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Project forums => Team Avalanche => Topic started by: Sapphire on 2010-06-30 08:56:01

Title: Midgar Remake
Post by: Sapphire on 2010-06-30 08:56:01
If theres an appropriate section can a mod please move this  ::)

But as a semi-active modeler for timu i've been on this for a while so ill post an update i guess

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/platform2.jpg)

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/night2.jpg)

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/top-down.png)

P.S: timu sorry for inactivity, my job and timezone is awkward for you >.<
Title: Re: Sorry timu.. dont know where to put this lol
Post by: Touph Guy on 2010-06-30 09:29:03
I'm strangely reminded of Mirror's Edge.
Title: Re: Sorry timu.. dont know where to put this lol
Post by: Timber on 2010-06-30 10:00:12
Whoa, that's pretty awesome!!
Title: Re: Sorry timu.. dont know where to put this lol
Post by: Furzball on 2010-06-30 10:06:49
2nd pic reminds me of TESIV
Title: Re: Sorry timu.. dont know where to put this lol
Post by: Mirenheart on 2010-06-30 10:17:03
That's pretty awesome!
Title: Re: Sorry timu.. dont know where to put this lol
Post by: willis936 on 2010-06-30 13:45:01
OH MY JESUS
MIDGAR!
Title: Re: Sorry timu.. dont know where to put this lol
Post by: The Seer of Shadows on 2010-06-30 13:52:18
(1st pic)

Daytime in Midgar!? :o
Title: Re: Sorry timu.. dont know where to put this lol
Post by: nikfrozty on 2010-06-30 14:08:20
W :mrgreen:W!
Title: Re: Sorry timu.. dont know where to put this lol
Post by: Kudistos Megistos on 2010-06-30 14:49:43
(1st pic)

Daytime in Midgar!? :o

Maybe the sky has been lit up by an explosion? ;D

Ya know, like after the first reactor mission
Title: Re: Sorry timu.. dont know where to put this lol
Post by: The Seer of Shadows on 2010-06-30 14:53:47
Or maybe, that pic was taken before all those reactors starting pumping.  The whole city looks clean O_o
Title: Re: Sorry timu.. dont know where to put this lol
Post by: halkun on 2010-06-30 15:14:53
The reactors are numbed wrong... This can probably be fixed later.
Title: Re: Sorry timu.. dont know where to put this lol
Post by: SpooX on 2010-06-30 15:50:04
 :-o
I salute you, I see you've been on this for quite some time looking at your album.
How much time have you put in this already?

Title: Re: Sorry timu.. dont know where to put this lol
Post by: Krimson Hawk on 2010-06-30 21:03:09
That's very impressive, what software did you use to create that?
Title: Re: Sorry timu.. dont know where to put this lol
Post by: Sapphire on 2010-06-30 22:03:57
Been working on midgar for around 2-3years i have the main building
, the plates, the reactors down and i also have the slums wip i currently
 onl have the plate supports though :(

As for software i used, i use 3d studio max and a little bit of maya
i no longer use maya anymore cause i got used to 3ds max controls :)
Title: Re: Sorry timu.. dont know where to put this lol
Post by: Nightmarish on 2010-07-01 01:20:46
Jizz in my pants.
Title: Re: Sorry timu.. dont know where to put this lol
Post by: Sapphire on 2010-07-01 07:52:17
And yea the reactors are numbered 01 due to me just wanting a render lol i'll fix them up asap!
Title: Re: Sorry timu.. dont know where to put this lol
Post by: nikfrozty on 2010-07-01 11:20:13
Been working on midgar for around 2-3years i have the main building
, the plates, the reactors down and i also have the slums wip i currently
 onl have the plate supports though :(

As for software i used, i use 3d studio max and a little bit of maya
i no longer use maya anymore cause i got used to 3ds max controls :)
2-3 years!? Wow man I admire your determination. :)
Title: Re: Sorry timu.. dont know where to put this lol
Post by: Timber on 2010-07-01 19:59:45
Been working on midgar for around 2-3years i have the main building
, the plates, the reactors down and i also have the slums wip i currently
 onl have the plate supports though :(

That's very impressive....
Are you also planning to texture this beast?
Would love to see a version with the Junon canon too.
Title: Re: Sorry timu.. dont know where to put this lol
Post by: willis936 on 2010-07-01 20:06:47
Do we have any good scriptor writers or cinematographers? lol  ;D
click (http://www.youtube.com/watch?v=JujtlsiqZ-E)

Also the remastered OST isn't looped or clipped properly so when using it with FFVII you'll notice the music has gaps between loops.  I asked the guy who made the remastered and he said I could distribute it (taking no credit obv).  I think this fits in pretty well with the project but you'd have to talk to the guys who did ff7music and it really seems like something that would fit in with aali's driver more idk.
Title: Re: Sorry timu.. dont know where to put this lol
Post by: Timu Sumisu on 2010-07-01 22:41:14
why would you need scriptwriters or cinematographers, we're not making a movie here :P, just need a few animation keys :P
Title: Re: Sorry timu.. dont know where to put this lol
Post by: willis936 on 2010-07-01 23:12:19
Well my link...

I think it'd be an awful shame and waste to not take this beautiful half finished project and use it (when it'd finalized) in a rendered script identical to that of the opening movie.
Would.
Look.
So.
Sick.

Plus make the perfect opening to this project.
Of course redux on all fmvs is a huge huge huge project that no one has even looked at or talked about.
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2010-07-02 00:23:18
rendered animation yes... a script is a document of text usually used to dilineate lines of dialogue in a script or movie :P. we will render the animation, once the model is done, and we have some other character assets (aeris, random ppl, train)
Title: Re: Midgar Remake
Post by: Roxas on 2010-07-02 04:24:04
Looks pretty sweet! Reminds me of a Midgar model Noen from TLS had been working on for a while: http://thelifestream.net/forums/showthread.php?t=58

Shame he's busy with other things, would seem he could be a great contributor to Team Avalanche.
Title: Re: Midgar Remake
Post by: Sapphire on 2010-07-02 04:43:37
Unfortunantly Noen will never release his model for public use but he may release a map of it for crysis or something so he says :S.
Title: Re: Midgar Remake
Post by: willis936 on 2010-07-02 04:48:28
I'm not familiar with animation work but I was under the impression that in order to render a scene you have to write a script for the camera etc.
Title: Re: Midgar Remake
Post by: Sapphire on 2010-07-02 05:02:00
I'm not familiar with animation work but I was under the impression that in order to render a scene you have to write a script for the camera etc.

Well.. max is very flexible so it could be hard-coded with a script or done in 3D with Animation Keys so dosnt really matter i guess :).
Title: Re: Midgar Remake
Post by: BlitzNCS on 2010-07-02 12:26:30
Since we don't know the exact co-ordinates for each camera position, we'll have to just guess with keyframes and sketchup, unless sketchup isn't needed anymore for some reason.
Title: Re: Midgar Remake
Post by: willis936 on 2010-07-02 18:20:06
Hey that guy already has an INCREDIBLE amount done for the next task: making the slums (BIGGGG job) and all of shinra tower.
Title: Re: Midgar Remake
Post by: Tyr on 2010-07-18 09:28:24
This would be used for the opening?
Title: Re: Midgar Remake
Post by: willis936 on 2010-07-18 12:29:27
Yes it could were he on board.  Has anyone contacted him?  Or has the OP continued work on texturing?
Title: Re: Midgar Remake
Post by: Clodus on 2010-07-24 09:19:03
Hummm, have you considered remaking the fmv's? I think that with your skills you'd be able to atleast go through some type of winding motion from where Aeris is to the point of the bombing mission.

Also, 3 years... Man, that's an INSANE amount of dedication.
Title: Re: Midgar Remake
Post by: Sapphire on 2010-07-24 13:41:24
Sorry the lack of updates guys i do regret to inform you that to not expect to many updates due to hardware problems with my pc, Bare in mind i will update asap.

Thanks for the feedback people!
Title: Re: Midgar Remake
Post by: Kudistos Megistos on 2010-07-24 17:35:19
Sorry the lack of updates guys i do regret to inform you that to not expect to many updates due to hardcare problems with my pc, Bare in mind i will update asap.

Thanks for the feedback people!

Are your models backed up? If not, then copy them onto a USB stick or external hard drive; you wouldn't believe how many people on these forums have lost all of their work because they didn't keep backups and their hard drives failed.
Title: Re: Midgar Remake
Post by: Travis on 2010-07-25 04:13:53
Wow, this looks great!
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-14 23:13:39
Sorry for the bump.

This model has been discontinued, a new one is underway.

Not only cause the .max got corrupt but also the geometry was a mess due to this being made in a program different from 3ds max. I will now be making it 100% purely in 3d Studio Max.

