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Project forums => Team Avalanche => Topic started by: Ulpian on 2012-10-07 23:10:04

Title: [HD Remake] Sector 6 Slums
Post by: Ulpian on 2012-10-07 23:10:04
Hi there!
Had a bit of FFVII nostalgia the other day and stumbled upon your brilliant HD overhaul project. I'm not much of an artist, but here's a remake of a Sector 6 field scene I managed to create:

Original
(http://images.wikia.com/finalfantasy/images/c/c9/Sector6-ffvii.png)

Remake (click for full size)
(http://i48.tinypic.com/5cbyuq.jpg])

Looking forward to your comments and recommendations :)

Ulpian

----------------------------------

[EDIT] new versions

(http://i45.tinypic.com/11gsgad.jpg)

(http://i48.tinypic.com/wi3fw2.jpg)

(http://i48.tinypic.com/a81ug.jpg)

(http://www1.picturepush.com/photo/a/10982439/640/10982439.jpg) (http://www1.picturepush.com/photo/a/10982439/img/10982439.jpg)
Title: Re: Sector 6 Slums [HD Remake]
Post by: Rayved on 2012-10-07 23:49:57
I think it looks really good, but I'd like it better if the colors were more saturated, more like the original.
Title: Re: Sector 6 Slums [HD Remake]
Post by: Vgr on 2012-10-08 01:12:10
I believe it'd look better if you gave it a more "rusty" feeling instead of a "dusty" one. But anyway, nice job!
Title: Re: Sector 6 Slums [HD Remake]
Post by: whitERaven on 2012-10-08 01:13:17
Wow.. Thats really cool.. I didn't really like the original, so good job.

I agree with rayved though colors kinda dull.. Maybe something like this just a suggestion..

(http://imageshack.us/a/img14/7474/editto.jpg)

Title: Re: Sector 6 Slums [HD Remake]
Post by: Covarr on 2012-10-08 02:19:57
Those bumpmaps are a bit strong, and the street is a bit too reflective, but otherwise it's a very good job. A few days, you say? That pretty much makes you faster than most of TA.
Title: Re: Sector 6 Slums [HD Remake]
Post by: obesebear on 2012-10-08 02:30:05
Like
Title: Re: Sector 6 Slums [HD Remake]
Post by: Tempus on 2012-10-08 06:44:40
That looks nice. I second the points about the bump/normal maps on the road and the higher saturation. Also, is it just me or does the render look a little noisy? What 3D app was this modelled and rendered in? For someone who says they're not much of an artist you did a pretty good job!
Title: Re: Sector 6 Slums [HD Remake]
Post by: Nightmarish on 2012-10-08 09:59:07
I really like it.
IMO the saturation should be something between yours and whitERaven. Also the road seems to have too much "gravel" (?), i mean it almost looks like earth dirt.

Anyways, i like your style, do you think you'll be doing more scenes?
I really hope so :)
Title: Re: Sector 6 Slums [HD Remake]
Post by: Ulpian on 2012-10-08 11:06:24
Thanks for the feedback guys, it's been quite helpful so far :)
As per your recommendations, here's version 2.0 with less bumpy/reflective roads and more saturated colors overall:

(http://i45.tinypic.com/11gsgad.jpg)

(Apps used are Maya/mental-ray + Photoshop)

Ulpian
Title: Re: Sector 6 Slums [HD Remake]
Post by: Rayved on 2012-10-08 15:26:53
The white lanes should be more worn off line in the original too. It looks too bright and clean. As for the corrections you made, I think the colors look great!
Title: Re: Sector 6 Slums [HD Remake]
Post by: Mayo Master on 2012-10-08 16:27:05
That's great stuff, ulpian! Keep it up!
I would have some recommendations:
- Eventually you may have to aim for a high-res render which is 5x5 times the size of the original. This would make this particular picture extremely large (something like 3200*2800) and rendering times may become a bit of a problem. I think TA set a minimum at 4*4 times, which still makes it 2560*2240.
- The reason why I mention the target high-res is because many details will require improvements when you get to that scale, while they are not apparent even at half such render size (I know that from my own slow progress  :oops:).
- I think that the textures of the road need further revisions. 2 aspects come to mind: first, the surface bumps of the road are, in my opinion, the sort of things which should not show up until you really get to the very high-res renders I mentioned before. At your current scale, they should be barely visible. Then, I would advise you model the thickness of the road with another texture, which may be similar to the surface only with much more pronounced bumps (your current bump size may do). For reference, check out pictures of broken roads (like after landslides or earthquakes), with an example below.
(http://bentonparker.olhblogspot.com/files/2011/04/Broken-Road.jpg)
Otherwise, most of your stuff looks spot-on. Looking forward to seeing more  :)

EDIT: Got you listed on the sticky Tasklist.
Title: Re: Sector 6 Slums [HD Remake]
Post by: Covarr on 2012-10-08 19:13:09
New version looks fantastic. I like it a lot.
Title: Re: Sector 6 Slums [HD Remake]
Post by: Timu Sumisu on 2012-10-09 01:07:41
the light above the bottom entrance is too bright, causing a high level of plastic-y spec reflection on the ground. Other than that very nice, try to make the colors pop out a bit more, and vary up the posters on the wall.

