New Project: Bombing Mission!

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I wasn't really *complaining*.
It was kind of a let go of my chest. Thing is, the first time i've played the i really didn't notice the things on the walls were just hanging without no real purpose, maybe because of the lighning or maybe because of the low graphic definition, i don't know. It just hitted me after see your detailed modeling.

I hope you don't get annoyed by my constant picking on the jobs of you guys here, i know it can look like i'm trash talking about your hard work but that's not really my purpose. I just try to present a different point of view with a solid argument as positive criticism.

What I said and presented on both images in my last post are both plausible view from what we can see from the original scenario.
 
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They put it there cause it looks cool and breaks up the scene. It's a trick a lot of artists do.
 
Touch of color  :)

Vader.jpg


I'm actually sad that some things are a bit "blury" and some doesn't really make much sense in Squares modeling.

I mean, in nmkin_5 there's ladders and balconies going from nowhere to nowhere. I started to try to figure out something to give them sense, like it having 3 different floors but then due to the reactor "hole" it brings that theory down. Then i thought "Hey, maybe the reactor is just a cilinder and that black shadow is really the reactor just not enough lightning to see it all", and well, it would look good, that yellowish texture just behind the reactor would be a second flood, with a fence around it and with those stairs actually going from somewhere to a third floor where you could check the top of the reactor. But somehow, i find that the curve on the top of the reactor just doesn't compute with this logical theory.

...
Well... I don't really understand why this bothers you (no offense tho). Imo, It's not really hard to imagine what purpose these things may have, besides the visual effects. In a world where you kill monsters with materialized knowledge of you ancestors, stuff like this shouldn't be hard to swallow.
 
You know, seeing people redoing the backgrounds in modeling programs got me thinking. A while ago i started remaking the mako reactor in crysis just for fun and to see what i could do with the

 editor. I never finished it because it was just a test, but i remade two of the connected areas (nmkin_3 and nmkin_4) just for the hell of it (it was never correctly scaled and all) and i tried to

remake it optimized for gameplay. The bg remakes you guys are doing made me realize, couldn't people who say, couldn't model or something help if they new how to use a tool such as the

crysis editor - and remake it the same way in that and take screenshots from the same viewpoints and try to match them to the originals?


I found an early WIP of my level - It had more stuff in it but the only one i could find was my old backup so i decided to open it and take screens.
nmkin_3
CryMako.jpg

nmkin_4
crymako2.jpg


They are nowhere near perfect, but with if someone (such as myself) was to make them with detail and original look rather then performance in mind, it made me think it would work well,

Since Crysis allows for a variety of realistic outdoor and indoor environments to be created through use of the sandbox editor (outdoor being easier to make look good).

What do you guys think of the idea?
 
Ok, I'm considering doing something for the field models since no one has claimed many of them... but I can haz kwesschuns.

First off I need to know how much detain needs to be 3D in the face, and what parts of the face are even getting detail at all...
Also, I'm going to assume we're using fists for hands, and they should likely bleed into the elbows... like the originals.


If you all recall the original characters didn't even have mouths and most characters had ambiguous noses...

IF I decide to work on this, I'll probably be taking Jessie and the Train Guards... so put them down as... ehm... well, I guess nothing really since I haven't decided yet. But my finals are finally over, so I can chill out for a while and do my own thing... I can already feel my heart beating at a steadier rhythm...

But yeah, anyway, are we modeling full faces on the field models, or are we glossing over them and using textures only, OR even still are we just leaving the eyes and that's it? (I really don't want to make a million faces... they're so annoying...)

Wedge is lookin' good BTW.


Oh yeah, and are we able to use multilevel transparency in textures yet?

I may take a look into the MonoDrive enemy... it's so small I could redesign the whole thing and no one would notice... not that I would...
Is the monodrive a biological enemy or a mechanical one? All I can tell is that it's a pink ball with loliar--tentacles...

It looks like some sort of mutant plant, but I recall it doing things like "Scanning" and calling out other very mechanoid phrases...

Anyway, if someone could please get back to me relatively soon I'd appreciate it.


EDIT: Also, here's a great place for original concept art... might not have everything, but it has a good bit.
http://www.creativeuncut.com/art_final-fantasy-7_a.html
 
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Ok, I'm considering doing something for the field models since no one has claimed many of them... but I can haz kwesschuns.

First off I need to know how much detain needs to be 3D in the face, and what parts of the face are even getting detail at all...
Also, I'm going to assume we're using fists for hands, and they should likely bleed into the elbows... like the originals.


If you all recall the original characters didn't even have mouths and most characters had ambiguous noses...

