Video Tutorial: How to make improved FF7 backgrounds in Sketchup

  • Thread starter Thread starter halkun
  • Start date Start date
Status
Not open for further replies.
Hello everyone!

Is there a basic tutorial google sketchup on the positioning of the axes? I'm trying to learn but have no notion of 3D modeling ... Thanks!

Translated by Google :-D
 
Hello everyone!

Is there a basic tutorial google sketchup on the positioning of the axes? I'm trying to learn but have no notion of 3D modeling ... Thanks!

Translated by Google :-D
Watch Halkun's videos in the first post of this thread. I literally had no idea about modelling or sketchup before watching them yesterday and they really helped a lot
 
I noticed some of the field backgrounds don't have especially logical perspective. From the bombing mission, the three-way catwalk is the most egregious. With the X and Z axis aligned to either wall, the Y axis will be slightly misaligned to that very wall, and whether the the X and Z axis are aligned to the catwalk or either wall, you'll find the other two major surfaces out of alignment, and if you try aligning one red line to one wall, and the other to the other wall, you'll still find the catwalk and the other edges of the walls off, and so on in every manner I tried. This makes it very difficult to model, and as pushing oneself is the fastest way to learn, I of course jumped right into it. I have spent spent hours working feverishly and uselessly, to come up with this:
https://dl.dropbox.com/u/795661/practiceA.jpg
https://dl.dropbox.com/u/795661/practiceB.jpg
https://dl.dropbox.com/u/795661/practiceC.jpg
https://dl.dropbox.com/u/795661/practiceD.jpg
https://dl.dropbox.com/u/795661/practiceF.jpg
https://dl.dropbox.com/u/795661/practiceE.jpg
There are inaccuracies that are entirely my fault to the point that this couldn't really be made into anything usable, but you can see where quirks are "the game's fault". Still, after what I have learned attempting this, I feel I could make any simpler (and more sensible) background my b*tch, as well as any badger.
I posted this here not only because it seems to have become an odd, temporary newb thread, but also because it seems right for talk about perspective.
 
Last edited:
I think your problem is that you assume the side walls are parallel with each other. The catwalk is between to of the "pizza slices" of Midgar which means the area is wider towards the reactor and narrower towards the camera.

Do you know how to snap to a plane/axis yet? It will keep the doors from coming crooked.
 
Midgar's exterior, as a whole, is quite weird. I learned this while experimenting with different field backgrounds. Basically, the problem is that it's not completely square, so it's hard to get anything to properly line up. That particular scene is actually between two plates, and because of this, the two side walls can't be completely parallel. Take a look at this. I'm not the best at using paint to explain things, but you should get the idea. I think it would be best to get the entire shell of midgar done first before attempting scenes like that

EDIT: D: beat by halkun xD
 
Actually I stand corrected. I have an alignment that puts everything square. I even popped in a 3d guy for good measure. Here is a picture of my aliagnment points. The thing is. The camera has a very wide field if view, so The vanishing point is almost visable. I'll draw up some plys on this a little later.



Look at how I have the alignment handles lined up. Also notice how the dashed lines cross. It is a high-ass wide-ass angle, but it's doable.
 
Last edited:
...Wow, Guess you're right, It works ok even when you assume it's square. What happens if you drag the green ones to something we know 100% is gonna be square? (i.e the vertical-y part of the bridge)
 
...Wow, Guess you're right, It works ok even when you assume it's square. What happens if you drag the green ones to something we know 100% is gonna be square? (i.e the vertical-y part of the bridge)
The scene is actually square as seen by my pictures above. You just have to get the perspective right.
 
So what you're saying is, It's a continuity error on square's part that they thought we wouldn't ever notice?
Well, We have now!
 
Hello everyone!

Is there a basic tutorial google sketchup on the positioning of the axes? I'm trying to learn but have no notion of 3D modeling ... Thanks!

Translated by Google :-D
Watch Halkun's videos in the first post of this thread. I literally had no idea about modelling or sketchup before watching them yesterday and they really helped a lot
Actually I've watched the tutorials, but the positioning of the axes that is related background. I'm trying to stage the gold saucer but to position the camera is very hard for me. In other backgrounds with more or less the same position of the video I can do.

Again translated by google!1
 
Hopefully Halkun can help you out more with that one then. I'm still not too sure about using 2 photo matched backgrounds, having trouble lining them up with each other and the model. Any help/tips anyone could give?
 
...Wow, Guess you're right, It works ok even when you assume it's square. What happens if you drag the green ones to something we know 100% is gonna be square? (i.e the vertical-y part of the bridge)
The scene is actually square as seen by my pictures above. You just have to get the perspective right.
While possibly the most embarrassing way I've ever turned out sort of correct, I noticed the walls still don't line up perfectly like that (you can see a bit of the reactor's face painted onto the wall, as well as a sliver of distant ground). I guess that's getting a bit further from my assertion that it's "illogical", although still a bit quirky if someone wants to go for total accuracy. I made it way harder than it had to be by not having the the base and top edge of either wall parallel to each other though.
 
The backgrounds do not need to be perfectly aligned in my opinion. Very close is good enough. Nobody is going to notice when they are in game that the original was off by 1 degree. As long as the walkmeshes still work properly we should be fine.
 
Status
Not open for further replies.
Back
Top