Welcome to Qhimm.
Title: Re: Sector 6 Slums [HD Remake]
Post by: Ulpian on 2012-10-09 03:25:21
Hi all, thanks again for your pointers and kind words, much appreciated :)

-   Fixed lanes and bottom entrance’s light, as per Rayved’s and Timu’s comments
-   Following Mayo Master’s considerations on high-res rendering, refined and reduced bump map everywhere and tweaked textures overall so that they look somehow decent up close; accordingly did a render at 300% of the original background size rather than 200%
-   Touched up a few textures in post-processing

(click for 1920x1680 resolution in all its glory)
(http://i48.tinypic.com/wi3fw2.jpg)

By the way, I’m not sure I understand the point of a potential 5x5 render: isn’t the native FFVII resolution 320x240? 500% resizing only makes sense when playing in a 1600x1400 window, which seems quite a lot. A mere 300% resizing of every field screen background lets one already play at '720p' quality, if I’m not mistaken.

Title: Re: Sector 6 Slums [HD Remake]
Post by: Mayo Master on 2012-10-09 04:03:08
In my opinion you could reduce the bumps of the road surface some more. The original looks pretty slick.
As for the 5 x 5 size, well, full HD means 1920 x 1080, while most screens of the original are indeed at 320 x 240. So technically, to satisfy HD requirement we would need a 4.5 magnification, which we "rounded" to the upper value. Or at least, that's how I understand things.
The image you are working on is a field scene where the screen "scrolls" as you move the character, so I would suppose that you need to get the image beyond the resolution of just one single screen. Perhaps someone else can confirm you this.
Title: Re: Sector 6 Slums [HD Remake]
Post by: alloy on 2012-10-09 04:56:24
Awesome scene. Only thing popping out to me is the overall environment light is way darker then in the original. I like it though, maybe make the walls slightly more visible.
Title: Re: Sector 6 Slums [HD Remake]
Post by: Timu Sumisu on 2012-10-09 12:53:34
Nicely done. 5x renders has mostly to do with keeping an even pixel (.5 scaling artifacts are nasty), and as was stated above, scrolling scenes have use playing fairly zoomed in. Congratulations on the good work, I look forward to seeing more of your art.
Title: Re: Sector 6 Slums [HD Remake]
Post by: Ulpian on 2012-10-09 15:27:42
Latest changes, hopefully this qualifies as the final version :)

-   Reduced bump map on the road again (though I do find the original one slightly too smooth)
-   Environment lighting overall brighter
-   Lots of post-processing adjustments

(http://i48.tinypic.com/a81ug.jpg)

Here’s the original again for good measure

(http://images.wikia.com/finalfantasy/images/c/c9/Sector6-ffvii.png)

And here's how an in-game screenshot would appear:

(click to zoom)
(http://i45.tinypic.com/4raidc.jpg)

vs.

(http://i48.tinypic.com/ayrjhu.jpg)

Cheers,

Ulpian
Title: Re: [HD Remake] Sector 6 Slums
Post by: LeonhartGR on 2012-10-09 16:11:55
This is great please release! :P :P
Title: Re: [HD Remake] Sector 6 Slums
Post by: Hellbringer616 on 2012-10-09 16:37:35
I feel that it looks to clean. Not enough cracks in the asphalt and not enough dirt on it as well.

Otherwise, it looks great! i'd love it use it either way
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2012-10-09 16:56:11
That's a great update, good job  :)

The lighting looks very nice to me. The wall panels, the mechanical hand, the crane... all this stuff is spot on.
There are several aspects however, which may require some tailoring:
- I think Timu Sumisu confirmed we needed a x5 image, so I'm concerned with how it would look like at such resolution.
- I persist thinking your surface bumps on the road are way too high. Right now it looks more like very coarse concrete, not like paving asphalt. I can't imagine driving on that (cracks notwithstanding). Why don't you give a try to much smaller bumps for us to check out, and if your initial guess was indeed better, at least you won't have to suffer my complaints anymore  :-P
- Thinking of the road bumpmap, I have another suggestion: why don't you try an additional bumpmap (as a complement) with a pattern similar to the smaller cracks in the road as drawn in the original picture? These cracks would be deeper than your average bumps of course. Let me know if you need more clarification on this suggestion (I'm not sure what I mean is understandable enough).
- Your wood texture is a bit weird. I think that's typically the sort of problem that shows when you go high-res. When you get wooden planks, they don't show that kind of patterns with concentric circles (like you have when chopping a trunk).

