Midgar Remake

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Amazing!
It makes my mouth water
71.gif
 
Let me join the competition with some details....

Welcome to Midgars Entertainment

enjoy.

 8)
Looks good man! I like how you are copying ALL the buildings.
And thanks for everybody's feedback! It is greatly appreciated.
The render took almost 3 hours for that single frame... I need a new computer... I'm running almost 10 year old tech.
 
The render took almost 3 hours for that single frame... I need a new computer... I'm running almost 10 year old tech.
I know that feeling, working on a 6 year old laptop doesn't make things fast either, the more I add the slower it gets....
Still, my colleagues call it a 'blade-server'

Thanks for the feedback, always welcome and motivating :-)

Some more details:

Theatre is closed


Evening stroll at Midgar's

Might have a slight problem I would like your opinions of....

Right now I'm building Sector 8 mostly based upon the intro movie, this version is different then on the whole Midgar scenes, in that one the theatre etc is not there, basically there are some houses stuffed on the basic plates. Now every plate is more or less industrial, no houses or anything. That doesn't seem quite logical....
Any ideas or suggestions on that?
 8-)
 
I know that feeling, working on a 6 year old laptop doesn't make things fast either, the more I add the slower it gets....
Still, my colleagues call it a 'blade-server'

Thanks for the feedback, always welcome and motivating :-)

Some more details:

Theatre is closed


Evening stroll at Midgar's

Might have a slight problem I would like your opinions of....

Right now I'm building Sector 8 mostly based upon the intro movie, this version is different then on the whole Midgar scenes, in that one the theatre etc is not there, basically there are some houses stuffed on the basic plates. Now every plate is more or less industrial, no houses or anything. That doesn't seem quite logical....
Any ideas or suggestions on that?
 8-)
Looks really good, and you are right about sector 8 being the only different plate. The way I see it is, sectors 1-3 are mainly industrial, sectors 4 and 5 are residential and 7-8 are commercial.
 
Hey @SpooX, have you done Goblin's Bar? I can not wait to see the rendering of that building.
 
yep, Goblins' is there, although not the final version yet.

note that the above render is an old version...
As I need to make some changes based on the intro movie.
The version that's out there is mostly based upon low res files.
I examined the video files of the 2012 FFVII release, and used parts, like in here.

Although the video's are not of the highest quality (unfortunately there is lots of detail information lost, compared to other sources....), it is still useable....
 8)
 
yep, Goblins' is there, although not the final version yet.

As I need to make some changes based on the intro movie.
The version that's out there is mostly based upon low res files.
I examined the video files of the 2012 FFVII release, and used parts, like in here.

Although the video's are not of the highest quality (unfortunately there is lots of detail information lost, compared to other sources....), it is still useable....
 8-)
Thank You very much.  :-D
 
What are you using to render? I'm pretty good with Mental ray, I might be able to up the quality.
Here's some 3D stuff I made.

toilettefleur.jpeg

rendu26.jpeg

rendu24.jpeg
 
Book me a ticket for the next flight please!!! Maybe I can escape my unbearable reality with this one ;D
 
Right now I'm building Sector 8 mostly based upon the intro movie, this version is different then on the whole Midgar scenes, in that one the theatre etc is not there, basically there are some houses stuffed on the basic plates. Now every plate is more or less industrial, no houses or anything. That doesn't seem quite logical....
Any ideas or suggestions on that?
 8-)
In fact, I had a few brainstorms about the modelling of Midgar as a functioning city - you mentioned elsewhere about modelling the metropolis as a sandbox environment and I have been thinking along those lines. A couple of months ago, I even tried to model Midgar in a SimCity game to get some ideas.
If one refers to FF7-related material, some sectors on the plate are rather wealthy residential areas.  In addition, I would assume the Plate should house most of the army, research centres, hospitals, commercial zones, etc. In terms of industries, I think the high-tech industries such as electronics, robotics, automotive should be on the Plate. Industries creating more pollution or some annoyance to the neighbours (water treatment, garbage incinerators, steelworks, concrete factory) would be below the Plate. Road and railway network should be made practical and consistent. For that matter, I don't believe there are roads connecting above and below the Plate, so I would assume cars would transit either by means of elevators or on trains. I would be motivated by developing a series of maps for modelling the entire city layout and that of the slums, if there's a general interest in "Midgar as a sandbox environment" - and discussing the matter will make this thread endless  :-P
For the vicinity of what you model in Sector 8, I would suggest making additions with 2 other screens as reference. One screen is the scene where Cloud and the Avalanche guys are leaving the utility tunnels after the explosion of Reactor #1 (the one where Wedge gets his pants on fire), which seems to show some residences up the stairs. The other screen is simply the one where Cloud escapes the Shinra guards to jump on the train: it shows a couple of houses, suggests a railway line and a train station nearby. If my SimCity game can be of some use for inspiration, you could feature hotels, clothes stores, parks and walks for leisure, multistoreys car parks, pharmacies, a police station, a fire department, among other things.
Hope that helps.
 
