[REL] New Red XIII

  • Thread starter Thread starter cmh175
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Got some help and the models now complete. I'm going to clean up the top pieces to the legs, mostly so they'll fit the field model better, then get into testing to double check the animations for floating limbs and stuff like that. Hoping to wrap this up soon.

I experimented with the lighting, but it pretty much always comes out too dark for models that include shading in the texture. I quickly checked the model in the game and with bootleg shaders off it still has plenty of contrast and shading, and just looked awesome. 

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thank you ! It's an amazing looking model I'll be playing a lot more with Nanaki now  :wink: cant wait !
 
I saw Mayo Master mention earlier that he used fluid dynamics to make moving water in his midgar sewers scene for the avalanche HD remake project.  I wonder if it would be possible to do something like that with Red's fire tail?  It would be pretty cool to see it actually burning while he is standing there :)
 
Good job, cmh175, I'm glad you managed to solve the issues. Was the problem related to the way Blender was handling your model?
I saw Mayo Master mention earlier that he used fluid dynamics to make moving water in his midgar sewers scene for the avalanche HD remake project.  I wonder if it would be possible to do something like that with Red's fire tail?  It would be pretty cool to see it actually burning while he is standing there :)
I don't think that's feasible. Simply: sure, I could make something like fire in Blender, but it'd work as long as you keep things in Blender. As soon as you export the model, it's no longer applicable. You would need something to support fire within the game engine (or at the very least an additional mobile light point), and I don't think that's going to happen any time soon (basically, it requires a re-write of the game engine).
My sewer scene is a different story: it's all pre-rendered and nothing is real-time. I did my fluid sim in Blender, and then I exported different renders relevant to 8 different frames, which is how many frames where handled in the original scene. It's a bit similar to making an animated gif, actually. Besides, as it stands, I cannot make a smoother animation of the fluid flow by inserting extra frames. The way it is, there's 1 frame every 0.16s (i.e. 6.25 fps), which is not very good compared with usual standards (25 fps). You can test my 50% res. scene and see for yourself.
 
Ha that would be awesome. You're right though, that would require some real changing to the games engine.

Yeah it was Blender more or less. The texture is a single png and the uv mapping for the flame is pretty small so it seems that when exporting the piece it corrupts the uv mapping. Pretty weird, but the tail now has it's own cropped tex file and works fine.
 
Not to worry I haven't forgotten about this, had a project from work that needed my full attention so Red XIII had to be put on hold a few days. I had to recut new pieces for most of the field model but it's nearly done now. Just needs the tail which I'll add later this evening. I'm going to do some testing so there aren't any quirks when it's released, but I'm planning on a Friday evening release. Saturday if I find anything that really needs more attention.

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This is awesome, thank you! (Even though I have no way of playing FFVIIPC on my current system...)

Just the same, I appreciate your work. It makes me happy :)
 
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