part of the MakoDawn project will be a public release of all the resource files in an organised package. The reason for delay is probably because he has alot of stuff that needs to be sifted through and organised.

I know modellers/artists can have attachment to their stuff, I have been there and I am sure Neon has his own reason for not wanting to release it but its just really sad that we nobody gets to explore such a wonderful model. When I look at some of those screens from his port to the cry engine, defo sad panda. I had planned on contacting him but with my ties to the MakoDawn mod, I thought it might give the wrong impression.
I know I have an attachment to mine... it will be hard giving it away one day but its for the better right? Better then nothing ever happening to it.
 
Absolutely, glad to hear that you plan on releasing it at some point. I would love to have a walk about in your one too. That said I am still guilty of holding onto my train model, though I think the original file was on my laptop which I think now has borked the harddrive too. A bit unfortunate but I have a nif version and so will complete that at some stage.

The most important one thing is that being ok with the fact that some projects are just going to be worked on when I will get around to them rather than trying to do everything at once.
 
Yeah, that's the major problem i see most of the times; people making lovely models/mods and eventually the project dies an nothing from it is released, for different reasons (modelers not wanting to share their work, breaks on work and HDD goes kaput, etc). I've see a lot of good work in this part of qhimm forum, but most haven't seen day light.

Modelers tends to work here and there instead of focusing in just one piece and take it to the end, then they end with 10 models at 50%, and then the project dies and the models go to waste, it's a waste of valuable resources but we can't force anyone to do anything, after all they do this at free will. I know it's human nature to want to go at it all in a go, but modelers show discipline themselves with a step at a time.

TA was clever to do a "bombing mission" objective but as I see the steam they had, is gone.
Hoping for the best tho (release what they have atm or completion of the bombing mission).
 
I know I have an attachment to mine... it will be hard giving it away one day but its for the better right? Better then nothing ever happening to it.
I know that feeling.....
Especially when you consider the amount of hours which have been put in the modeling....
I had a nice discussion with Saphire about that...


If I'm correct, the Noen you guys are talking about is NoenGaruth?
I've got some renders of him in my reference files, that was one of the reasons of starting on Midgar, as the first scenes did not make much sence.... ???  :-P

As for the polys, I don't really care about it for now, I know some scenes will have a poly count going through the roof. The only thing where I'm currently going for is highly detailed renders.
In the mean time, I try to keep it all as low as possible to speed up render times.

Putting it into a render engine will be something completely different. The models have to become more modularised anyway, and textures will have to be redone, as my renderer works a bit different than most renderers. Also the polycount will be lowered by baking. Lights have to be changed, etc, etc.
It would be fun to turn them into Ogre scenes though, putting it into Akari's engine (Q-gears that is). :)
 8)
 
That was one of the reason the latest iteration of the mod had timed releases, so even if the mod stopped, there would be some content out there. I was talking to Tempus and he is pretty far along with getting the source release done, just needs to redo some uv's on some models. I will continue to pester him until he does :P

Yep, Neon was referring to Neon-Garuth, think he goes by another name now.*swears I am not a stalker* I have his photobucket bookmarked just for those occasions where I need to look at the pretty eye candy, though versions by killerx20 and Saphire are equally in their own right. I just think I prefer the scale/scope he used as it included the high-ways but was still of a reasonable scale between ff7 and comp.

Yeah for you guys tri count is something you shouldn't be bothered with as you will be rendering them out anyways, though keeping it clean also reduces render time.

I have been pottering about the forums for a while stuff about the Q-gears wasn't visible until registration. Seems like an interesting project. Pretty cool if you do port some of the models into the scene. I am equally impressed by he level of detail that you guys take with being faithful to the original  data. Cookies for everyone :D
 
Oh wow I have missed so much! I have returned once again!!

My reactors still need some work to them too, IMO they're the most difficult pieces of geometry i've had to deal with, though i'm quite delighted to see i'm not the only one needing several versions and minor ajustments and optimisations here ;3.

7hhMN.jpg


uJN5S.jpg


I'm gonna continue work on it ASAP!
 
This is exciting, i hope you guys are splitting. Up the work so no person is working on the same thing.
 
This is exciting, i hope you guys are splitting. Up the work so no person is working on the same thing.
Of course we are not all doing the same thing......
We're all just working on different reactors....3 done....5 to go  ;D
 8)
 
Oh wow I have missed so much! I have returned once again!!

My reactors still need some work to them too, IMO they're the most difficult pieces of geometry i've had to deal with, though i'm quite delighted to see i'm not the only one needing several versions and minor ajustments and optimisations here ;3.

7hhMN.jpg


uJN5S.jpg


I'm gonna continue work on it ASAP!
Wow warren, I never thought I'd see you again how have you been?
Reactor looks good btw.
Of course we are not all doing the same thing......
We're all just working on different reactors....3 done....5 to go  ;D
 8)
All my reactors are finished and i'm not going to tweak them anymore. I've spent too much time optimizing them although it helped with the render times.
I'm not really sure what to work on next though.. Any ideas?
 
Wow warren, I never thought I'd see you again how have you been?
Reactor looks good btw.All my reactors are finished and i'm not going to tweak them anymore. I've spent too much time optimizing them although it helped with the render times.
I'm not really sure what to work on next though.. Any ideas?
There are the parts of midgar with Cannon and where the prodClod fight occurs later in the game.
 
Do all the area's like cyberman said where the upperplate is featured, and sector 8, then just fill in the city.
 
I wanna say it was Spoox who mentioned it, but I can't find where it was. Anyways, I'd say if you're up to the point of filling in the plates, it does seem like all the plates in the original FF7 were essentially the same. The camera angles never really permit for an up close shot of an entire sector, and that's how Square got away with it.

For my 2 cents, I think an efficient way of doing it would be to work on one sector plate, and once you're satisfied, copy it for the other 6 plates, and then vary some things from plate to plate to make it less obvious. This is assuming you are at the point of filling in the plates and not still tweaking other stuff. That being said, it's looking awesome.
 
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