New Field backgrounds/CG Cutscenes thread

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Lookin very nice! Lets see some doors!
some doors
Nonono, I think this is what timu meant:

doors.png
 
Got an update for you guys...actually i'm not really sure if it can be called an update to be honest, last time i posted an update, progress was at pretty much the same stage. But I have added windows now. Also everything is a lot more perfected than it was before.

Test-3.jpg


I know the last 2 buildings arent right, I just copied the second one to show what it'll eventually look like
 
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Fun stuff looks like, a question however, I assume these are all custom models? IE basic scene made up from the scene with each building and object uniquely defined?

Just curious because that is a lot of work. Not to say there is an 'easy better way'. Just thinking about it makes me twitch a bit.

I assume you are all using different modelers? Do you have a unified output? (IE a single output format for the models).

Also have any of you seen this image?


Cyb
 
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Model formats arn't much an issue, if anything it'll bt getting the lighting and textures to match between artists.
 
Model formats arn't much an issue, if anything it'll bt getting the lighting and textures to match between artists.
Have you considered a 'style' method? IE each artist has a section of the game and uses a particular style for all objects within that part?

I think the Shinra Mansion would be a lot of fun to work on for example.
However tempus fugit I have car motors to control


Cyb
 
IE each artist has a section of the game and uses a particular style for all objects within that part?
Thats probably a good approach! Ultimately we just want it to match the original game in terms of style, but splitting people by section is probably a good idea, at least sections that are similar. For example not all of midgar is the same. The inside of HQ is highly different from the slums, etc. So far Xenobond and I each have a scene frmo sector 7 slums, but apart from that I think we'll manage.
 
IE each artist has a section of the game and uses a particular style for all objects within that part?
Thats probably a good approach! Ultimately we just want it to match the original game in terms of style, but splitting people by section is probably a good idea, at least sections that are similar. For example not all of midgar is the same. The inside of HQ is highly different from the slums, etc. So far Xenobond and I each have a scene frmo sector 7 slums, but apart from that I think we'll manage.
Yeah. Taking all the easy stuff
 
You might see someone attempt that in 10 years or so at the rate we are going
 
I only took that training room because it would be the easiest to re-create. Also as a test case to see what is the best resolution multiplier to use on these, and if they'll even work at those resolutions. Since it was also such a simple scene *cough*, I'll probably just put the whole thing up to help others that are interested and able to help.

Maybe I'll put some work into it this weekend. I've only got a couple props and then the gate to make. Then I can add some clutter around the edges of the room. It's just too even and clean for something in the 'slums'.
 
That message wasn't really directed at you. More for timu who i asked for help aligning the camera for the scene he is doing and he decided that he would just do the whole thing himself
 
I know. I was mostly replying to what timu had mentioned. I wasn't planning on doing any more of the sector 7 slums. At some point when I get Tifa done I'll probably hit up one of the more organic areas (maybe one that has animations). Just need to get to the point where it actually works properly and we can easily test it.
 
Well i can test for functionality right now, just not resolutions. But since everything will be rendered we can always change the render size when palmer is able to handle larger files.
 
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