I'll continue posting updates here when avalible.
Title: Re: Midgar Remake
Post by: halkun on 2011-07-15 01:03:45
This was an acceptable bump
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-17 11:39:23
Well, as promised.

I started on the station so I could just merge the whole thing when I'm done, but it's a start hey?

I agreed to let Spoox handle Midgar however.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/station.jpg)
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2011-07-18 22:03:30
hasnt spoox already done the station?
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-18 23:33:20
No Midgar is complete without the station in view :P.

But this will merely act as a template for so when I start the station in the long run, I will have something to work off and least the hardest part is done. That thing is rather complicated for me *-*
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-19 23:14:52
Well I'm starting on the Central Complex now, from the very top since it's a pain in the ass to build.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/ja4.jpg)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-22 09:09:01
Okay, another station shot. Yes I know I work on to many projects at once but ohwell :).

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/knxcdfvisx.jpg)

I started a W.I.P Flanking Tower, these are also a pain to make for a very weird reason, because they are actually very weird.

I was to lazy to crop the image so... Sorry about the size.
(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/FLANKTOWER.jpg)
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2011-07-22 13:13:16
two things. Damn, you have a widescreen!
Second. You work quick, Great job by the way
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-22 15:21:15
two things. Damn, you have a widescreen!
Second. You work quick, Great job by the way

Well that's actually 3 monitors, working in 3D with dual or triple monitor is especially great and so much quicker and easier. I really don't think I can go back to a single monitor anymore.

For kicks a picture of my setup.
(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/20110610_005.jpg)

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/20110719_002.jpg)

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/specs.jpg)

I've had a sudden burst of inspiration causing me to want to work fast :>.
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2011-07-22 15:31:55
Off-topic: I'm guessing Intel has some type of "cool and quiet" because your FSB is only half speed. Why isn't that overclocked? All Sandy Bridge CPU's should be no less than 4.2ghz :P

On-topic: Since you are modeling midgar. What happens when areas of the plate are modeled? Are you going to add them to your model? Or just say "to heck with it!" Since you only really need the midgar plate in two or three scenes.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-22 15:52:53
Off-topic: I'm guessing Intel has some type of "cool and quiet" because your FSB is only half speed. Why isn't that overclocked? All Sandy Bridge CPU's should be no less than 4.2ghz :P

On-topic: Since you are modeling midgar. What happens when areas of the plate are modeled? Are you going to add them to your model? Or just say "to heck with it!" Since you only really need the midgar plate in two or three scenes.

Well i7 dosen't have an FSB most are unlocked and unbuffered so you can do as you want. And I have a thing against overclocking never liked it :P.

Well I will be making the entire Midgar whether I like it or not, I will also want it for personal use maybe in a portfolio or something but at the moment I have no real lead on that yet sorry. I will let you know asap though!
Title: Re: Midgar Remake
Post by: DarkFang on 2011-07-22 22:13:01
Totally jealous of your three monitors. You got some good music too. lol
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-23 05:58:15
Totally jealous of your three monitors. You got some good music too. lol

Sounds like you have a good taste in music too!
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-23 11:26:45
Well here it is, the Mako Reactor.

I will try to get in contact with Millenia or someone to texture it for me.

Any offers?

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Reactor.jpg)
Title: Re: Midgar Remake
Post by: Nightmarish on 2011-07-23 11:27:54
BFMV and BMTH, nice tunes there  :P
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-24 12:59:34
(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/midgar-2.jpg)
Title: Re: Midgar Remake
Post by: Immortal Damyn on 2011-07-24 15:35:53
Is it just me, or does Midgar seem like a bad idea for a city? Like why on earth would you make a city in the air that's in 8 "slices" and all 8 of them are held up by 1 pillar each?  That's like ASKING for something bad to happen.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-24 21:41:50
Is it just me, or does Midgar seem like a bad idea for a city? Like why on earth would you make a city in the air that's in 8 "slices" and all 8 of them are held up by 1 pillar each?  That's like ASKING for something bad to happen.

Well, that was corrected in the AC version I beleive, it sits on 1 pillar support but also has several other pillars with scafolding all the way to the top providing extra support.
Title: Re: Midgar Remake
Post by: Immortal Damyn on 2011-07-25 05:18:28
Well, that was corrected in the AC version I beleive, it sits on 1 pillar support but also has several other pillars with scafolding all the way to the top providing extra support.
Thought AC happened mainly in some other town just outside Midgar?
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-25 10:37:46
Thought AC happened mainly in some other town just outside Midgar?

It is, but... There was nothing stopping them from doing a few ajustments here, and there.
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2011-07-25 14:02:19
Fantastic job on Midgar so far. Maybe team of with SpooX and get some of his models? It might save you some time.
Title: Re: Midgar Remake
Post by: Dubular on 2011-07-26 01:34:09
Well, that was corrected in the AC version I beleive, it sits on 1 pillar support but also has several other pillars with scafolding all the way to the top providing extra support.

Actually Jessie mentions other smaller pillars in addition to the main one on the train after the bombing mission. Unless this was something added in the TA release.
Title: Re: Midgar Remake
Post by: Immortal Damyn on 2011-07-26 02:43:49
I meant 1 pillar each, as in the pillars like the one that's blown up (which causes the loss of sector 7? or 8? cant remember).  Seems kinda stupid to have only that pillar supporting the plates....
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-26 03:11:43
I meant 1 pillar each, as in the pillars like the one that's blown up (which causes the loss of sector 7? or 8? cant remember).  Seems kinda stupid to have only that pillar supporting the plates....

Well theres actually several of those pillars under one plate, however only one pillar has the pillar release module( the time bomb )

I'm working on the actual Head Quaters now, it's a tricky thing to build so i've left this piece as a WIP.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/hq.jpg)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-07-30 02:26:50
Behold.... :s?

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/ShinraTower.jpg)

Also a wireframe for yous, in an almost equal view of the wireframe view of Midgar from Square Enix.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/ShinraTower-1.jpg)
Title: Re: Midgar Remake
Post by: Nightmarish on 2011-07-30 07:21:01
Uh lala, that's looks great.
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2011-07-30 13:46:52
I think i had an orgasm when i looked at that :P
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-01 10:51:03
Considering the size of the project and well.. The size of Midgar in general this is a pretty big update.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/ShinraTower4.jpg)

Waiting to incorperate stuff from Spoox, but please enjoy the progress of this while I wait for Spoox.
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2011-08-01 13:40:34
My god....
Title: Re: Midgar Remake
Post by: Krigo on 2011-08-01 13:51:55
I just have to say, I've been reading this topic and impressed at how fast you're re-modelling the city.

:)
Title: Re: Midgar Remake
Post by: obesebear on 2011-08-01 16:28:44
Very nice work
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-02 02:55:39
Note for Spoox :
Read your damn PM's, use msn, and get more active :@:@.

Thanks for the feedback guys, i'll be having more time to work on this these days :).
Title: Re: Midgar Remake
Post by: Nightmarish on 2011-08-02 11:57:39
I'm also very impressed with the time your take to model/texture.
Not to diss anyone but around these forums the projects take their time to see daylight (just look at Bombing Mission, it's been a while and a demo wasn't even released yet (yes i know everyone works on their spare time but still)) but you bring something new almost in a daily basis. With 10 guys like you we would have FF remodeled in one month  :-o
Title: Re: Midgar Remake
Post by: Cloudef on 2011-08-03 00:02:10
I can't imagine that's a two mans job. You guys would replace thousands of artists.
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2011-08-03 04:58:36
@Nightmarish - Square had a hundred or more artists, working full time. We are diehard fans who get no paychecks for this. Most of our staff works or go to school. I believe we made it clear early on updates would not be regular, and releases scarce.

get used to it :P
Title: Re: Midgar Remake
Post by: Nightmarish on 2011-08-03 21:05:27
I understand that  :-P
Thus the reason i got surprised by his speed.  :o
Title: Re: Midgar Remake
Post by: MrSinister on 2011-08-03 21:36:55
The 2nd image of the Midgar remake from the 1st page looked wicked with that sunset
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-07 07:18:23
The 2nd image of the Midgar remake from the 1st page looked wicked with that sunset

Perhaps i'll do a new render with my new midgar just for you, that was done a while ago when my skill wasn't as good as now.

Added the numbers on the back, put the shinra logo on the central hq.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/reactorupdate.jpg)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-07 08:10:49
Spot whats missing?

If you can see what's missing it is being redone.

