New Field backgrounds/CG Cutscenes thread

  • Thread starter Thread starter BlitzNCS
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A Tutorial! I shall make one immediately!!
I would welcome this for sure i wouldd love to try and help you guys out, but I know nothing of modeling buildings so would be awesome if you could do a tutorial for this.
 
look at a building... what is it? its a box! simple as that. Put extra little boxes on it and other details n stoff... dats bout it :P  Anyhow i await your tutorial Neo, I hope to learn somethin!
 
I finished filming the sketchup part of it now. This tutorial will mainly be for max users, but i guess if you use blender it's not too hard to transfer the info.
At any rate, what would you guys prefer? 3 Different parts covering seperate things at a relatively normal pace, or just one part sped up really fast? The Max section might have to be split up anyway, since I dunno how much detail I'mma go into yet.
 
split up with more detail, no question. We need to provide thorough instruction.
 
NCS, I can deal with the modelling myself. I would like to know which program to use to view/extract the field backgrounds. Thank you.

I am using Maya 2010 with pen & tab, but I plan to move onto Max when I am more learned.
 
Ugh, seems Max has failed me, And I can't import any .obj files now (I need to be able to do this for importing walkmeshes)
Tutorial is on hold until I find a way around this.
 
Bit of a status update. Tried my hand at texturing a bit. Opinions would be welcome.

 
Noticeable tiling effect along the right wall. Possibly use a different texture for each object of the same type, to make it look less uniform. Otherwise, fantastic!

Also, slightly unrelated, the lighting in the front part of the train car is too dark.
 
Noticeable tiling effect along the right wall. Possibly use a different texture for each object of the same type, to make it look less uniform. Otherwise, fantastic!

Also, slightly unrelated, the lighting in the front part of the train car is too dark.
The original is quite dark as well, but ill see if i can tweak it. As for the tiling effect i would have to uv map everything, which i don't want to do if i can avoid it.
 
Not bad so far, but I think it should be a bit dirtier and grimier; at the moment it's a little too clean for a Midgar train.
 
Lookin good. Im not sure how far you are going to work on the crates and floor but they should look pretty dirty.
 
Not bad so far, but I think it should be a bit dirtier and grimier; at the moment it's a little too clean for a Midgar train.
Is this based on what you see in the original image or what you think a midgar train should look like. Because i do not see much dirt and grime in the original.
 
It's not dirty in the sense that there are big patches of mud everywhere, but I think the original looks like it has seen better days. It's dirty in the sense tat it doesn't look like anything gets cleaned or looked after and nothing shines very much.

If you look at the two pics next to each other, it becomes clear that the original train looks like no-one has taken care of it. It's a little darker, the metal looks less uniform and more imperfections, and there are quite a few blotches of dark grey on the metal, especially on the pieces of metal that connect the sides of the car to the ceiling. Dirty and grimy describes the feel of the place as much as the actual amount of dirt.

14756699.png
 
SL, I dont know the maya interface fer this stuff, but in blender you can offset textures just plopped on, as well as adjust in other ways how they're mapped to an object, that could help the uniformity (i imagine maya can do it too :P)

Also, You can probably put additional layers of texture on. Just a random gradient to create inconsistency in the metal (map this texture differently to the first). Dirt and grime layers can go on too.
 
Looking at a side by side i can see the bars could be a tad thicker, end of the train needs to be a tad darker, Otherwise, fantastic job man! even if you just toss that image in game i'd be happy
 
SL, I dont know the maya interface fer this stuff, but in blender you can offset textures just plopped on, as well as adjust in other ways how they're mapped to an object, that could help the uniformity (i imagine maya can do it too :P)

Also, You can probably put additional layers of texture on. Just a random gradient to create inconsistency in the metal (map this texture differently to the first). Dirt and grime layers can go on too.
what he said.
 
YES! That is looking fantastic!
This  ;D

Also, I have literally just realised how different hi-poly texturing is to low-poly D:

SHOT.jpg


Too much Crackage?
 
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