Neo Cloud

  • Thread starter Thread starter apz freak
  • Start date Start date
Status
Not open for further replies.
pretty good scale - but it loks just about the same as the one you did before!
 
Well a sketchy drawn reference that has similar (not exact) proportions, yes. But the final model will definitely not look like the old one, despite the fact that I'll be going for the same aesthetic. Basically the Cloud in the Crisis Core Secret Ending. I'll do one with large anime eyes for qhimm, and one with a more realistic face for animation for me.

There will actually be several versions of this exact model. The Hi poly one and the lo poly one, using the higher one to bake the normals and cavity information onto the lower one. All unique Uv's. This doesn't mean anything for Qhimm except a more accurately painted texture.

What it means for me is that I can separate the materials for use in high quality cinematic (Diffuse, Specular, Normals/Bump maps as well as different attributes ex: pants separate from metal, separate from leather) Hi-poly but low enough for fast rendering.

Reason being is that... Yet again I'm doing this for a project I have in the works, and had planned for almost a year now. Cloud going through the first level of Doom, much like Dead Fantasy. The discovery of my plagiarism here has prompted me to start at least the Cloud I will use in this video to work on next. There's little point in explaining the 'Why' because quite frankly an idea alone isn't exciting to anyone, but seeing it is! I'd go into more, but I don't think anyone will believe me until I have a good amount of it completed.

So it's going to be a benefit for qhimm (That is... if anyone still wants my Cloud after Timu's Cloud  ;) )

Here's the other thing completed so far, I know it's not done, but once I make the hands it will be.
 
Last edited:
I am curious if a high poly model could be crammed into the ff7 engine. Its not like we do not have plenty of horsepower to spare these days.
 
If Aali makes miracles and adds support for Normal maps, then you could use the low poly version with the normal map like most games do nowadays.
 
neat stuff - and apz keep the normal around, never know when aali will whip up another miracle :P
 
I'll keep it to show off on my portfolio  ;) But unless we can get the battle mode to have dynamic lighting, I really don't see it happening. It'd be nice however if we could get that to work!

edit: Well if that happens (Normal maps) As far as I know, someone who knows correct me if I'm wrong, FFVII never made extensive use of dynamic lighting, isn't it like 1 source light in the field with shading specific to that scene on each piece that isn't dynamic, and there are no lights in battle mode. It'd be hard to get normals to work if there's nothing for it to light it.

BUT if somehow you guys can accomplish that, I wonder how far it would take to get specular maps working as well? I know that far more use is gotten out of specular maps in the game industry to creatively trick the eye into thinking that there are bump and normal maps than people think. Less information for the game engine to render.  (This almost exclusively applies to environments though, characters pretty much always get the full treatment)
 
Last edited:
Status
Not open for further replies.
Back
Top