Anyway, in my native language we have the saying "criticizing is easy, art is difficult", and I'm very much aware of that  ;)
Title: Re: [HD Remake] Sector 6 Slums
Post by: Covarr on 2012-10-09 17:20:03
- I persist thinking your surface bumps on the road are way too high. Right now it looks more like very coarse concrete, not like paving asphalt. I can't imagine driving on that (cracks notwithstanding). Why don't you give a try to much smaller bumps for us to check out, and if your initial guess was indeed better, at least you won't have to suffer my complaints anymore  :-P
I don't think the issue is depth. The bumps are too wide. If you walk into the street, how big are the small bumps in the road compared to your feet? Now compare these bumps to cloud's feet. Higher-resolution bumpmaps may be needed to get that effect right, though I'm not absolutely sure.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2012-10-09 17:29:08
I don't think the issue is depth. The bumps are too wide. If you walk into the street, how big are the small bumps in the road compared to your feet? Now compare these bumps to cloud's feet. Higher-resolution bumpmaps may be needed to get that effect right, though I'm not absolutely sure.
You do have a point, and I actually think it's both. The "grains" in paving asphalt are of the scale of 1 cm, and the bump height is probably 2 mm. I don't know what tools are available in Maya for bumpmap texturing, but with Blender I would use a voronoi noise pattern with very fine scale and negative normal effect on geometry. 
Title: Re: [HD Remake] Sector 6 Slums
Post by: Nightmarish on 2012-10-10 00:09:30
V2 is my favourite so far.
I think it only misses the dirty white stripes
Title: Re: [HD Remake] Sector 6 Slums
Post by: LeonhartGR on 2012-10-10 08:20:59
Street lines in v4 are quite realistic!
Title: Re: [HD Remake] Sector 6 Slums
Post by: whitERaven on 2012-10-10 08:26:54
LoL this has come a long way since your v.1 .. good thing you welcome constructive criticisms and have the patience to keep redoing it. Good job! you should do other scenes.. you have the skills I'm sure TA could really use your help. :) :) :)
Title: Re: [HD Remake] Sector 6 Slums
Post by: Sapphire on 2012-10-10 10:51:23
Sweet job dude, is this a 3D model or is it photoshop? I only ask cause you didn't show any editor screenshots. If this is photoshop this is incredible, really nice work.
Title: Re: [HD Remake] Sector 6 Slums
Post by: whitERaven on 2012-10-10 11:52:12
According to his previous post, he used Maya/mental-ray + Photoshop :)
Title: Re: [HD Remake] Sector 6 Slums
Post by: Rayved on 2012-10-10 16:48:20
I don't like the wood texture when looking at the full size picture. I think the stripes should go along the planks' direction.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ulpian on 2012-10-11 03:04:29
Thanks again for the comments guys, looks like we’re near the end of this scene :)

Here’s the 500% version (in massive 3200x2800 pixels) in which the road has a less bumpy - yet dirty - look (has to be seen up close I guess) and finer textures. Lots of post-render additions including the cracks; also fixed the wood texture.

(http://www1.picturepush.com/photo/a/10982439/640/10982439.jpg) (http://www1.picturepush.com/photo/a/10982439/img/10982439.jpg)

Here’s a fake screenshot to show the level of detail while fully zoomed:

(http://i46.tinypic.com/35l8bdi.jpg) (http://i46.tinypic.com/35l8bdi.jpg)

And here’s the editor:

(http://i50.tinypic.com/2yn5t8h.jpg)

Cheers,

Ulpian


P.S. @Mayo Master: Something along the lines of "la critique est aisée, l’art est difficile" I assume ;)
Title: Re: [HD Remake] Sector 6 Slums
Post by: Sapphire on 2012-10-11 04:02:08
Wow, incredible work dude. The wireframe is insanely clean too i'm quite impressed! Glad to see there are more and more people joining our team, keep it up!
Title: Re: [HD Remake] Sector 6 Slums
Post by: anaho on 2012-10-11 10:57:17
Your materials are the tits XD  Love the rusty metal and concrete. How did you distribute the rubble? By hand or via script/plug-in?
Title: Re: [HD Remake] Sector 6 Slums
Post by: Hellbringer616 on 2012-10-11 11:11:12
it's beautiful *tear*  ;)
Title: Re: [HD Remake] Sector 6 Slums
Post by: LeonhartGR on 2012-10-11 12:07:48
Oh God! Plz release!
Title: Re: [HD Remake] Sector 6 Slums
Post by: Nightmarish on 2012-10-11 14:11:15
My vote is put it in the "done" folder and move to another scene  :P
Title: Re: [HD Remake] Sector 6 Slums
Post by: whitERaven on 2012-10-11 14:34:30
I agree.. it's hard to please everyone at this rate this will take forever.. I think it's great and you should move on to other scenes.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Hellbringer616 on 2012-10-11 14:45:33
I am happy with the quality of V5