I've just added the inner walls for the mako spurting up, and the weird circle lights, redoing all the pipes.
Redoing all the outter plate walls.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/HQupdate.jpg)

Heres the updated main pipe, inner sector walls(mako spurts).
Title: Re: Midgar Remake
Post by: Roxas on 2011-08-07 09:42:56
Looking fantastic, Sapphire! :D
Title: Re: Midgar Remake
Post by: MrSinister on 2011-08-07 14:32:56
Looking fantastic, Sapphire! :D
i agree 100%. Absolutely fantastic
Title: Re: Midgar Remake
Post by: Opine on 2011-08-07 15:25:06
Spot whats missing?

Two round light/pipe thingies on three sections?

It looks awesome.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-08 02:25:36
Working on the plate support today, it should be finished by the end of the day, or tomorrow I'm not sure, depends on whether or not my motivation is still here.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/platesupport.jpg)

Also the guy who wanted a sunset render, it's not quite so good at the moment, but I'm sure one day me and Spoox's work will make you a nice sunset render.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/midgar-3.jpg)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-08 02:44:19
Update on the platesupport.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/platesupport-1.jpg)

Starting to come along nicely now, bye! I'm off to lunch now :P.  :mrgreen:
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2011-08-08 02:52:43
I just wanted to tell you how amazing you are.

That is all :D
Title: Re: Midgar Remake
Post by: Nightmarish on 2011-08-08 04:58:43
You are like at the top of my favourite qhimm members now!
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-08 05:04:11
I just wanted to tell you how amazing you are.

That is all :D

Why thank you :P

You are like at the top of my favourite qhimm members now!

I'm flattered :).

Heres an update, done the scaffolding for the top of the support, added the railings.

Just gotta add little pylons for the railing support.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/PlateSupportUpdate.jpg)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-08 08:27:18
Update on Midgar, i've done the actual scaffolding on the outside plates I never knew that the scaffolding there would bring out the charactaristics of Midgar, it really does make it look beautiful o_o. Or maybe I just have a thing with scaffolding :P.

Heres the update.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/UpdatedPlates.jpg)

2 renders aiming for ultra realistic, half way there!

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/REALISTIC.jpg)

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/REALISTIC2.jpg)
Title: Re: Midgar Remake
Post by: burkey0307 on 2011-08-08 12:45:05
This is amazing. If you don't mind me asking what percentage do you think this project is at?
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-08 12:50:12
This is amazing. If you don't mind me asking what percentage do you think this project is at?

Unfortunantly that's something I cannot comment about, me and Spoox are working together and i've had no contact from Spoox for about a month now so all I can say on my behalf is that it's around 30% or so.
Title: Re: Midgar Remake
Post by: Immortal Damyn on 2011-08-08 13:14:31
I really don't care how long this takes, it's worth any form of wait, this is just beautiful work?  You professional?
Title: Re: Midgar Remake
Post by: SpooX on 2011-08-08 14:20:07
Hey Saph,

nice progress, been away and way too busy lately, and I come back here, and see what you've done.....You almost remade midgar...
considering the lower level, support structures etc....
(http://img707.imageshack.us/img707/3300/midgarpreview.jpg) (http://img707.imageshack.us/img707/3300/midgarpreview.jpg)


..it was a long time ago (in a galaxy far far and away) :P
 8-)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-08 15:08:46
Hey Saph,

nice progress, been away and way too busy lately, and I come back here, and see what you've done.....You almost remade midgar...
considering the lower level, support structures etc....
(http://img707.imageshack.us/img707/3300/midgarpreview.jpg) (http://img707.imageshack.us/img707/3300/midgarpreview.jpg)


..it was a long time ago (in a galaxy far far and away) :P
 8-)

Hey good to see you, I remember seeing that.

PM me next time your avalible we should start incorperating out stuff into the models.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-09 03:37:15
A little fine tuning and remodeling of some parts and this model is finished.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/p1.jpg)
Title: Re: Midgar Remake
Post by: burkey0307 on 2011-08-09 05:05:53
The lighting looks really good.
Title: Re: Midgar Remake
Post by: Roxas on 2011-08-09 07:43:44
The plate support looks great. Seeing your model, and SpooX's reminded me of NoenGaruth's model  (http://noengaruth.deviantart.com/art/Midgar-Plate-Support-Pillar-56227975?q=gallery%3Anoengaruth%2F18904137&qo=14)as well.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-09 07:51:55
The plate support looks great. Seeing your model, and SpooX's reminded me of NoenGaruth's model  (http://noengaruth.deviantart.com/art/Midgar-Plate-Support-Pillar-56227975?q=gallery%3Anoengaruth%2F18904137&qo=14)as well.

Ah yes, Noen Garuth has given me trumendous amounts of help with my modeling for around 3 years now, he's also given me incredible amounts of help with midgar too.


Rendered plate support.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/awesome-2.jpg)

Trying to texture the reactors etc.. Trying to do more detail with bump maps instead of doing the painful task of doing the plates piece by piece.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/testtexture.jpg)
Title: Re: Midgar Remake
Post by: burkey0307 on 2011-08-09 08:48:57
Dude I come in this thread everyday to see the updates on this project. You are amazing.

Noob question: How will you be able to incorporate this into the game when its complete? It was my understanding that this game was built on images not 3D models.
Title: Re: Midgar Remake
Post by: SpooX on 2011-08-09 08:57:28
Dude I come in this thread everyday to see the updates on this project. You are amazing.

Noob question: How will you be able to incorporate this into the game when its complete? It was my understanding that this game was built on images not 3D models.
it's just the same as you see here, you see images OF the 3d models, not the models itself.
Even Squaresoft did the models to produce the images, only this time we do it better, with better technology.
 8)
Title: Re: Midgar Remake
Post by: burkey0307 on 2011-08-09 09:02:14
it's just the same as you see here, you see images OF the 3d models, not the models itself.
Even Squaresoft did the models to produce the images, only this time we do it better, with better technology.
 8)

Ah, this makes sense. Can't wait to get a beta build of this to test out. Great work guys, I wish I knew 3D Modelling so I could help out.
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2011-08-09 11:16:38
Man... When i see the first FMV with these models *drools*
Title: Re: Midgar Remake
Post by: burkey0307 on 2011-08-09 11:33:05
Man... When i see the first FMV with these models *drools*

I could be wrong, but I don't think Sapphire and SpooX plan on remaking the FMVs, just the in-game fields.
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2011-08-09 12:06:24
But with all of the models done, one could make an FMV out of their field models (and a few extra models)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-09 12:46:07
As far as I know Midgar is only being remade so it can be used in FMV's.
Title: Re: Midgar Remake
Post by: obesebear on 2011-08-09 13:24:27
As far as I know Midgar is only being remade so it can be used in FMV's.
It's for FMV's and field on the chance Aali can incorporate 3d camera movement
Title: Re: Midgar Remake
Post by: SpooX on 2011-08-09 17:52:18
I could be wrong, but I don't think Sapphire and SpooX plan on remaking the FMVs, just the in-game fields.
you're wrong....
 8)
Title: Re: Midgar Remake
Post by: Dubular on 2011-08-09 18:45:02
It's for FMV's and field on the chance Aali can incorporate 3d camera movement

I don't think that's something Aali has to worry about. Correct me if I'm wrong, but Spoox I recall you finding a way to extract the camera movement from the game, at least at certain points?
Title: Re: Midgar Remake
Post by: Covarr on 2011-08-09 19:04:19
A little fine tuning and remodeling of some parts and this model is finished.
As incredible as that looks... where's the little terminal that they use to try and disarm the bomb?
Title: Re: Midgar Remake
Post by: SpooX on 2011-08-09 19:07:52
I don't think that's something Aali has to worry about. Correct me if I'm wrong, but Spoox I recall you finding a way to extract the camera movement from the game, at least at certain points?
you mean probably this (http://forums.qhimm.com/index.php?topic=10571)...
yes we can recreate all the cutscenes. (there is already a 'techdemo (http://forums.qhimm.com/index.php?topic=10405.msg163442#msg163442)' of the first in game scene...)
We can even put them ingame...
 8)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-10 16:36:00
Update :
Fixed the outter plate walls.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/AlmostThere.jpg)

Redoing the top of the shinra hq, floor 65-70.
Title: Re: Midgar Remake
Post by: Vgr on 2011-08-10 17:35:17
Wow, looks very good and awesome... If Square were to *finally* do a remake, they might ask you. You really are awesome. Keep up the good work!
Title: Re: Midgar Remake
Post by: msifreakster on 2011-08-10 21:17:44
Every time I see an update on here I get excited to see FFVII come to life all over again. I just cant wait to see what you guys will do next.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-11 03:17:24
Update :

Added the 2 round lights on the appropriate sectors.
Added a pipe on sector 7 however I miscalculated the size/length so I must re-do it.
Added a pipe on sector 3 going in to the 2 round towers.
Added various pipes on sectors 4-5.
Also you can see the base for the new HQ top half :P. (Thanks to Roxas for the amazing new reference images.)