IF I decide to work on this, I'll probably be taking Jessie and the Train Guards... so put them down as... ehm... well, I guess nothing really since I haven't decided yet. But my finals are finally over, so I can chill out for a while and do my own thing... I can already feel my heart beating at a steadier rhythm...

But yeah, anyway, are we modeling full faces on the field models, or are we glossing over them and using textures only, OR even still are we just leaving the eyes and that's it? (I really don't want to make a million faces... they're so annoying...)

Wedge is lookin' good BTW.


Oh yeah, and are we able to use multilevel transparency in textures yet?

I may take a look into the MonoDrive enemy... it's so small I could redesign the whole thing and no one would notice... not that I would...
Is the monodrive a biological enemy or a mechanical one? All I can tell is that it's a pink ball with loliar--tentacles...

It looks like some sort of mutant plant, but I recall it doing things like "Scanning" and calling out other very mechanoid phrases...

Anyway, if someone could please get back to me relatively soon I'd appreciate it.


EDIT: Also, here's a great place for original concept art... might not have everything, but it has a good bit.
http://www.creativeuncut.com/art_final-fantasy-7_a.html
I would suggest making the models much like the battle models are. SO mouth and nose. I think the eyes are actually part of the texture. My vision of things is that all models in the game have a similar level of graphical update so to speak. As for transparency in textures, yes it does work, but i am not sure if it works for all of them. What ones specifically are you interested in?

Edit: In my opinion mono drive reminds me of some sort of mutant parrot with tentacles.
 
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I wouldnt be suprised if it is. It is almost impossible to get it 100% perfect. But it is pretty close, and i believe good enough for what we are trying to do.
 
You know, seeing people redoing the backgrounds in modeling programs got me thinking. A while ago i started remaking the mako reactor in crysis just for fun and to see what i could do with the

 editor. I never finished it because it was just a test, but i remade two of the connected areas (nmkin_3 and nmkin_4) just for the hell of it (it was never correctly scaled and all) and i tried to

remake it optimized for gameplay. The bg remakes you guys are doing made me realize, couldn't people who say, couldn't model or something help if they new how to use a tool such as the

crysis editor - and remake it the same way in that and take screenshots from the same viewpoints and try to match them to the originals?


I found an early WIP of my level - It had more stuff in it but the only one i could find was my old backup so i decided to open it and take screens.
nmkin_3
CryMako.jpg

nmkin_4
crymako2.jpg


They are nowhere near perfect, but with if someone (such as myself) was to make them with detail and original look rather then performance in mind, it made me think it would work well,

Since Crysis allows for a variety of realistic outdoor and indoor environments to be created through use of the sandbox editor (outdoor being easier to make look good).

What do you guys think of the idea?
I swear, when I saw this I shit my pants.
 
So i was told to put some progress in here...
been skipping around through various field files, I thought I'd show some compilation. Not everything is exactly Bombing Mission related (however the intro movie does have a huge camera move over Midgar)...

For a full size (1920x1200) click the image


Some info:
the image top-left took some 30 minutes to render (modeling took a bit longer  :-D )
only the train-pillar and the other pillars (with the stairs) are more detailed, the rest is still low-poly to be used as a template.
not a single pixel of material is on there.
program used: 3d Max

Hope you like it.
 
You know, seeing people redoing the backgrounds in modeling programs got me thinking. A while ago i started remaking the mako reactor in crysis just for fun and to see what i could do with the

 editor. I never finished it because it was just a test, but i remade two of the connected areas (nmkin_3 and nmkin_4) just for the hell of it (it was never correctly scaled and all) and i tried to

remake it optimized for gameplay. The bg remakes you guys are doing made me realize, couldn't people who say, couldn't model or something help if they new how to use a tool such as the

crysis editor - and remake it the same way in that and take screenshots from the same viewpoints and try to match them to the originals?


I found an early WIP of my level - It had more stuff in it but the only one i could find was my old backup so i decided to open it and take screens.
nmkin_3
CryMako.jpg

nmkin_4
crymako2.jpg


They are nowhere near perfect, but with if someone (such as myself) was to make them with detail and original look rather then performance in mind, it made me think it would work well,

Since Crysis allows for a variety of realistic outdoor and indoor environments to be created through use of the sandbox editor (outdoor being easier to make look good).

What do you guys think of the idea?
I've been working on these two backgrounds in Sketchup (see a couple pages back) but progress has slowed because I need to learn Maya and I've recently moved over to Spain so been busy with that too. Hope to get back to this in the next couple of days tho, all depends how quick I can get to grips with Maya

EDIT: Just realised I haven't posted screens in this thread so see this one for my progress in Sketchup - https://www.ff7catalog.com/posts/98338/
 
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I was thinking to try editing backgrounds using google sketchup but what do I actually use?? Do I use sketchup Pro, Layout or Style Builder??
 
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