New Field backgrounds/CG Cutscenes thread

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:) thanks, I'm working on a better version . oups I forgot to remove the GP dealer :-D
Mako: I searched for the original pics but they don't available on internet so I put  Fat chocobo from chocobo tales on DS, and two mog I found in google, and then I tried to make the same floor as the original. I made this on photoshop.
Fantastic job my friend! :D

Ass official team ass kisser i welcome you :P
 
good stuff harro, This base is great, but you need to do some fine tuning, on the whole, the scene seems to wide. The blue...cart..rope thinger the proportions are fairly off. Try and get a hold of the ropeway station background in north corel to use as a secondary reference. Among these, the lights and propellers seem awfully small.
 
Not bad. there are a few things that need work...

Railway car does seem off by a slight bit, perhaps too wide... the props are a bit small, as has been said, and the cut through the giant mog-faced tunnel wall...

They should spin much... much faster...

It is a very good start though, I will say that.
 
Hello all,
I've been following the progress of this project for some time now and I've got a few questions;

I've been wondering, is there any logic in this? ( I don't mean the 3d-fication of the backgrounds) but I see some models of scenes, however,
which scenes are in progress and what is their status?
Isuggest putting up a list of the file names and who is working on them in order to prevent different people starting on the same scene, also complement the list with some sort of status (like modeling, texturing and rendered (perhaps with a percentage of completion along with it).
Also what's not quite clear to me is the resolution of the desired rendering...
and finally, how do you take count for the different layers (sprites for lights within the original backgrounds)?
 
Rendering can be any size, so basically whatever is needed is what is rendered.

Also, I'm not sure if you understand or not, but FFVII's maps were all high resolution models that were rendered in the first place. We are recreating those models within a reasonable tolerance of error, and rendering them at probably somewhere around 4x to 8x the original size so they don't look pixelated in-game.

As for a list of files... I don't think ANY scenes have been finished yet, and really there's no telling what can happen when many people work on one scene, you could get 3 steaming piles of crap and one absolutely amazing piece, or you could get all amazing pieces in which you are conflicted in your choices... or you could get all crap...

Many artists are better than one in my opinion.

If you want to help, pick your favorite place and have at it.


As for the supposed "sprites" for lighting... we'll do exactly what square did and cut away everything in the render except for the pixels we want to be in the foreground. Square made their layers after the fact, that's why the antialiasing is still present in scenes... Sometimes if you look for it, you can see the AA in front of the characters.

FFVII doesn't do variable or semi-transparency at all, so we simply have "opaque" or "transparent" pixels to worry about.

The only real issue is getting the scenes rendered at the same FOV and angle as the originals.
 
Thats an awesome start harro.

Couple of things that could help with the lighting/materials.

Some of the cartoony assets of that scene have a self lighted material.
Basically almost everything in that scene is self lighted if you look hard. Cept the floor it seems.
What software are you using? max? Look in the materials editor and turn self lighting to
50% or something like that. Its just a way to fake the glow in the dark look of the object.
That could help a lot to get that same look in the game.
 
Thats an awesome start harro.

Couple of things that could help with the lighting/materials.

Some of the cartoony assets of that scene have a self lighted material.
Basically almost everything in that scene is self lighted if you look hard. Cept the floor it seems.
What software are you using? max? Look in the materials editor and turn self lighting to
50% or something like that. Its just a way to fake the glow in the dark look of the object.
That could help a lot to get that same look in the game.
Im pretty sure he uses maya. If this is the case all you need to do is goto material attributes and turn on shader glow.
 
Thats an awesome start harro.

Couple of things that could help with the lighting/materials.

Some of the cartoony assets of that scene have a self lighted material.
Basically almost everything in that scene is self lighted if you look hard. Cept the floor it seems.
What software are you using? max? Look in the materials editor and turn self lighting to
50% or something like that. Its just a way to fake the glow in the dark look of the object.
That could help a lot to get that same look in the game.
Im pretty sure he uses maya. If this is the case all you need to do is goto material attributes and turn on shader glow.
EGADS! sl knows something about modeling now!? What did I miss!!?
 
The train scene that i am working on?


My point of view:
- Lights are still too bright;
- Crate on the top right near light should be more white-ish than blue-ish
- Proportions/camera angle might look weird ingame, at least comparing with the original train.
- You should change the texture of the train itself becase it looks more like wood rather than smooth metal.
- There's also some random lightning in ceiling and some parts where it looks that light pointing there is broken.

You can also throw some test chars in there and compare with this picture:
final_fantasy_vii_image31.jpg
 
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sl1982 good job :) I like it.

alloy, I'm using Maya 2010 . I take note of what you say. thank you. I'm just a beginner with Maya, I have a lot of things to learn. Lightinig is a little complicated :-[  I red some tutorial but english is not my mother tongue (it's french) so I have to understand by myself and it's not always easy :-\
so if you have some tricks for Maya (like alloy and sl1932) , please tell me.
 
Rendering can be any size, so basically whatever is needed is what is rendered.
...We are recreating those models within a reasonable tolerance of error, and rendering them at probably somewhere around 4x to 8x the original size so they don't look pixelated in-game.

If you want to help, pick your favorite place and have at it.

FFVII doesn't do variable or semi-transparency at all, so we simply have "opaque" or "transparent" pixels to worry about.
...
The only real issue is getting the scenes rendered at the same FOV and angle as the originals.
Okay, here goes...
I've been working on

  • MD1_1.DAT
  • MD2_2.DAT
  • MD1STIN.DAT
Overview (sortof...)

MD1_1 camera:


anything usefull?
 
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