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Update-1.jpg)
Title: Re: Midgar Remake
Post by: Roxas on 2011-08-11 05:10:31
Update :

Added the 2 round lights on the appropriate sectors.
Added a pipe on sector 7 however I miscalculated the size/length so I must re-do it.
Added a pipe on sector 3 going in to the 2 round towers.
Added various pipes on sectors 4-5.
Also you can see the base for the new HQ top half :P. (Thanks to Roxas for the amazing new reference images.)

http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Update-1.jpg

W :o w! Just keeps looking better and better with each update. :D Glad I could be of help with the references!
Title: Re: Midgar Remake
Post by: Vgr on 2011-08-11 10:40:13
:o

Awesome! Really!
Title: Re: Midgar Remake
Post by: kela51 on 2011-08-11 11:06:16
:o

Awesome! Really!

i think like you!
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-11 12:03:14
Update :
Added in constration sector wall with scaffolding.
Remade the pipe on sector 5.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Update2-1.jpg)
Title: Re: Midgar Remake
Post by: DarkFang on 2011-08-11 12:18:59
How the hell do you find time to do this? It seems like you're updating it AT LEAST once a day.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-11 13:10:00
Well I recently left my job and am looking for a new one so I have a lot more spare time on my hands then before  :mrgreen: 8-).
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-11 15:55:57
Last update for the night, then I must sleep.
Curved the central tower like it should
Remodeled the top of the HQ.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/midgar-4.jpg)
Title: Re: Midgar Remake
Post by: Immortal Damyn on 2011-08-12 01:21:24
Sapphire, I must ask.... did you work with the original FFVII team or something, cause you're talents are very much professional looking.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-12 03:14:04
Sapphire, I must ask.... did you work with the original FFVII team or something, cause you're talents are very much professional looking.

Makes me happy to hear that, I was pretty careless with my old model of Midgar the poly/tris count was over 700,000. But i've taken a lot of care and put so much more detail then ever before into this version and it's still a really low poly/tris count standing at.

128,698 Poly's
207,458 Tris
283,629 Edges
181,975 Verts

It's small enough to fit into a game engine like Crysis, this is excluding the slums and the undercarriage of Midgar.

But I can pretty much call the top of Midgar complete, minus the buildings and a few detailing etc..

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Update8.jpg)

Spoox is in charge of adding the undercarriage for Midgar, Spoox is responsible for the plate population.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-12 09:53:23
A video of my Midgar, it's a flythrough render only.

http://www.youtube.com/watch?v=4Rce2tn_RXk

A little mako burst test.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Update11.jpg)
Title: Re: Midgar Remake
Post by: Roxas on 2011-08-13 03:32:23
A video of my Midgar, it's a flythrough render only.

http://www.youtube.com/watch?v=4Rce2tn_RXk

A little mako burst test.

http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Update11.jpg

Vid looks great! Model looks, well y'know amazing, fantastic, astounding, etc

Mako burst looks good as well. I assume you took ref from that FMV along with the flashback in AC?
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-13 03:46:04
Vid looks great! Model looks, well y'know amazing, fantastic, astounding, etc

Mako burst looks good as well. I assume you took ref from that FMV along with the flashback in AC?

Correct, I used the FMV and the Flashback as reference :).

I'm updating the reactors.
Adding mesh to the back vents and making the plates mesh and not a bump map.

Heres the progress so far.
(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/ReactorUpdate-1.jpg)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-13 09:07:33
Updated the reactor, instead of using bump maps for the panels I'm attempting to create them using actual mesh.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/051.jpg)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-13 10:38:55
Updated all the reactors.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/midgar-6.jpg)
Title: Re: Midgar Remake
Post by: Vgr on 2011-08-13 11:08:14
Awesome is too much of a little word to describe your awesomeness!
Title: Re: Midgar Remake
Post by: burkey0307 on 2011-08-13 19:22:06
Omg this is amazing. I've been busy the last few days and come back to this. I'm impressed, looks like Midgar is close to completion. Just a few things left like the slums and some buildings, but the majority of Midgar is out of the way now. Great work guys.

So after you're done the Midgar project do you think you'll model other areas in FF7? I mean that would be a huge undertaking for only 2 guys, so I wouldn't expect you to. Hopefully your work here will inspire others to make FF7 a whole lot better. I don't see Square Enix making a remake anytime in the near future.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-14 07:35:50
Omg this is amazing. I've been busy the last few days and come back to this. I'm impressed, looks like Midgar is close to completion. Just a few things left like the slums and some buildings, but the majority of Midgar is out of the way now. Great work guys.

So after you're done the Midgar project do you think you'll model other areas in FF7? I mean that would be a huge undertaking for only 2 guys, so I wouldn't expect you to. Hopefully your work here will inspire others to make FF7 a whole lot better. I don't see Square Enix making a remake anytime in the near future.

After I finish on Midgar I will be putting my focuses into recreating the interior for the ShinraHQ. However after that I beleive I will be taking part with the others on creating other Final Fantasy 7 places :).

Update :
(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Reactor-2.jpg)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-14 11:54:44
Done a bit more on the plate population.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/wallpaper2.jpg)
Title: Re: Midgar Remake
Post by: Nightmarish on 2011-08-14 11:59:41
We are starting to get really detailed <3
Title: Re: Midgar Remake
Post by: Roxas on 2011-08-14 13:54:02
Looks astounding!

You're gonna love the newest batch of reference shots I have from Dirge of Cerberus' FMVs. :D
Title: Re: Midgar Remake
Post by: syntax error on 2011-08-14 13:59:48
After that you could try working on the Train Graveyard or the Junon fortress outside :wink:.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-15 09:17:39
After that you could try working on the Train Graveyard or the Junon fortress outside :wink:.

I think Junon is already being worked on by someone. If not perhaps I will.

I've been adding random stuff to fill the plates in, it's actually a very hard task but I managed to some stuff down.

The new stats have certainly jumped.

574.756 polys
1,097,123 tris
1.171.142 edges
644.779 verts

Heres the render.
(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Update-2.jpg)
Title: Re: Midgar Remake
Post by: Nightmarish on 2011-08-15 12:17:21
Came across this pic, dunno if it's close to the original tho.





(http://fc05.deviantart.net/fs70/f/2011/122/7/1/midgar_by_killerx20-d3fg4su.jpg)





This one also looks interesting:


(http://www.deviantart.com/download/64458827/Midgar___WiP_Update_by_NoenGaruth.jpg)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-15 12:42:28
Came across this pic, dunno if it's close to the original tho.




http://fc05.deviantart.net/fs70/f/2011/122/7/1/midgar_by_killerx20-d3fg4su.jpg




This one also looks interesting:

http://www.deviantart.com/download/64458827/Midgar___WiP_Update_by_NoenGaruth.jpg

Jason and Dales Midgar are both great however mine is faithful to the original, Noen Garuths has a lot of guess work as stated by himself, and Killerx20's is almost 100% but also has a lot of guess work.
Title: Re: Midgar Remake
Post by: Harro on 2011-08-15 16:00:43
Sapphire a.k.a The modeling Machine  ;D
awesome work
Title: Re: Midgar Remake
Post by: sl1982 on 2011-08-15 16:05:32
Try not to quote images please.
Title: Re: Midgar Remake
Post by: burkey0307 on 2011-08-15 16:12:24
Nice dude you got an entire plate done. Keep up the amazing work.

Cant wait to see what it looks like with textures.
Title: Re: Midgar Remake
Post by: syntax error on 2011-08-15 16:42:21
In most fan renders the WIP plates on the outside all use the same model.
The broken plate remains didnt look realistically in the SE original and the houses on the plate are
not very different beside the station area.

Do you know if the PS3 demo is a correct recreation beside Aerith missing face and Cloud?
Title: Re: Midgar Remake
Post by: Roxas on 2011-08-15 17:18:02
Here are as many photos as I can find of the 1/1000 model of Midgar, shown at the Advent Children Complete press screening. Perhaps it'll also be of help, since I think I'm fresh out of reference shots from VII games.

http://i.imgur.com/ymohz.jpg
http://i.imgur.com/Ui9jD.jpg
http://i.imgur.com/RhTmD.jpg
http://i.imgur.com/uax2U.jpg
http://i.imgur.com/ksIbb.jpg
http://i.imgur.com/TUQTg.jpg
http://i.imgur.com/xtrVW.jpg
http://i.imgur.com/ReYa5.jpg
http://i.imgur.com/9WYiS.jpg
http://i.imgur.com/0Kpwa.jpg
http://i.imgur.com/A3v61.jpg
http://i.imgur.com/HM9f2.jpg
http://i.imgur.com/HxqkW.jpg
http://i.imgur.com/57KLj.jpg

*edit* tracked down two really good shots:
http://i.imgur.com/zxpOR.jpg
http://i.imgur.com/XHQSD.jpg

*edit2*
Video which has a few shots as well: http://www.gametrailers.com/player/usermovies/103548.html

I really have no idea why there aren't more photos of this amazing model. :(
Title: Re: Midgar Remake
Post by: Kίпg Ģµяµ on 2011-08-15 21:08:56
My my, all this progress on Midgar makes me want to live there :D Nicely done. Now if we can add the Sister Ray <_>
Title: Re: Midgar Remake
Post by: SpooX on 2011-08-15 21:10:34
In most fan renders the WIP plates on the outside all use the same model.
The broken plate remains didnt look realistically in the SE original and the houses on the plate are
not very different beside the station area.

