Qhimm.com Forums
Project forums => Team Avalanche => Topic started by: jmp434 on 2018-09-01 19:52:55
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Hi all, I'm working on lost time on 3D scenes with the help of Jusete.
I will post here the work done on Juno. If I'm working on another place, I'll create a new topic.
Here is already junpb_1
(https://image.noelshack.com/fichiers/2018/34/1/1534775001-junpb-1-02.png)
And here is junonr_1 (which is being finished.)
(https://image.noelshack.com/fichiers/2018/35/6/1535785669-modular-building-test-5.png)
I will spoil each completed image with the link to see what is already ready to be used in the game.
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Hi everyone, and here is Junon arrives at the end of his rendering ..
I hope you will like the work done on this map!
I will now test it in game: D
(https://nsa39.casimages.com/img/2018/09/03/180903102143546307.png)
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I have to rework the mod, the doors are too big and 2-3 walls are misplaced. Big scene = complication ^^
Anyway, I forgot to put my posters back.
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A little angry on junonr1 so I tack junpb_3 small preview :)
(https://nsa39.casimages.com/img/2018/09/04/180904015155727592.png)
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Excellent job, as usual!
Thanks for finding new motivation to continue your work!
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(https://nsa39.casimages.com/img/2018/09/05/18090509203416953.png)
And that's the basic texture. 2-3 changes and I could start a little rendering: D
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Have layered and sliced your work.
https://www.german-syslinux-blog.de/download/Final-Fantasy-VII-HD-Field-Scenes/index.php#junpb_1
:)
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(https://nsa39.casimages.com/img/2018/09/06/180906112937765980.png)
And here is the rendering practically finished. as I say, I do not like tiling :( So I'm going to rework this one: D
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What u mean ? The tiles looks okay. But u have used the wrong color. There were no black tiles in the original. They used sand-colors. Maybe u should change it. :) The brown circle eye catcher was also a smooth sand color. Your brown isn't really sexy.
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Yeah, it looks pretty as-is, but some of the objects and details in the scene are almost getting lost because they're barely visible against the darker tiles.
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It's not as easy to do it as writing it ^^,
the correction is made. I am finishing rendering.
The scene is almost over :)
You also have to know that I can not reproduce exactly the same scene. Then I like to put some of mine in there too: D
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(https://nsa39.casimages.com/img/2018/09/06/180906061323509910.png)
As I said, here is the finished rendering :)
I will proceed to the cutting in order to integrated it into the game: D
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Yeah, the newer, lighter tiles make a huge difference. This finished rendering looks absolutely gorgeous.
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I like it, well done mate
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Yeah Yeah, The cutting. There are a couple of layers just for the cigarette smoke. Enjoy :D
Btw, u have no smoke effects in the scene.
Remember: Your work is fantastic, but keep the little details of the game itself. I know u have not all details as a model for your program, but i criticized the colors. I think, it is a basic setting in your program to change a color. Don't know it :D I am not a modder!
The scene does not have to be the same as the original, but the basic details like colors should be. Colors change the feeling of a environment. A dark colored place is more depressive as a bright one.
And don't see it as wasted time! We can publish all versions. Let the users choice.
https://www.german-syslinux-blog.de/download/Final-Fantasy-VII-HD-Field-Scenes/#junpb_3
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I did not finish the cigarette smoke haha
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I know, resized the current one to the new size. The smoke is okay. Not good, but okay. Test it by yourself. ;D It has the fresh 8bit 1990 feeling :D
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great job. very nice, I really like version 1.
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(https://nsa39.casimages.com/img/2018/09/06/180906105433744177.png)
That's what the smoke will give. I returned to work. I can not share the layers until tomorrow morning ^^
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U have created for all the smoke scenes, the smoke ? Or is it a fixed image. Hope not! :)
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https://drive.google.com/open?id=1iLcB2F_cdJayBkkeHuzJLgFUrcXGlxjJ (https://drive.google.com/open?id=1iLcB2F_cdJayBkkeHuzJLgFUrcXGlxjJ)
Hi, everything is automated and homogeneous with my program :) I already rename the file but I think it is necessary to change the format for it to be accepted.
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Okay, I find how to make it into the game, it consists of turning it into 8 bit format. However, I made the smoke too far apart. I will redo an image sequence :)
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The game cuts the smoke to the left. To the right is fine :D
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Hi SoulEvan, I just tested your cut Junpb_1, it is very very very bad! We pass through the objects, the bar has 5 millimeters of space between where it should be, and several other errors for example on the ceiling fan. Do not share without testing, it's nice to try but first you have to test then look that there is no modeling error, because it happens, when we import the background in our software , it is enormously pixelated, which does not allow to work exactly on the measurements, a modeling is reworked. But you have to be able to see the mistakes. Here I have already tested the scene in game and I know that the parts put themselves well, I just have a small shift, that's why I asked Shampignon to work, my camera moved slightly when I worked I did not realize immediately. but the form remains good :)
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I have changed it. Download it again. Have sliced the scene again. Hope it's better. I have also test it in game. Looks fine for me personally. I would play with it. But how u said. I am learning at the moment. I didn't know the things at my first cut. :-) Your camera problem is one thing of many i learned too. It is really annoying if u don't noticed it. I learned to save a lot and create different save files for my editions. And always to compare the old with the new layers. The pixel disaster is one big thing. It was the reason for the 5 mm more viewable (They shouldn't) things.