Make sure you save the model in case we can import it into q-Gears :P
Title: Re: [HD Remake] Sector 6 Slums
Post by: Timu Sumisu on 2012-10-11 15:37:07
I am happy with the quality of V5

Make sure you save the model in case we can import it into q-Gears :P

Or other things!
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ulpian on 2012-10-11 16:14:42
Couldn't have improved it without you guys, thanks a bunch.  It really was necessary to go all the way to 500% but I do share the view that the latest version pretty much qualifies as done & dusted now.

@anaho: the random planks lying around you mean? I did a dynamic simulation letting three dozen of them fall and pile up on the ground, then duplicated the result here and there. The "stairs" are done by hand though.

Ulpian
Title: Re: [HD Remake] Sector 6 Slums
Post by: whitERaven on 2012-10-11 16:19:07
so do you plan on doing more scenes sir??
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2012-10-11 16:20:39
P.S. @Mayo Master: Something along the lines of "la critique est aisée, l’art est difficile" I assume ;)
You got it  :)
Otherwise, congratulations on a job well done  :D
The way you addressed the issues I mentioned is really good in V5, while the rest was already spot on.
My vote is put it in the "done" folder and move to another scene  :P
I agree.

I'm waiting for the final word of the moderator to notify it in the sticky thread. You should be granted the access to the file repository, too (unless that's done already).
Title: Re: [HD Remake] Sector 6 Slums
Post by: sl1982 on 2012-10-11 17:17:52
I say that scene is release quality. Is it already converted for use in game?

edit: Ulpian, PM me your google email so I can add you to the repo access list.
Title: Re: [HD Remake] Sector 6 Slums
Post by: LeonhartGR on 2012-10-12 09:35:51
I love French! :P v5 is the best!
Title: Re: [HD Remake] Sector 6 Slums
Post by: ManuBBXX on 2012-10-12 14:30:55
Why suddenly love french ?  ;D
Title: Re: [HD Remake] Sector 6 Slums
Post by: Timber on 2012-10-13 02:49:48
V5 looks incredible, good stuff, hope to see more!
Title: Re: [HD Remake] Sector 6 Slums
Post by: Rayved on 2012-10-13 03:27:57
Du très beau travail, félicitation :P
Title: Re: [HD Remake] Sector 6 Slums
Post by: LeonhartGR on 2012-10-13 08:15:26
Tres bien, Tres bien! :P
Title: Re: [HD Remake] Sector 6 Slums
Post by: ManuBBXX on 2012-10-13 17:21:18
Attention, on a des frenchies dans la place ici !!  ;D
Title: Re: [HD Remake] Sector 6 Slums
Post by: Rayved on 2012-10-14 03:03:54
Quebec ftw!
Title: Re: [HD Remake] Sector 6 Slums
Post by: kela51 on 2012-10-14 10:58:16
Très impressionnant!  ;D
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ulpian on 2012-10-14 20:16:39
Glad you all like v5.0, and really appreciated the kudos (including the ones in french). I'm looking forward to remaking some more scenes, though it does feel like very tiny steps within an overall massive (and criminally understaffed) project.

Ulpian
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2012-10-15 01:38:35
sl1982 suggested to me in the other thread to pick scenes in order to minimize a "clash of styles". In that respect, maybe you'd like to get to another "outdoor" scene of the slums, in the vicinity of the one you already made?
Title: Re: [HD Remake] Sector 6 Slums
Post by: Nightmarish on 2012-10-15 09:43:49
Yeah, I'd suggest dividing a game in "sectors" to be easier to make the job feel attainable.

F.e., divide it by cities and only move on to another one when the first one is completly remaked. Making a remake here and there will only demotivate as you'll come across "man, there's so much to do", and in the end you'll have a bunch of scenes, redone by different guys, that doesn't fit together. At least if you completly do a city, and decide to take a break (aka in modding, you wont ever touch that again aka dead project) your work wouldn't have been in vain.