Do you know if the PS3 demo is a correct recreation beside Aerith missing face and Cloud?
The PS3 TD, and AC are very different from the original (FF7-PSX) version(just have a look at the train sequence of the intro), the detailing will be based upon the original.
Small details can be taken from the other models. (but as less as possible)
 8-)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-16 02:53:40
I beleive Spoox is populating the plate for Sector 8 and 1 and I'm doing the rest with just random stuff.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-16 06:33:48
Adding a bit more detail to the mako reactors, I need to make a few ajustments on the front part and it should look good but as for now it looks a tad bad.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/ReactorUpdate1.jpg)

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/02-3.jpg)

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/01-3.jpg)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-17 08:51:43
Update on the reactors.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/ReactorUpdate2-1.jpg)
Title: Re: Midgar Remake
Post by: Vgr on 2011-08-17 11:01:07
Wow... Just... Wow...
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-18 03:16:48
Finished the reactor(almost) Just a few tweaks here and there.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Reactorupdate10.jpg)
Title: Re: Midgar Remake
Post by: burkey0307 on 2011-08-18 06:59:17
Nice work.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-18 14:46:17
Done a bit more to the reactor.

Once again I miscalculated the rivets/bolts on the back of the reactor and must make them smaller. Other then that, everything look's pretty neat.
The mako energy on the inner part of the HQ is a WIP texture, i'll make it an animated image sequence soon and much better quality/realistic.

Here goes.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/AFC.jpg)
Title: Re: Midgar Remake
Post by: Roxas on 2011-08-18 19:25:42
Hopefully (http://i.imgur.com/k3VhVs.jpg) (http://i.imgur.com/k3VhV.jpg) resized to 4200x3360 via Genuine Fractals help(s/ed).

It's amazing seeing the progress on this day by day, and I'm glad I've been of help. :) I only wish I could do more than offer reference material.
Title: Re: Midgar Remake
Post by: Tarts on 2011-08-18 20:58:15
Just curious, does anyone know where the highway where Cloud and the gang espaces through after finishing with the Shinra HQ is in the model? Is is there in the first place? If so, where it is, or should be in the model?
Title: Re: Midgar Remake
Post by: pdub2520 on 2011-08-18 21:00:31
That is completely amazing. I have only just recently come back to playing FF7 after playing a boat load of shooters on my Xbox, and I can honestly say that I'm glad my Xbox crashed. I love coming back here from time to time just to see how far we've leaped forward. Thanks to everyone who has put a lot of their time, effort and ideas into figuring out how the engine for FF7 works. They have been able to take it many steps forward from where it was when it was first released. Honestly if an FF7 remake ever came out in the future, I would probably still come back to this rather than play the remake over. Because this stuff is just amazing.
Title: Re: Midgar Remake
Post by: Vgr on 2011-08-18 22:52:09
It isn't there in the first place. Check any vid and you won't ever see it. Except bike.avi of course.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-19 14:51:26
Redone the flanking towers.
Redone the weird cylinder things on sector 3.
Redone some stuff on the reactor, also they are smooth and not pointy now (thanks to Timu for a telling me about a quickfix).

I know yous probably don't like the update text so... I won't keep you reading any longer.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/aaaaa-2.jpg)
Title: Re: Midgar Remake
Post by: Roxas on 2011-08-19 19:45:23
The only very minor suggestion I can give is for the lights on the outer rim.

From all the material I can see, they're less square-shaped and more rectangular.

Forgive this simple edit:

(http://i.imgur.com/tUrs2.png)
Title: Re: Midgar Remake
Post by: burkey0307 on 2011-08-24 03:21:56
Haven't seen an update in a few days. Everything going ok?
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-24 17:11:34
Yeah just taking a break, been at Midgar non stop for the past month so I thouhgt i'd take a bit of a break and plan what I am to do next :). Sorry guys.
Title: Re: Midgar Remake
Post by: SpooX on 2011-08-24 17:42:44
Yeah just taking a break, been at Midgar non stop for the past month so I thouhgt i'd take a bit of a break and plan what I am to do next :). Sorry guys.
oh heavens forbid....you take a break???? That's not supposed to happen, where is the whip...?  :evil:
I might just do the same, on to the sun and the beach.....
 8)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-25 07:44:57
oh heavens forbid....you take a break???? That's not supposed to happen, where is the whip...?  :evil:
I might just do the same, on to the sun and the beach.....
 8)

Okay professor hojo :(. I'll get right on it.
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-28 02:53:59
Working on some texturing.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/texture03.jpg)

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Texture02.jpg)

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Texture01.jpg)

Note : It's not that bumpy/reflective in final renders. But it sowed the texture a lot more in a viewport render.
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2011-08-28 04:29:57
I love you
Title: Re: Midgar Remake
Post by: Roxas on 2011-08-28 04:47:39
Working on some texturing.

http://i267.photobucket.com/albums/ii284/Shadow0fIntent/texture03.jpg

http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Texture02.jpg

http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Texture01.jpg

Note : It's not that bumpy/reflective in final renders. But it sowed the texture a lot more in a viewport render.

So that is what Midgar would look like without all the dirt, grime, and pollution!

But yeah, excellent job my friend. :)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-28 08:52:08
Red outlines = New pipe/Redone.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/New-5.jpg)
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-28 15:07:00
Some more work on the walls.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/Reactor-3.jpg)
Title: Re: Midgar Remake
Post by: FeliX Leonhart on 2011-08-28 16:47:35
Looks awesome=)
Title: Re: Midgar Remake
Post by: Nightmarish on 2011-08-28 19:22:37
Wow that last pic looks really sweet!
Title: Re: Midgar Remake
Post by: Sapphire on 2011-08-29 08:54:12
Updating the plate population.

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/woo.jpg)

(http://i267.photobucket.com/albums/ii284/Shadow0fIntent/woo-2.jpg)
Title: Re: Midgar Remake
Post by: kicker on 2011-08-29 11:08:17
omg. This is a fantastic work. When do u think u will finish this up???
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2011-08-29 15:07:12
plate life needs more lit up windows.
Title: Re: Midgar Remake
Post by: Immortal Damyn on 2011-08-30 03:37:58
plate life needs more lit up windows.
Agree, it seems like Shinra HQ has more lit up windows than a thousand house apartment, but the plate only has industry >>
Title: Re: Midgar Remake
Post by: willis936 on 2011-09-01 18:52:07
Sweet jesus.  This is absolutely incredible.
Title: Re: Midgar Remake
Post by: Travis on 2011-09-08 18:42:21
Will we ever be able to use this!!!
Title: Re: Midgar Remake
Post by: UGerstl on 2011-09-08 18:54:03
@Travis: No. It's only a demo.

Seriously, when it's done it's done.
Title: Re: Midgar Remake
Post by: Salk on 2011-09-11 05:15:16
Impressive work, Sapphire!
Title: Re: Midgar Remake
Post by: Sapphire on 2011-12-10 09:53:30
Hello people, unfortunantly due to my computer failing itself with RAM issues and my internet connection went all mental I have not been able to keep up with progress here.

Hopefully that has changed as of today! I am back but I have a very weak service of internet :(.

My RAM issues will be sorted aswell and I will be back to producing glorious images and models for you all!
Title: Re: Midgar Remake
Post by: Roxas on 2011-12-10 10:00:50
I'm glad you're not dead, Sapphire (and that wasn't a ghost I kept seeing on msn). ;D
Title: Re: Midgar Remake
Post by: burkey0307 on 2012-02-04 19:03:42
Would love to see another screenshot.
Title: Re: Midgar Remake
Post by: Sapphire on 2012-02-14 05:08:43
RAM, and all CPU issues have been fixed.

I am now on a stable and faster internet connection and can commence working again!
I shall have an update for you all within this week.

I leave you with this simple render to keep yous intreiged while I work.

(http://i.imgur.com/XTg3d.jpg)
Title: Re: Midgar Remake
Post by: Tempus on 2012-02-14 07:47:37
Do a render from behind the Shinra Building. No-one ever shows the back of their Midgar models... methinks they've got something to hide :D
Title: Re: Midgar Remake
Post by: Sapphire on 2012-02-23 05:42:54
Hmm time for an update.