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(https://nsa39.casimages.com/img/2018/09/08/180908010729641465.png)
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I have send u an PM with the Downloadlink.
The scene have one problem. The pole for the fan has a little misalignment. The game also excepts the pole is black, if i clear the overlapping current environment bar. I have seen this many times now. The fship scene is another example for that. Also the md_e1 scene. The game replace different zones with the color black. Also here! It's not an layering problem. I tested a lot.
Here u can see the problem:
OLD:
https://www.german-syslinux-blog.de/download/Final-Fantasy-VII-HD-Field-Scenes/Field-Problems/junpb_1_5_ori.png
Yours:
https://www.german-syslinux-blog.de/download/Final-Fantasy-VII-HD-Field-Scenes/Field-Problems/junpb_1_4.png
If u don't want, that i slicing scenes, say that. No Problem, if u don't want it. I will leave it.
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That's what I said, there is a slight shift that is correctable via photoshop. Yes, I'll take care of it. Then by doing it ourselves we see the problems. I always share the preview and after the mod file, I do it from the beginning. In order to allow me to correct everything. I like to create each environment of the region and then proceed to cut and make my corrections as well, I make a package of the area. What is important to do is to reserve in your site the exact scene that I do so that no one has fun recreat it ^^, as I say mod errors often happen because we get a very pixelated image in the 3D software. So obviously difficult to respect the precise dimmensions, it takes sometimes a dozen rendering on certain complex scene. I am posting a screen of my software to give you an idea of the accuracy that the software gives me on the original background. You will understand then that it is complicated. In addition the original designers have created a lot of inconsistency. Perspective problem sometimes. And here I take jun_w, if you look at the blue light beams on the floor at the entrance to the rooms, it's a light that goes off the wall. Yet in the game, you walk on it completely illogical haha on a lot of place.
(https://nsa39.casimages.com/img/2018/09/08/18090802350280780.png)
Here on the bottom right screen, you see that the pipe has a shift of 1-2 mm
Yet all the rest of the pipes is lined up, as well as every pipe of the stage. The designers have create backgrounds that do not respect the perspective, the only thing possible is to shift the object sometimes 1 mm so that the cuts do not create a hallo shift. But it works and many times. Some scenes work the first time but not all. That's why on each preview rendering we create you can criticize the formatting and this is normal since we must see the problem ourselves and correct it later. It is sometimes discouraging so much it is played on millimeters.
(https://nsa39.casimages.com/img/2018/09/08/180908023920860067.png)
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(https://nsa39.casimages.com/img/2018/09/08/18090804043397192.png)
I have little time to work today but, I have already reproduced this :)
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I have one simple question. Why u don't finish all your already started scenes at first ?
I have read many threads here. U have round about 20 scenes (Haven't count it! The church! Mako reactor etc) who are not finished. I don't get it. What is the point to start many scenes at once and don't complete one thing by another ? Why so many scenes at one time ? It is not only u, also the old modders like Spoox worked on many many many scenes and don't finish one of them.
I wondered why u don't finish the junonr1 scene. Yeah, u said, it has some problems. That's fine, but I don't understand, why u don't fix it first, finish the scene and then work on another. It isn't efficient how u work.Each scene has other rules and u must always think in if u work on an older scene. Have u a simple explanation for your action? :)
PS: I love your work 8-)
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This is sadly the curse of an artist. If the "Muse" does left you, you need something different to do to get her back. I need nearly a year to continue my work on Vincent again.
In the meantime I have started to sort some animations of Cloud and have converted some music from Hugo Franca (Bitsymphony). Oh and I started to look on full textured models.
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here he has precisely to explain. A music writer can sometimes take a year before releasing an instrument! The inspiration comes and goes.
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In addition, I lost a lot of files when my hard drive burned.
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Yet all the rest of the pipes is lined up, as well as every pipe of the stage. The designers have create backgrounds that do not respect the perspective, the only thing possible is to shift the object sometimes 1 mm so that the cuts do not create a hallo shift. But it works and many times. Some scenes work the first time but not all. That's why on each preview rendering we create you can criticize the formatting and this is normal since we must see the problem ourselves and correct it later. It is sometimes discouraging so much it is played on millimeters.
Why do you not use the tool from this post: http://forums.qhimm.com/index.php?topic=13875.msg251531#msg251531
I have the tool itself, so I'm more than happy to PM it to you if you want it.
Making things knowing the perspective is a lot faster, and a lot easier than quite literally lining things up with a screenshot.
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I use it. But despite everything, there are some mistakes in the scene. Big mistakes even
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I use it. But despite everything, there are some mistakes in the scene. Big mistakes even
Oh ok, sorry, I misunderstood then.
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Hi jmp, always keep up the good work, is fantastic what are you doing. Take your time and look only at the good feedbacks because you are doing already great!
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(http://image.noelshack.com/fichiers/2018/50/2/1544565042-jun-w-04.png)
Hi everybody,
That's with the arrival of my daughter, I have a little less time to work, but I could make this scene :)
I hope you like it: D
To answer the question, my partner and I liked the name of Linoa, which is ultimately very rare. Moreover, it is part of me, thanks to this game which is ours: D
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Congratulations!
Both on the scene and the name choice for your daughter!
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New scene looks really good!