If i were you i would concentrate ina small place, like redoing the inside of the shinra ship or the shinra sinked airplane.
They have few scenes, no one have touched them and i believe it would fit your style.
Title: Re: [HD Remake] Sector 6 Slums
Post by: themadpatter on 2012-10-16 06:00:33
Wow! Totally amazing. I echo the posts above as you don't want to do too much then get burnt out.
Title: Re: [HD Remake] Sector 6 Slums
Post by: whitERaven on 2012-10-16 07:23:59
Yeah, I'd suggest dividing a game in "sectors" to be easier to make the job feel attainable.

F.e., divide it by cities and only move on to another one when the first one is completly remaked. Making a remake here and there will only demotivate as you'll come across "man, there's so much to do", and in the end you'll have a bunch of scenes, redone by different guys, that doesn't fit together. At least if you completly do a city, and decide to take a break (aka in modding, you wont ever touch that again aka dead project) your work wouldn't have been in vain.

If i were you i would concentrate ina small place, like redoing the inside of the shinra ship or the shinra sinked airplane.
They have few scenes, no one have touched them and i believe it would fit your style.

Isn't that what they're doing already on the the Bombing Mission Project? or am I wrong..
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ulpian on 2012-10-21 21:32:47
'Evening all, here's a quick WIP preview of the next scene. Will probably do the lights, textures and the rest of the modelling next week-end.

(http://i48.tinypic.com/w0s0mq.jpg)


Original:
(http://images3.wikia.nocookie.net/__cb20120328153940/finalfantasy/images/c/ce/Sector6-ffvii-park.png)
Title: Re: [HD Remake] Sector 6 Slums
Post by: LeonhartGR on 2012-10-21 21:43:55
Ohhhhhhh!  Great!!! It's alive!
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2012-10-22 06:43:05
 :o
Wow! That's really stunning! That's going to be awesome  :)

This goes to emphasize how much noob I am in 3d modelling  :|   I'm going to post my own progress though...
Title: Re: [HD Remake] Sector 6 Slums
Post by: Nightmarish on 2012-10-22 10:33:26
The left leg on the "hanging carts" (?) is a bit bended in the original.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Covarr on 2012-10-22 19:19:44
That chain link fence is interesting to me. It seems like it's a lot finer on yours than the original. I think this is a perfect example of the sort of thing that's inaccurate, but a welcome change. Your chain link is a lot closer to a real one, and better fits the size of the fence in relation to the characters. I'd bet the original was the way it was because they were trying to make something that looked good and was identifiable even at the absurdly low resolutions of days gone by.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ulpian on 2012-10-22 19:58:58
Well it's quite interesting you'd spot that, Covarr: when creating the fence, I actually modeled it down to the intertwined chain links (instead of relying on some poly plane with textured transparency as the original apparently used):

(http://i49.tinypic.com/opz5u.jpg)

...alas, there is little chance one will notice those details from the aerial view even at full resolution.

@Nightmarish: the left leg on the swings you mean? it's already slightly bent but will work on that, thanks.
Title: Re: [HD Remake] Sector 6 Slums
Post by: whitERaven on 2012-10-23 00:18:38
ohh.. such details.. you good man, can't wait till you finish this..
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ulpian on 2013-01-12 10:33:15
Hi there,

I'm alive and well but currently between university exams and military obligations. I haven't forgotten this project and found the latest BG work of Mayo Master, SpooX and now-returned Timu quite inspiring. Hope to see more in the future as well as extend my own contributions.

Wishing you all a great start in 2013


Ulpian
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2013-01-12 13:05:07
Great to see you're alive and well! Take courage for all these obligations, we'll be looking forward to seeing you back on this project  :)
Title: Re: [HD Remake] Sector 6 Slums
Post by: DLPB_ on 2013-01-13 06:31:47
abnormal how you guys model like that
Title: Re: [HD Remake] Sector 6 Slums
Post by: PrinceKLR on 2013-02-24 10:52:01
well sry to bump in this topic
first of all it looks stunning both of the pics
and i wanted to ask how to get to use in game using just the pic
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mirrorman95 on 2013-02-26 02:44:24
Yeah, and the Jessie, Biggs, Wedge, and 1st Ray models are amazing. I hope they release those soon. And I'm pretty sure this wouldn't be a bump if the server hadn't been down and deleted the last few weeks of posts.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Theclad on 2013-02-27 09:39:11
C'est complétement dingue !  ;)

What's a lot of effort ! Thank you ! :)
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2015-01-19 16:35:11
Hi folks,