Fixed the top of the HQ, remodeled and restructured it, completely redone from scratch, dropped from 2500 poly's down to just 1775 poly's :).

(http://i.imgur.com/cQBRG.jpg)
Title: Re: Midgar Remake
Post by: Sapphire on 2012-02-23 07:08:34
Tiny little houses... Don't worry, I will make some variety houses so they aren't all the same!

(http://i.imgur.com/QcXNW.jpg)
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-02-23 11:42:54
Goshhhh! Amazing! Keep going!!!
Title: Re: Midgar Remake
Post by: Sapphire on 2012-02-23 15:46:37
http://www.youtube.com/watch?v=vfjDbkdKVBs

The full view of it will be up soon, due to a terrible internet connection I could only upload this.
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-02-23 18:40:09
http://www.youtube.com/watch?v=vfjDbkdKVBs

The full view of it will be up soon, due to a terrible internet connection I could only upload this.

Subscribed ;)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-05-03 22:33:01
I found this topic by searching my name in google haha, anyway I noticed one of my older renders was uploaded by Warren err Sapphire and I was going to see if I could help at all on here. Here are some of my newer renders
(http://i36.photobucket.com/albums/e33/Killerx20/TopDown2.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/NewSector6.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/UpdatedPlateLights3.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/HugeFront.jpg)
Title: Re: Midgar Remake
Post by: Nightmarish on 2012-05-03 22:58:41
Oh boy, that looks amazing!
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-05-04 02:41:21
Holy Mother of God!
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2012-05-04 13:18:23
See The Avengers last night, Wake up to see this, Killerx20, you made my weekend.
Title: Re: Midgar Remake
Post by: obesebear on 2012-05-04 13:52:21
Holy hell.  Awesome work man
Title: Re: Midgar Remake
Post by: KaidenJames on 2012-05-04 20:01:41
That is one sexy looking Midgar!
Title: Re: Midgar Remake
Post by: archerxtreme on 2012-05-07 14:44:04
Momma!!!

Hey, you got any "night" backgrounds to go with it???
Title: Re: Midgar Remake
Post by: dkma841 on 2012-05-07 16:07:36
Nooo way! :O
freaking awesome dude just wow! wonder how long you spent on that
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-05-07 20:32:00
Nooo way! :O
freaking awesome dude just wow! wonder how long you spent on that

Don't you just consider yourself lucky being part of the ones experiencing this miracle? :P
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2012-05-07 20:45:45
Fill up those sectors!
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-05-07 20:50:54
Midgar looks so much like a construction area in daylight lol
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-05-07 22:53:57
Lets see, thanks for all the replies, uhh night render yes I have a few but they are a bit older
(http://i36.photobucket.com/albums/e33/Killerx20/NightTest14.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/NightTest13.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/Complete.jpg)
As for filling up the plates, I'll get to that after I am done tweaking everything. I filled the plates once and had to re do everything due to swapping from FFVII styled plates to AC styled plates AND THEN I went back to FFVII style plates again.. So you understand. Oh and I spent a few years working on this, not constant work though I'd take like 5 month breaks and then get back into it again like now.
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-05-07 23:04:11
I'd take like 5 month breaks and then get back into it again like now.

Let's all hope you'll catch up before world collapses in the end of 2012 loool I prefer AC more :) http://www.pastemagazine.com/articles/2011/02/14/Final-Fantasy-VII-Set-4-final-fantasy-78725_1024_768.jpeg (http://www.pastemagazine.com/articles/2011/02/14/Final-Fantasy-VII-Set-4-final-fantasy-78725_1024_768.jpeg) but a little more greenish (http://bluehorsepoetry.files.wordpress.com/2010/02/midgar.jpg) :)
Title: Re: Midgar Remake
Post by: Covarr on 2012-05-07 23:32:48
The thing about Midgar is that it is neither day nor night. The whole city is covered by such a thick layer of pollution that it's dark as night regardless of the time, but without something like stars to beautify it. It doesn't really start to clear up until METEOR hits, and even then, images from two years later in Advent Children are still shrouded in a very smokey sort of daytime.

That being said, these renders are gorgeous. And a wallpaper site is stealing them. (http://www.wallpapershdi.com/wallpaper/1130/final-fantasy-vii-midgar-widescreen.html)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-05-08 01:55:08
Yes I still have to perfect the "night" scene, still not very good with 3ds max. Better with GTKRadiant hah. The AC Midgar was HUGE compared to the original and it has so many changes. Same with CC and DoC.

As of right now I made the CC Mako Reactor and I'm doing test renders of it, looks a lot better then my current and defiantly lower on the polys but I do have an issue with the exhaust vent on top.

And I knew about that wallpaper site, doesn't do me any harm really though and I wouldn't expect many people to be using that site anyway based on how it looks haha.
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-05-08 12:06:22
...but without something like stars to beautify it.

Why are there stars in the intro video showing clearly... just asking... :) Isn't Midgar an underground city?
Title: Re: Midgar Remake
Post by: Mewsin (aka Zendar) on 2012-05-08 13:07:36
Why are there stars in the intro video showing clearly... just asking... :) Isn't Midgar an underground city?
its actually a city built on top of (above) a collection of towns that have been subdivided into sectors
the original town names have long since been forgotten 8-)
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2012-05-08 14:03:48
Correct Zendar, and it's always dark like the above was stated, it's covered in pollution (queue Capetian Planet intro)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-05-08 19:53:45
its actually a city built on top of (above) a collection of towns that have been subdivided into sectors
the original town names have long since been forgotten 8-)
Actually, I have some theory that Midgar is actually underground, the slums I mean. Ok, have a look at the reactors base
(http://i36.photobucket.com/albums/e33/Killerx20/d0015939_49ec0cc677815.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/wp_feather_HD.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/ScreenShot021.jpg)
You cant really see the actual base of the reactor even on ground level in these, maybe just a little but not nearly as big as it should be shown in this
(http://i36.photobucket.com/albums/e33/Killerx20/ScreenShot011-1.jpg)
And to support my theory even more the scene in AC on the highway chase when they fall off into the slums they slide down a dirt cliff shown here
(http://i36.photobucket.com/albums/e33/Killerx20/ScreenShot180.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/ScreenShot186.jpg)
And here you even see the reactor in the background
(http://i36.photobucket.com/albums/e33/Killerx20/ScreenShot187.jpg)
Title: Re: Midgar Remake
Post by: archerxtreme on 2012-05-18 13:08:20
Now that you mentioned, it is true.
Only little reference to go on though. But i suppose one can fill up the "holes" eventually....
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2012-05-18 13:11:37
Just realized, that last render shot that Killerx20 posted looks JUST like the one from the FMV in the beginning, I want it! haha.
Title: Re: Midgar Remake
Post by: Mewsin (aka Zendar) on 2012-05-18 14:32:59
Actually, I have some theory that Midgar is actually underground, the slums I mean. Ok, have a look at the reactors base

You cant really see the actual base of the reactor even on ground level in these, maybe just a little but not nearly as big as it should be shown in this

during the game if you ride on the train you can actually talk to barret and he tells you
how midgar was built on the towns who's names have been forgotten
so in my opinion its canon.
i do believe however that much of the reactors and tunnels
are underground and the weight of the plate for the top level
is being supported by underground constructions.
also dont forget there was a barrier surounding midgar and you need a key
to open the door to get back into sector 5.
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2012-05-18 16:02:44
Well, going on a FF7 binge when i get home haha.
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-05-28 18:00:29
I've been working on a entire new Midgar, one that is based off of Crisis Core. Started completely from scratch on this one.
Its missing a lot of things and details for now but I'll get to it.
(http://i36.photobucket.com/albums/e33/Killerx20/MidgarSmooth5.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/SmoothedTowerNewNight3.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/CCMidgarNight5.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/CCMidgarNight8.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/CCMidgarNight9.jpg)
Fast renders, some bugs. Have to work on the glow and so on. Let me know what you think.
Title: Re: Midgar Remake
Post by: dkma841 on 2012-05-28 20:11:42
Fucking hell!, unbelievable \O/
Title: Re: Midgar Remake
Post by: Dubular on 2012-05-29 00:04:06
I think the lights around HQ should be more circular, but other than that just plain awesome! I was a little worried when I saw that it was supposed to be based on CC, but I think it's close enough to the original to be used. Very nice.
Title: Re: Midgar Remake
Post by: PH03N1XFURY on 2012-05-30 04:43:59
looks cool
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-05-30 16:29:41
I think the lights around HQ should be more circular, but other than that just plain awesome! I was a little worried when I saw that it was supposed to be based on CC, but I think it's close enough to the original to be used. Very nice.
They are actually circular, don't think they can get any more circular haha. Yeah I would say the Crisis Core model is the closest to the original. The AC Midgar was really realllllllllly huge. Thanks
Title: Re: Midgar Remake
Post by: Cyberman on 2012-05-30 20:44:30
They are actually circular, don't think they can get any more circular haha. Yeah I would say the Crisis Core model is the closest to the original. The AC Midgar was really realllllllllly huge. Thanks
I suspect perspective distortion might make it appear they aren't. If you look at the reactor tops they get a little strange around the circumference. Is this because of the camera type you are using for the image view?
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-05-30 21:45:07
I suspect perspective distortion might make it appear they aren't. If you look at the reactor tops they get a little strange around the circumference. Is this because of the camera type you are using for the image view?
I changed the FOV for the renders, that would probably do it. And as for the reactors are you talking about the exhaust hole part or the part with the segments?
Title: Re: Midgar Remake
Post by: Nightmarish on 2012-05-31 09:22:34
Love the work.
Am hoping you can finish it and allow us to use it in FF7 modding. Either for "FMV" or just as model ingame.


