New Field backgrounds/CG Cutscenes thread

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Around 700
Really? It's that many?

Does that include scenes with very similar backgrounds or are there 700 completely different backgrounds in the game?
This is absolutely excellent.  Thank you so much for doing this guys.

*applause*
 
Yeah 700 sounds like a lot but of course they arent all unique. 
Dont think people are gonna have to make 700 different areas.
You build one model and render a bunch different angles.
Of course the game does have a lot of interior areas..(caves, houses.. etc) which are unique.
But still the same process.
Most of the work goes into making a good high quality model of the area and
the renders take a hell of a lot less time to setup after the model is completed.
 
as long as the major traveled areas get done, i think the project will be heading in the right direction. Focus on the opening cine to grab people attention, then hit all of the major town centers (Kalm, Rocket Town, Cosmo, etc...) that way you get a nice sample in the largest dose. Fact is, many areas are only visited once and could be done last (or not even at all) and no one would realy mind.
No sense in painting the back of the stair case, right?

just my 2 cents.
 
as long as the major traveled areas get done, i think the project will be heading in the right direction. Focus on the opening cine to grab people attention, then hit all of the major town centers (Kalm, Rocket Town, Cosmo, etc...) that way you get a nice sample in the largest dose. Fact is, many areas are only visited once and could be done last (or not even at all) and no one would realy mind.
No sense in painting the back of the stair case, right?

just my 2 cents.
That's a really good point. I suppose a good priority list would be:

1. Places that need to be visited repeatedly during the story.
2. Places that need to be visited once during the story.
3. Places that don't need to be visited during the story.

I wonder what the most visited field screen is? The bridge of the Highwind probably.
 
as long as the major traveled areas get done, i think the project will be heading in the right direction. Focus on the opening cine to grab people attention, then hit all of the major town centers (Kalm, Rocket Town, Cosmo, etc...) that way you get a nice sample in the largest dose. Fact is, many areas are only visited once and could be done last (or not even at all) and no one would realy mind.
No sense in painting the back of the stair case, right?

just my 2 cents.
That's a really good point. I suppose a good priority list would be:

1. Places that need to be visited repeatedly during the story.
2. Places that need to be visited once during the story.
3. Places that don't need to be visited during the story.

I wonder what the most visited field screen is? The bridge of the Highwind probably.
The most visited scene is the opening train platform. Even if you hate the game and only played it once, you have seen it.
 
The most visited scene is the opening train platform. Even if you hate the game and only played it once, you have seen it.
I'm working on that one :P

P.S. the camera is most difficult to lign up.
 
I'd say the most important thing would be to get the first section of the game done completely.

If you get, say, everything up to Cloud meeting Aeris done, or even everything from the Reactor 1 mission done, you'll be able to play a significant amount of the game with entirely high-res backgrounds and maybe even release a kind of "demo" patch. This will give a greater sense of progress, and therefore more motivation to complete the job, than just doing random scenes (or the most common scenes) from all over the game in no order and having nothing playable until the job is near completion. Since this project will take a very long time and involves remaking hundreds of scenes, motivation will be a big issue sooner or later.
 
Well you better include the train scene. Since thats the one i already did lol.
 
I'd say the most important thing would be to get the first section of the game done completely.

If you get, say, everything up to Cloud meeting Aeris done, or even everything from the Reactor 1 mission done, you'll be able to play a significant amount of the game with entirely high-res backgrounds and maybe even release a kind of "demo" patch. This will give a greater sense of progress, and therefore more motivation to complete the job, than just doing random scenes (or the most common scenes) from all over the game in no order and having nothing playable until the job is near completion. Since this project will take a very long time and involves remaking hundreds of scenes, motivation will be a big issue sooner or later.
This 1 million times
 
I'd say the most important thing would be to get the first section of the game done completely.

If you get, say, everything up to Cloud meeting Aeris done, or even everything from the Reactor 1 mission done, you'll be able to play a significant amount of the game with entirely high-res backgrounds and maybe even release a kind of "demo" patch. This will give a greater sense of progress, and therefore more motivation to complete the job, than just doing random scenes (or the most common scenes) from all over the game in no order and having nothing playable until the job is near completion. Since this project will take a very long time and involves remaking hundreds of scenes, motivation will be a big issue sooner or later.
Thanks for the direction kudistos! Methinks we'll be going that route!
 
The only problem I see with this is that midgar needs to have consistency. Different modellers have different ways of doing things. And if Timu's working on Midgar, Are we all just gonna wait 'til he's done and then move onto the next thing? If we help out with Midgar, consistency is jeopardised, and even if we disregarded them, Lining up Midgar's gonna be hell when we've all got different parts of it.
 
well, you can do things that arnt in the main scene... like interiors. inside the reactor fo example. i dont wanna do that :P
 
A way to spread the work for Midgar and retain consistency would be for one person to do (for example) exteriors on the upper plate, one to do interiors on the upper plate, one to do exteriors in the slums and one to do interiors in the slums.
 
*is learning how to model*

I'm gonna disregard everything you just said and call out temple of the Ancients ;P

It's so much easier with a pen & tab. Does anyone else use one or just stick to keyboard and mouse?
 
Has someone made a tutorial about all this? If not, it should be done, I guess you'll have more help that way.
I'd really like to help you guys, but I don't know a thing about modelling. I was thinking about learning it for some times, but I guess it's not something I can do even with a year of experience.  :(
 
as long as the major traveled areas get done, i think the project will be heading in the right direction. Focus on the opening cine to grab people attention, then hit all of the major town centers (Kalm, Rocket Town, Cosmo, etc...) that way you get a nice sample in the largest dose. Fact is, many areas are only visited once and could be done last (or not even at all) and no one would realy mind.
No sense in painting the back of the stair case, right?

just my 2 cents.
That's a really good point. I suppose a good priority list would be:

1. Places that need to be visited repeatedly during the story.
2. Places that need to be visited once during the story.
3. Places that don't need to be visited during the story.

I wonder what the most visited field screen is? The bridge of the Highwind probably.
The most visited scene is the opening train platform. Even if you hate the game and only played it once, you have seen it.
Obviously I was talking about 'during the story'. Assuming people actually play it.

But yeah the demo thing is a good idea.
 
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