New Project: Bombing Mission!

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I'm not certain how battle lighting is handled now but if it is self illumining then mill could just make it darker to match Barrett.
 
It is self-illuminated at the moment, but I'll rather lighten Barret up so he won't look pitch-black with ingame lighting when we get that..
 
MWAHAHAHA I have figured out UV mapping! (LVL UP!)

Tell me, did I do a good UV on your save point there TA? And ima practice texturing on it too.

saveb.png
 
UV mapping is a very tricky art. You really want to pack as much data and reuse every textel you can. For example, that layout above is very wasteful! You need to learn how to pack what you have together better. Good start though
 
Is that the save point you're working on? Thank you very much! Also, will there be a demo/video of these maps in game? I'm really looking forward to seeing a little bit more added, if it's on par with the original. (Such as steam blowing out of more pipes instead of just near the reactor.)
 
So are you saying fill the entire image up halkun? How about my part alignment? All segments that touch are connected where they touch.
 
you can overlap mappings if they have the same texture. Even wonder why the faces on square UVs only have one side, ever notice that the bodies are warped in strange ways. Squish everything together and don't be afraid to overlap and make thingsbigger/smaller so you can cram something in. Just because it's a particular size on the model doesn't mean it has to be the same size in the UV map.
 
UV mapping is a very tricky art. You really want to pack as much data and reuse every textel you can. For example, that layout above is very wasteful! You need to learn how to pack what you have together better. Good start though
Tbh though comfortability for the texture artist > texel density in most cases imo. I personally hate mirroring and overlapping :p

Also, you wouldn't have had to UV it jeff, it had a perfectly fine (if not wasteful) uv map already
 
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It was cool, I enjoyed it, wanna send me over some models that havent been UV'ED and lemme give em a shot?


Recent work----Mendeleviums sword. I messed up 1 face at the very end and I dont know how to step back in the UV edit window...

mendelblade.png
 
Tbh though comfortability for the texture artist > texel density in most cases imo. I personally hate mirroring and overlapping :p

Also, you wouldn't have had to UV it jeff, it had a perfectly fine (if not wasteful) uv map already
Back in the day you didn't have the luxuries you have today. However you might need to be very careful about abusing the UV mapped data in FF7's engine. It's quite dated and it's DB system is likely fairly limited as well. The models are they way they are for a reason. They didn't just color the polygons vertices because "it was cool". They probably had an early data budget. It appears they blew the budget on the CGI movies though as they have 3 sets of data (disks) in the original game.

For save points you probably can stick with colored vertices just as easily as doing UV mapped polygons. They scale very nicely (have you looked at the game in a PS1 emulator at 1600x1200 it looks perfectly fine despite the low poly count models) namely because they aren't saddled with bitmap resolution (resolution independent) for there appearance. If you increase the save point poly count I doubt that would be a problem however once you stick a bitmap on something scaling resolution becomes an issue.

That all said the basic engine may work fine I would be most concerned with making the database too large for the engine to handle (IE indexes out of range). My guess is you should stick under 2gigs (should be able to do that if you don't go UV map crazy).  They made games the way they did for a reason (especially UV maps) as bitmaps eat huge amounts of space (even compressed).

Halkun how big is the data for FF7 in the PC excluding movies?

Cyb
 
does the fire have 3 layers? it is animated (just rotating) you could likely just make 3 of the same circle, just for when whoever imports, that it doesnt become very static.
 
Here you go, here's my UV from above!

All the data at half the size :) This is how you should do a UV map.

half.png


=== Ninja Edit ==
 
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Good point Halkun :P

I'm too obsessive at stitching every little piece together tbh..
 
Good point Halkun :P

I'm too obsessive at stitching every little piece together tbh..
heh if that's the worst thing you do count yourself blessed :D

Erstwhile each facet on the crystal is similarly shaped triangles you can form the 4 long and short facets into a single rhomboid shape one for short and one for long as an example (that's what I would attempt).
The advantage is that you have more area dedicated to the actual texture. There are lots of other things one can do (repeating patterns in the flame for example) and layering.  I would suggest experimenting. That's how one learns things (by making mistakes or getting feedback from others).

Cyb
 
Also @ millenia, I know you like to have equal ratio for poly area and texture density, which can be good in some contexts, doesnt work the same with characters and when ultramaximizing. Always consider where there is more detail (ex, face, lots of detail vs. backside, not so much detail)

I think we've sufficiently lectured millenia on uv mapping, hows about we get some more wip shots up of... nething o.o
 
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