Makes me sad that such project could die, like so many other do around here :(
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-05-31 11:19:15
Love the work.
Am hoping you can finish it and allow us to use it in FF7 modding. Either for "FMV" or just as model ingame.


Makes me sad that such project could die, like so many other do around here :(
I'd actually like to use it for multiple things, one of which where you can explore it in a world like fallout 3 or something. I worked with a guy named Shinrasoldier3 and Tempus on it but it just kind of died. What ever happened to Sapphire and SpooX? They were working on a model weren't they?
As for my project dying, it never really has. I take long breaks here and there for obvious reasons, it gets boring haha.
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2012-05-31 15:10:54
Looks lovely, though it need the plate extensions to get that midgar feel. Also, get those sectors filled in! I know its a PITA, but I've seen so many artists make the hq, outer ring, reactors, and the bloody city never gets filled in.... *grumbles*
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-05-31 15:57:00
Looks lovely, though it need the plate extensions to get that midgar feel. Also, get those sectors filled in! I know its a PITA, but I've seen so many artists make the hq, outer ring, reactors, and the bloody city never gets filled in.... *grumbles*
I actually just finished the outerplates, I think next I'm going to do sector 6 or maybe the outer wall lights? I work on the plates being filled last because that's when there are no more adjustments to make. I don't know of many people who have created Midgar, may you show me some? I like to look at what others have done.

Edit: I'll upload a test render of the outer plates.
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-05-31 19:26:37
Ok here is the outerplates I just made, now I have to add the lights on them...
I don't really like how the lighting is on them but it took an hour and a half to render this so I don't really care haha
(http://i36.photobucket.com/albums/e33/Killerx20/CCMidgarNight10.jpg)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-05-31 22:24:09
And now with the added Outer Plate lights
(http://i36.photobucket.com/albums/e33/Killerx20/CCMidgarNight11.jpg)
Next... I don't know yet.
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-05-31 22:25:30
 :mrgreen:
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-01 15:35:53
What ever happened to Sapphire and SpooX? They were working on a model weren't they?

answer:

As for my project dying, it never really has. I take long breaks here and there for obvious reasons, it gets boring haha.

No worries, I'm still alive, and pushing polygons around (now and then).... ::)

Apart from that, and busy live, work etc...
working on some tools.

What renderer are you using by the way?
 8-)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-01 15:46:53
answer:

No worries, I'm still alive, and pushing polygons around (now and then).... ::)

Apart from that, and busy live, work etc...
working on some tools.

What renderer are you using by the way?
 8-)
Ah I see, yeah breaks come in handy haha. I take it the same for Sapphire as well? I should ask him on msn sometime..
I use 3ds max 2011, default scanline renderer for night scenes and daylight system mental ray for day scenes. What about you? I've seen some of your renders and I like how the lighting system looks.
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-01 16:00:37
As for Saphire...I don't really know what happened to him, seemed to have had some computer problems, and after that I've never heard anything anymore.
As for Tempus..just found out he stopped...
development-indefinitely-ceased (http://www.moddb.com/mods/mako-dawn/news/development-indefinitely-ceased)

I'm using Max 2012 (x64) and Maxwell renderer (physical), this makes working with camera's like real camera's.
Really like the outcome, but it is quite slow, lately I've been redoing some renders with VRay.
I believe this is the latest I've uploaded...
(http://farm8.staticflickr.com/7185/6893535221_cba4eb6faa_b.jpg) (http://www.flickr.com/photos/39897743@N05/6893535221/)
 8)
Right now I can't upload a more up to date render, as I'm on my development laptop...

What I'm doing on my devtop....well...
(http://farm8.staticflickr.com/7103/7314986322_4ae1739104.jpg) (http://www.flickr.com/photos/39897743@N05/7314986322/)
is part of what I'm aiming for.
 8)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-01 17:08:23
As for Saphire...I don't really know what happened to him, seemed to have had some computer problems, and after that I've never heard anything anymore.
As for Tempus..just found out he stopped...
development-indefinitely-ceased (http://www.moddb.com/mods/mako-dawn/news/development-indefinitely-ceased)

I'm using Max 2012 (x64) and Maxwell renderer (physical), this makes working with camera's like real camera's.
Really like the outcome, but it is quite slow, lately I've been redoing some renders with VRay.
I believe this is the latest I've uploaded...
-image- (http://www.flickr.com/photos/39897743@N05/6893535221/)
 8)
Right now I can't upload a more up to date render, as I'm on my development laptop...

What I'm doing on my devtop....well...
-image- (http://www.flickr.com/photos/39897743@N05/7314986322/)
is part of what I'm aiming for.
 8)
I'll find out from Sapphire, we've been working on our midgars helping eachother out for a long time. I worked with Tempus for a little bit, at the time shinrasoldier3 was in charge but the team was so unorganized and people didn't really want to do much, there were only a few people doing work like shinrasoldier tempus and myself. A few others I do not remember.
Maxwell hm? Never heard of it but I might give it a try. I like the way the lighting is in it. I have used VRay and used it, I feel like it is really close to mental ray so I stuck with mental. I have seen that render, its warrens tower with your midgar correct?
Oh and I have noticed the slums render you have, that was from Crisis Core wasnt it? I extraced the models from that game and your slums looks EXACTLY like it haha, right down to the base of the reactors.. Did you model off of that?
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-01 17:34:04
don't quote images
Oh and I have noticed the slums render you have, that was from Crisis Core wasnt it? I extraced the models from that game and your slums looks EXACTLY like it haha, right down to the base of the reactors.. Did you model off of that?

Well actually, all my models are based upon FFVII, so no crisis core at all.
the base of the reactor can be seen in the cutscene, where the camera turns away from a tower where the plate falls I don't know which one it is exactly. But that's part of the reference I've used.
(I've collected so many references over time.... :) )
 8-)
Title: Re: Midgar Remake
Post by: archerxtreme on 2012-06-01 18:47:48
you said based upon FF7, so is that like you used the advent children movie as some basis?
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-01 18:50:01
you said based upon FF7, so is that like you used the advent children movie as some basis?
No, the Original FF7 PSX version from 1997.
I try to keep it as close to the original as possible.
 8-)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-01 23:08:13
No, the Original FF7 PSX version from 1997.
I try to keep it as close to the original as possible.
 8-)
Well the earlier night renders and day renders you see in here are mine based off of the FF7 model, I decided to switch to the crisis core one because it closely resembles FF7 but has more detail and is more realistic. How would working together sound?
Although there is more to Midgar that I want to do like what Tempus and shinrasoldier3 were trying to achieve like going where ever and doing what ever you like in a game engine such as fallout 3 or crysis 2.
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2012-06-02 13:46:37
start with the wide shot :P
Title: Re: Midgar Remake
Post by: Cyberman on 2012-06-06 21:23:57
As for Saphire...I don't really know what happened to him, seemed to have had some computer problems, and after that I've never heard anything anymore.
As for Tempus..just found out he stopped...
development-indefinitely-ceased (http://www.moddb.com/mods/mako-dawn/news/development-indefinitely-ceased)

Well considering what happened to Chrono Resurrection it is very likely that can happen. I believe they were 40% done when they got C & D'd.

Cyb
Title: Re: Midgar Remake
Post by: Roxas on 2012-06-08 04:35:56
As for Saphire...I don't really know what happened to him, seemed to have had some computer problems, and after that I've never heard anything anymore.

Not sure myself either... left him a message on facebook a few days ago, yet to hear back.