@Mayo Master - About developing a "sandbox" midgar, this would be a massive undertaking and believe me this is purely from speaking from experience. I have been with the "Mako Dawn" project for some time, having seen it gone through a few iterations trying to undertake exactly what you are suggesting.

The main issue you will encounter is scope. We have thought about most of the issues you have mentioned, such as sector purpose zoning, *had a nice graphic we made, can't find it atm*. When you start going into the macro-scale things like the (water treatment, garbage incinerators, steelworks, concrete factory), all of which are very important considerations but if the aim was to actually develop a project then, do that in the design stage, then limit that to a fraction of the area. Trying to remake a sector in my opinion is far too large a scope for any one project without considerable boundaries in place. The most recent iteration of the project for example was moved to doing the interior of the Shinra tower, which was then scoped to several floors of the known ones.

Even at that we were limited in what was achieved, which was in part due to actually getting work done, due to limited numbers of actual developers. This would be a major hurdle for any project to overcome, and our Lead Dev Tempus was basically a one man army. Getting all the ideas concreted is one thing, but realising them is a whole other ball game. Just because there are ideas, expect yourself to get your hands dirty.

I am not trying to dissuade you from doing it, just some friendly thoughts on the matter. I plan on reviving the project at a later date once I am ready again to start in the next round. One positive of this iterative process it that we are steadily accumulating assets, which we will freely make available, hopefully in the not to distant future. The other thing to consider is even though you might find a dev or two willing to help out, these things take time. Take a look at how long it has taken for the midgar models to be made, which are not targeted towards a game scenario and they don't have to concern themselves with the minor details of what is actually goes into the plates.

Anyways I would still be interested in hearing out your ideas and you are probably better to make a separate thread. Although I am not planning on reviving the project at any time soon, feel free to pm if there is anything that would interest. For anyone interested in the content pack that will be the final release for the current iteration of the Mako Dawn project here is some eye candy.
 
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I would like to add to the idea for a sandbox version of Midgar, which I am a huge fan of. There is a short film called On the Way to a Smile: Episode Denzel. In the first few minutes of the film, one gets to see parts of Midgar very clearly. I shall make some screen shots below for future reference:

rumifinalfantasyviionth.jpg


rumifinalfantasyviionth.jpg


More soon to follow.

Notice I did not bother to use Crisis Core FF7 as an example. That was a dissapointmet for me when it came to how the different Secotrs of Midgar looked.
 
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I agree, neomonkeus. I would say that "Midgar-sandbox" is more of a wild dream (if FF7 had to be remade, in my opinion the possibility to explore the whole metropolis would be a tremendous addition) that something actually manageable at this point. As far as city modelling is concerned, I would look at Assassin's Creed games as a reference - and then I realize this game required the efforts of 200+ professionals while we're just a handful of amateurs (and personally, with very little experience in the field).
For that matter, since ajthedj brought up Crisis Core, I remember a developer interview where he regretted the lack of time/manpower/resources which made the team unable to develop much of Midgar - their scope had to remain very limited.

Thus, I am fully aware that the priority is to model the environment which were prominently featured in the original game. However, I was also wondering about how to leave room for further implementation - how the small areas we see can be part of a larger whole. Let's take the railway network for instance. We see railways in several environments of Midgar within the game, and each of these are parts of a larger network which should be consistent. I remember seeing a very nice model from SpooX with the railway spiraling around the main central pillar, but was asking "any ideas about where trains come from, and leave the pillar?" Trying to draft a city layout may answer that sort of questions. Another idea coming to mind, concerning the road network. It doesn't seem all that important in the game, but what if such asset would be used in a possible remake of the motorbike chase (when escaping Midgar)?

Anyway, I may open a thread on the matter, though I'm not sure it's a priority topic. Nevertheless, I would be interested in sharing ideas on the topic, and for one thing I am curious of the thoughts you had on the "purpose zoneing" of the metropolis.
 
For that matter, since ajthedj brought up Crisis Core, I remember a developer interview where he regretted the lack of time/manpower/resources which made the team unable to develop much of Midgar - their scope had to remain very limited.
That explains allot.  :-( Huh, I did not know that.
 
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