If someone out there has a minimum of skills with an image processing software (Photoshop, Gimp, etc.), we could use some help regarding a particular scene, given that Ulpian went MIA.
The thing is: Ulpian made a final render of the "broken road" scene mds6_1 and uploaded it on the repo, but as it is the scene is not playable. The job in question would involve taking this render, and (painstakingly and painfully) re-create the layers. I see a lot of Magic Wand involved in this :P
Thanks in advance to anyone who volunteers!
Title: Re: [HD Remake] Sector 6 Slums
Post by: sl1982 on 2015-01-19 19:44:25
That scene looks pretty tricky to do. I may take a stab at it when i finish these textures.
Title: Re: [HD Remake] Sector 6 Slums
Post by: paul on 2015-01-19 21:04:07
Nooooooo why didn't he upload the source :(
Title: Re: [HD Remake] Sector 6 Slums
Post by: SpooX on 2015-01-29 21:41:18
Such a shame he went awol....So much detail in those renders.... :-[
Title: Re: [HD Remake] Sector 6 Slums
Post by: Fischkopf on 2015-02-02 08:46:43
I think in the future you should probably start asking people for the original model file (or at least a .psd file with all the layers), even if it's just a WIP version, because WAY too often works just gets lost. Hell, even make it obligatory...

Some people come here, start one scene, maybe leaving some finished rendered images without layers (which are usable but a pain in the ass to edit), or renders of unfinished work with great potential, but never come back to the forums to finish it, and didn't leave the model file for someone else to finish it...
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2015-03-28 20:18:20
Quick update:

I got some help from someone at ff7.fr (http://ff7.fr) to make the layering process of the mds6_1 scene and have it playable. It can probably be released within 2 weeks  :)
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2015-04-02 02:09:48
It is done.
It took quite a number of retouches to get Ulpian's render in the game, namely because of a fair amount of layering issues. There were more than 20 Photoshop/Gimp revisions which were necessary.
Kudos to Shampignon from the ff7.fr community who helped out a great deal.
I hope you'll enjoy!
Title: Re: [HD Remake] Sector 6 Slums
Post by: Fischkopf on 2015-04-02 20:47:56
Can we see it?  ;)
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2015-04-02 21:12:03
Can we see it?  ;)
It's on the gallery thread (http://forums.qhimm.com/index.php?topic=15975.msg224827#msg224827) :)
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ragna on 2015-04-02 22:53:58
Would it be possible if you update some .jpg images on the gallery with the original .png files?
There seems to be much quality loss on some such files. One would think those renders are of bad quality instead.

And can I ask why are some renders with noise? I'm not a big fan of that noise effect. :|

Anyway, do you people realize you are doing some amazing work? ;)
Title: Re: [HD Remake] Sector 6 Slums
Post by: KnifeTheSky77 on 2015-04-02 23:18:24
That hand drawn look is very attractive, it's a real shame he hasn't done more. The Photoshop'd effects look great compared to the blender rendered ones, not that they don't look great in their own right
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2015-04-03 00:09:15
Would it be possible if you update some .jpg images on the gallery with the original .png files?
There seems to be much quality loss on some such files. One would think those renders are of bad quality instead.

And can I ask why are some renders with noise? I'm not a big fan of that noise effect. :|

Anyway, do you people realize you are doing some amazing work? ;)
Ehmm... to be sincere, I'm not sure what images you're referring to. The "Release gallery" only has .png images, high res, and as noise-free as it can get. If you're referring to other pictures from other threads, they're "work in progress" stuff, which may explain the presence of noise.
In case you don't know: when you want to render, in most 3d software you use a raytracing technique which has to back-calculate how objects are illuminated. Realistic illumination is achieved by accounting for indirect illumination (ie, light bouncing on neighboring objects before being reflected by the object of interest), in addition to direct lighting. Back-calculating the sources of indirect illumination can be viewed as an iterative process - in Blender they correspond to a number of Samples. At low Sample number, the image is very noisy, and the more Samples you have, the more the render will converge towards a "perfect" picture. However, the number of samples you decide on when launching the rendering process will be the main factor in your rendering time. My "release quality" pictures took more or less 20+ hours to render, based on the complexity of the scene and the picture size (mds5_1 took a lot more, for instance). So, when you just want to show an update or a "work in progress" picture, it makes sense to make faster render, which will display some amount of noise.

That hand drawn look is very attractive, it's a real shame he hasn't done more. The Photoshop'd effects look great compared to the blender rendered ones, not that they don't look great in their own right
Well, it would be awesome to see him back, I've sent him a message about the completion of the scene and hope it can reach him.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ragna on 2015-04-03 15:44:56
Really? :-o
http://forums.qhimm.com/index.php?topic=15975.msg224827#msg224827

mds5_1
min51_1
eals_1
mds6_1

Those appear as bad .jpg files to me. I think the image server converts too heavy big sized images into .jpg? :|

Of course I know all that rendering stuff.
Maybe it's me but some seem to have some slight noise effect to them in some specific parts, or maybe it's the materials.
There's no image postprocessing applied after rendering, right?

