New Field backgrounds/CG Cutscenes thread

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SpooX that looks great!  I didnt compare to riginal for a ton of detail, but it looks like you have the form and details on the right track. Is that in sketchup?

Things to keep in mind - Try to model as many details in as you can, and make sure yer camera angle is right. - to check, make a render and stick it in photoshop or something, and on another layer put the original, whilst playing with the opacity, you can see the inconsitencies change.

I look forward to seeing more! (and animating it all when its done :P)
 
SpooX that looks great!  I didnt compare to riginal for a ton of detail, but it looks like you have the form and details on the right track. Is that in sketchup?
Thanx, No it is not in sketchup, it's 3d Max (my favorite 3d package)

Things to keep in mind - Try to model as many details in as you can, and make sure yer camera angle is right. - to check, make a render and stick it in photoshop or something, and on another layer put the original, whilst playing with the opacity, you can see the inconsitencies change.
The camera should be spot on... you can check it out, the render is the same resolution...

I look forward to seeing more! (and animating it all when its done :P)
Now that is defenitly a huge challenge, I'v been trying to match the camera of the intro movie, but noy quite succesfull (yet).
Also the modelling involved in doing the complete midgar.....hmmm that could take some time...
 
leave the animation to me :P thats my kinda thing. and yes, we do need most of midgar. The opening will be started one once we have all the game based areas doen (all the above plate) as well as hq. In the meantime though, we can do the short anim, where the camera flys around cloud and he runs to the reactor. (we have a reactor in the works somerhwere).
 
Looks like this little (??) project is picking up some steam.
Heh, we have to give moral support to our modders/graphic devs so they can keep our dream alive. (only steam i can give  :-[ )
Btw, wouldn't it be easier to redo the battlebackgrounds first? They're less and smaller.
 
battle backgrounds work much differently, as they are realtime 3d scenes. For the most part, its just retexture work. Some experimenting has been done with these. The only modelling that could/should really be done is with objects in the scenes, such as the large crates in the reactors. the floors and sky models just need a texture upgrade.
 
when i get a new laptop, i will probably throwdown on redoing the battle scenes. Most of them should be pretty easy, since the WMRP covers nearly every type of terrain your likely to find within the battle scenes. The others will have to be created by hand, but after creating what seemed like a million for the WMRP, that won't be such a large task.

Lee
 
well thers about 100 battle scenes :P have fun ^^
i know, i'd probably skim through and hit all of the organic scenes first, since those types of textures are easy. I had the same thought when i started the WMRP, but once i moved along i found many textures were near duplicates, and one texture could be substituted for multiple others. The sheer number of textures seems large, but once you get familiar with the naming system it gets a little easier. I was already doing some research on this before my laptop was stolen. Its all just a matter of when i can get a new PC, right now i stuck with an old macbook, which means no FF7 to test on.

lee
 
In my opinion, I think that because we can edit the meshes of the battle scenes, we definately should. I think retexturings, as good as they are, should really go along with a brand new mesh if possible, otherwise the textures will look a bit...out of place on the old models? Take this for example. However good the new textures may be, you'll never be able to get around the fact that that fence thing definately looks like a box with some transparency, and the bars look totally and completely 2D. The only exception is the WMRP, And this is because it's impossible to edit the model - I think it'd look way better with a nice new entire model for the whole map. Anyway, WMRP aside, I'd be against just adding new textures straight onto the old battle scenes, but that's just me.
 
I've been messing around with some battle textures to try and make them look a bit better, but I'd really like to make use of Aali's new "direct" feature, instead of unpacking and repacking the lgp archives every time I want to test a frickin shinra floor! I don't know whether image2tex isn't converting properly or something, but with direct mode on and ovac.tex in the direct/battle/battle folder I can't seem to make it appear. Have I named it wrong?
 
In my opinion, I think that because we can edit the meshes of the battle scenes, we definately should. I think retexturings, as good as they are, should really go along with a brand new mesh if possible, otherwise the textures will look a bit...out of place on the old models? Take this for example. However good the new textures may be, you'll never be able to get around the fact that that fence thing definately looks like a box with some transparency, and the bars look totally and completely 2D. The only exception is the WMRP, And this is because it's impossible to edit the model - I think it'd look way better with a nice new entire model for the whole map. Anyway, WMRP aside, I'd be against just adding new textures straight onto the old battle scenes, but that's just me.
I whole heartedly agree with you. However, the two biggest textures in almost every scene, are the floor, and the skybox. The skybox is fine how it is, and the floor object I beleive has some animations involved with it (certain summons for example). The floor part could be wrong... but in most scenes the floor part is fine as a flat grid :P. Other things, such as the bars, and the reactor in that example, could do for a change.
 
while i agree that a remesh of the battle models would be great, it would be similar to the background re-modeling, in that it would increase the time it would take by at least x5. By retexturing, all the new materials would already be available for a modeler to come along and use those if they chose to remodel the scene. So time wouldn't be wasted IMHO, it would simply be ready to be remeshed without the trouble of retexturing, assuming the modeler kept the same offsets and sizes(which would be wise anyway.)
 
Thought I'd post a few wip screens. This is my first time modelling anything so I'm learning from scratch (many thanks to Halkun's tutorial vids) so any feedback/tips anyone has I'd love to hear. I'm pretty much done with this one now, it's just the pipes that need doing (large and small) so I'll try and learn how to do those properly in the next few days

wip%205a.jpg


wip%205b.jpg


wip%205c.jpg
 
looks great! I'd insert the scene above it, and include that, as its the same place, you'll get a bit more reference as well.
 
Yea I tried to do that the other day but had trouble getting it to line up. I think I need to look up how to do it properly then give it another go. If I can carry on at this rate hopefully I'll be able to get a decent number of backgrounds done (models anyway - texturing I'm not sure I have the artistic skills required!)
 
Yea, work on getting the other scene in. Dont worry too much about textures, we can figure it out.
 
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