PS: I've got some sources in the GPU field telling me that real-time raytracing is coming commercially available soon (I hope it is not Blizzard's "Soon™") near the time or some time after DX12 and Vulkan get released.
I hope they're not trolling me, lol, because I think that's the more groundbreaking advancement on the industry in decades. Said I should be looking at AMD & Samsung... :o
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2015-04-03 16:33:58
Really? :-o
http://forums.qhimm.com/index.php?topic=15975.msg224827#msg224827

mds5_1
min51_1
eals_1
mds6_1

Those appear as bad .jpg files to me. I think the image server converts too heavy big sized images into .jpg? :|
To be honest, I don't seem to find glaring issues on my end (or maybe I've been working with these images too long and I'm lacking perspective). For mds5_1, there is some level of noise (my render lasted 5 days on that one :S ) mostly because of a huge volumetric scattering shader which was meant to convey the feel of a dusty atmosphere. I wasn't minding the noise on this one because of that "dusty" effect. And yes, these images have very little in terms of post-processing - I didn't have any noise-removal method available which could satisfyingly remove noise without looking noticeably filtered.
That being said, if there's an image compression issue on your end, the problematic images correlate with image size, so there may be something there. Except for eals_1, the three others are the largest. Could you give me some details about where in these pictures you notice the biggest problems? I'm really having troubles to pinpoint that.

That being said, now that I recall, I did notice several artifacts like you described when viewing the images from my work place (c'mon, I can have a coffee break every now and then :P  ). I don't know whether it's due to a server compression artifact or simply that my work monitors were not having the same display quality.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ragna on 2015-04-03 17:13:27
To be honest, I don't seem to find glaring issues on my end (or maybe I've been working with these images too long and I'm lacking perspective). For mds5_1, there is some level of noise (my render lasted 5 days on that one :S ) mostly because of a huge volumetric scattering shader which was meant to convey the feel of a dusty atmosphere. I wasn't minding the noise on this one because of that "dusty" effect. And yes, these images have very little in terms of post-processing - I didn't have any noise-removal method available which could satisfyingly remove noise without looking noticeably filtered.
That being said, if there's an image compression issue on your end, the problematic images correlate with image size, so there may be something there. Except for eals_1, the three others are the largest. Could you give me some details about where in these pictures you notice the biggest problems? I'm really having troubles to pinpoint that.
Look: http://i.imgur.com/s9yIomm.jpg
It is a badly re-encoded image (.jpg). That's the problem with those I listed on my precious previous (lol at mistake there) post.
Is there not an image server you could upload them to that doesn't convert heavy images into .jpgs?

Nevermind the noise thing. What I was talking about noise is not on those images, since I can't really see much detail in those compressed .jpg files.
I meant on the other .png images there seems to be some places where one can see some slight noise. Maybe slightly increasing the number of samples would fix it?

Anyway if you want to know it is:
The bed in mds5_dk.
The door-mat, fire-extinguisher, and japanese peace hand gesture drawing on the box in mds5_m.
The entrance mat and the top box near the dices and jars in mds5_i.
The bag and the dirt in the windows in mds5_w.
The reflection of those weird red lamps on the bed in min51_2.
The bottom part of the furniture near the window, the rug, and the sitting part of the right and bottom chairs in ealin_1.
The same parts and the books and lighting effect too in ealin_12.
Many weird dots in the bottom part and the wooden part in the beds of ealin_2.

Am I the only one who sees it?
But don't worry too much, I don't think it's a problem anyway.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Covarr on 2015-04-03 17:36:05
Imgur converts PNGs to JPGs if you aren't logged in when you upload. The best solution to this is to make an account (or log in) before uploading, and they will keep the original image intact in most cases.
Title: Re: [HD Remake] Sector 6 Slums
Post by: paul on 2015-04-03 22:46:15
I must have bad eye sight cause I didn't even notice they where jpg's cause they look so good to me :s
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2015-04-04 16:27:25
Imgur converts PNGs to JPGs if you aren't logged in when you upload. The best solution to this is to make an account (or log in) before uploading, and they will keep the original image intact in most cases.
I was logged in when uploading these images. It looks like this image display problem doesn't affect everybody. I don't think it's a big deal, although I could upload the "Released" pictures on googledrive instead of imgur and see how that changes.
Title: Re: [HD Remake] Sector 6 Slums
Post by: anaho on 2015-04-06 13:49:14
I like what you have done to the scene I gave you.
I started on MDS7_IMa btw. I think it would be good if I concentrate on adjacent maps, so that it gives a more complete experience. I am in need of handdrawn textures though. Maybe I can get away with some filters as well. The better the renders look, the worse they blend into the game. And I really spend like 90% of the time on texturing and materials...
Another problem is that my scenes grow extremely huge in file size. The cave here is 500 MB ( without textures) and consumes 12GB to render. I want to upload every scene for preservation, but not like this! Sorry for the off-topic though.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ragna on 2015-04-06 15:10:19
I was logged in when uploading these images. It looks like this image display problem doesn't affect everybody. I don't think it's a big deal, although I could upload the "Released" pictures on googledrive instead of imgur and see how that changes.
It happens too if you're logged in if it surpasses an unknown (to me) limit. It happened to me too not so long ago...
I guess uploading them to your googledrive will be the solution, yes. Sorry to bother you with all this. :oops:
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2015-04-07 15:56:40
It happens too if you're logged in if it surpasses an unknown (to me) limit. It happened to me too not so long ago...
I guess uploading them to your googledrive will be the solution, yes. Sorry to bother you with all this. :oops:
I'll do that job eventually. And don't worry, after all, the point of this project is a graphic upgrade, so if the gallery which is supposed to present that doesn't do it justice, it would be a shame.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2015-04-08 23:38:00
Ehmmm.... quick question: I uploaded the high res renders on google drive, but it does not seem possible to link them as a viewable image directly (using the (img)(/img) codes with square brackets), only as a hyperlink. Any idea about how that can be worked around?
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ragna on 2015-04-09 00:14:28
I got no idea but in case it is just not possible I don't think that's a huge problem since at least the page would load faster with just links. :P
EDIT: Or you could put the links along a small resized .png to show too?
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2015-04-09 00:19:46
That's what I did for colne_b1 (http://forums.qhimm.com/index.php?topic=15975.msg224828#msg224828), so far. Shall I do the same for the other images?
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ragna on 2015-04-09 00:24:16
Yeah probably. I've been trying to find a working url on the full sized images but nothing.
Unless someone knows better I think it's the best solution.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2015-04-09 00:50:25
Ok, done  :D
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ragna on 2015-04-09 13:52:09
Nice, they all look great now.
Well, all except "mds6_1", as it somehow still has something wrong... Is it excess of dirt?
If you look closely it's like there's too much dirt saturation on some places.
But at least it doesn't look compressed and blocky/tiled now.

Still not as clear and crispy as the rest... :| Is it really yours that field? :-P EDIT: Whoops! Clearly not, sorry. :oops:
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2015-04-09 15:23:56
mds6_1 was not done using the same tools: Ulpian made that one with Maya (not sure which render engine he used) and added a dose of Photoshop. Which was then re-photoshopped by Shampignon (from ff7.fr) and I because there were layering problems. Nevertheless, that's "release quality".
Different tools are bound to give different visual "feel", the plan is to have each artist working on a particular geographical zone to have local visual consistency. I also do not want to force the use of Blender on artists who are more proficient with other tools.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ragna on 2015-04-09 16:04:42
Yeah no problem, it's much better than nothing anyway.
I hope Ulpian returns with more fields work done or something...

---

Is there some place where one could find people to work on CG fields for FF7? ???
We should tell those about this hobby project, maybe?
I'd like this to grow... or else an official remake could be made and released meanwhile (lol).

Oh and sorry for my too much off-topic here by the way.
Title: Re: [HD Remake] Sector 6 Slums
Post by: Mayo Master on 2015-04-10 16:13:38
Searching for people who would be willing to participate has to be made along two paths:
- On the one hand we can check communities of 3D modelling hobbyists. For that matter, once someone makes an in-game HD video featuring the high res fields along with Kaldarasha's models, I think I'll go make some advertising on blenderartists.org (http://blenderartists.org). The downside: many people will be put off by the fact that it has to be a volunteer work which requires a lot of commitment.
- We could find people with enough drive in people from various FF7 fan sites. I've already gotten in touch with the French community of ff7.fr (http://ff7.fr), where people showed a lot of interest and enthusiasm for the project. Two people from there already offered to participate. The downside: not much 3d modelling skills, however I believe that with enough commitment and desire to learn, many people could "level-up" enough to produce some good piece of work (reflecting on how I've gotten to my current level myself).
Title: Re: [HD Remake] Sector 6 Slums
Post by: Ragna on 2015-04-10 21:13:14
So it seems tricky to find people, huh?
I wish whoever joins the project has a level similar to yours, though. ;)
Title: Re: [HD Remake] Sector 6 Slums
Post by: Fischkopf on 2015-04-12 16:35:53
Yes It's kind of hard, especially when this project is kind of hidden in these Forums...

To raise awareness and attract more modelers to the project I think there should be a website for the Team Avalanche project. Also official Facebook and Twitter and Youtube accounts that regularly post updates would help like, a lot.