Always blown away by the modeling work done on Midgar. Hope we'll see one of these in-game.... one day.
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-08 05:25:30
I'm going to post a picture of Sector 6 after its done rendering.. No matter what it looks like so brace yourselves, it could be bad hahaha

Ok, here they are
(http://i36.photobucket.com/albums/e33/Killerx20/Sector6CC.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/Sector6CC2.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/Sector6CC3.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/Sector6CC5.jpg)
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-08 23:50:54
Nice, reminds me of the Midgar model in the square building (or where ever it may be these days).  :roll:
I'm curious, can you post a wireframe?

PS, I'm always in for a joined venture... which engine did you have in mind?
oh and dx11 is a bit out of scope for me, unfortunately... my laptop is kind of...errr...ancient ???
 8)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-09 03:57:37
Nice, reminds me of the Midgar model in the square building (or where ever it may be these days).  :roll:
I'm curious, can you post a wireframe?

PS, I'm always in for a joined venture... which engine did you have in mind?
oh and dx11 is a bit out of scope for me, unfortunately... my laptop is kind of...errr...ancient ???
 8)
Yeah it does look a bit like the real model, I wanted that effect for sector 6 to give it that under construction feeling.
Here is the wireframe picture you asked for, a bit messy.
(http://i36.photobucket.com/albums/e33/Killerx20/MidgarWireframe2.jpg)
And heres another from sector 6
(http://i36.photobucket.com/albums/e33/Killerx20/MidgarWireframe.jpg)
As for an engine I dont really know. I like the fallout 3 / New Vegas engine because it is an open world but also Crysis is nice too but not as free as Fallout.
My comp is pretty lame as well, I'm only running on a core 2 duo at 1.86ghz haha
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-14 03:10:04
Does anybody have the full background picture for the first mission in FF7 on the bridge in front of the reactor? I need the entire background for I am modeling the pipes on the walls.
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2012-06-14 04:18:25
Does anybody have the full background picture for the first mission in FF7 on the bridge in front of the reactor? I need the entire background for I am modeling the pipes on the walls.

I do believe Palmer can extract the scene from the flevel.lgp

http://forums.qhimm.com/index.php?topic=8450.msg178358#msg178358
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-14 05:29:20
I do believe Palmer can extract the scene from the flevel.lgp

http://forums.qhimm.com/index.php?topic=8450.msg178358#msg178358
Thanks that worked perfectly
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2012-06-14 15:24:28
Killerx20, yer giving me hype. Semester is done in a few days, I might even get some ff7 work crammed out!
Title: Re: Midgar Remake
Post by: neomonkeus on 2012-06-15 00:29:27
Well considering what happened to Chrono Resurrection it is very likely that can happen. I believe they were 40% done when they got C & D'd.

Cyb
Heyo,

Just to clarify about the MakoDawn project. Tempus reached out to Square in good faith but since he hadn't heard anything back from them in reasonable time he had occupied himself with other projects.

Anywho, I am acting as custodian of the project until such time someone wants to begin developing or I am in a position to start it up myself. I have no problem letting the project remain in statis.

Anyways the reason I bring it up is due to Killerx20 wish to bring his version of midgar to Fo3/NV. If there is any interest in project, there are numerous assets available for use, hosted space and forums already setup. Tempus is currently packaging all remaining assets which will be freely available for use which I am sure will benefit the various projects here too.

Neo.

@Killerx20 : Glad to see that you kept working on your Midgar model.
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-15 00:45:36
Heyo,

Just to clarify about the MakoDawn project. Tempus reached out to Square in good faith but since he hadn't heard anything back from them in reasonable time he had occupied himself with other projects.

Anywho, I am acting as custodian of the project until such time someone wants to begin developing or I am in a position to start it up myself. I have no problem letting the project remain in statis.

Anyways the reason I bring it up is due to Killerx20 wish to bring his version of midgar to Fo3/NV. If there is any interest in project, there are numerous assets available for use, hosted space and forums already setup. Tempus is currently packaging all remaining assets which will be freely available for use which I am sure will benefit the various projects here too.

Neo.

@Killerx20 : Glad to see that you kept working on your Midgar model.
Long time no see neo, it sucks that the mod stopped being worked on. What ever happened to shinrasoldier3? Oh and I only just started working on Midgar again recently hahah
BTW here are the new renders I just made. Some bumpmapping needs to be tweaked and various other things but there is so much do to..
To start off, I added lots of little detail around the plates and plate walls
(http://i36.photobucket.com/albums/e33/Killerx20/CCMidgarDetailUpdate2.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/CCMidgarDetailUpdate3.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/CCMidgarDetailUpdate5.jpg)
I have also added the pipes that come from the reactor bridges
(http://i36.photobucket.com/albums/e33/Killerx20/CCMidgarDetailUpdate4.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/CCMidgarReactor.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/CCMidgarReactor2.jpg)
And finally a shot from the tower
(http://i36.photobucket.com/albums/e33/Killerx20/CCMidgarDetailUpdate6.jpg)
Title: Re: Midgar Remake
Post by: neomonkeus on 2012-06-15 01:06:23
Long time no see is right.  :P Mainly been keeping busy with working on the Blender nif plugin aswell as RL things. I just now see the project as more long term.  :P

I was looking at the wireframe render but its not triangulated, understandably for clarity, but are you planning on optimising the model for use in a 3d engine?

Also what scale are you working to, this seems to be larger that the ff7 version but smaller than the real life model.
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2012-06-15 01:43:12
For a game engine I'd remodel the entire city and bake off the highrez to texture it - you'll get a very sexy very smooth running gig with that.
Title: Re: Midgar Remake
Post by: neomonkeus on 2012-06-15 02:23:28
You should do it ;) Very few modders out there who know how to model know how to do low-res model normal map baking, let alone how to do it properly and those that do rarely have an interest in doing such a large scale model.
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-15 02:24:43
Long time no see is right.  :P Mainly been keeping busy with working on the Blender nif plugin aswell as RL things. I just now see the project as more long term.  :P

I was looking at the wireframe render but its not triangulated, understandably for clarity, but are you planning on optimising the model for use in a 3d engine?

Also what scale are you working to, this seems to be larger that the ff7 version but smaller than the real life model.
Unfortunately I cant optimize anything that has to do with the reactors, that is due to me not modeling in 3ds max and using gtk instead. Somebody else would have to do the optimization or I would have to learn how to model in 3ds. Oh and the scale... Hm the scale might be closer to FF7 then the real model. The real model is based off of advent children from what I see in terms of scale, super huge.
For a game engine I'd remodel the entire city and bake off the highrez to texture it - you'll get a very sexy very smooth running gig with that.
As for baking I have heard the term but have no idea what it does or how to do it.. And most likely wouldn't be able to do it with my lack of knowledge in 3ds.

It sucks that the tool I use to make all this isn't meant for modeling but actually meant to create game maps for quake 3 HAH, so there is a huge loss in what I can do but I do push what I use to its limits.
Title: Re: Midgar Remake
Post by: neomonkeus on 2012-06-15 02:33:21
Normal map baking is basically you make a really high detailed model, couple of billion polys; retopo a version of the model to be more optimised/low poly then you bake the details from the high res version as a normal map applied to the lower res version.

Never realised you were a linux head :P
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-15 02:40:24
Retopology? Hm, is there such thing as a automatic one? like it scans your object and creates a duplicate just in lower poly form or triangulates it better?
I have tried to make the reactors lower poly but its pretty much impossible for gtk, and I don't know a thing about max so I cant do it that way.
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2012-06-15 02:42:17
When yer done the city i'll help you out with that. Also, before you fill up the city, plan out yer roads etc on a topview :P
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-15 02:48:16
When yer done the city i'll help you out with that. Also, before you fill up the city, plan out yer roads etc on a topview :P
Well actually, I started to model the plate a while ago.. Just never really got into detail on it since I was still adding all the other stuff. It has serious scaling issues and low detail so it needs a lot of work but here are the two renders I made a while ago.
(http://i36.photobucket.com/albums/e33/Killerx20/TrainStation.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/platerender.jpg)
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2012-06-15 02:50:10
decent layout, sector 1/8 have something to work from, but most dont. However I'd maintain yer road structure throughout. Keep it up.
Title: Re: Midgar Remake
Post by: neomonkeus on 2012-06-15 03:02:46
Well all my work is really working with Blender so I don't know anything about Max. Blender offers alot of tools and specifically for doing retopo it allows you to make a mesh over the exisiting mesh so it is pretty simple and fast once you get into it.

Was just looking at some images from neon-garuth's model. Are you planning on including highways/overpass too? Think his version is about halfway between FF7 and the RL model, perhaps something to consider.
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2012-06-15 03:14:14
Mother of god...
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-15 03:31:38
Well all my work is really working with Blender so I don't know anything about Max. Blender offers alot of tools and specifically for doing retopo it allows you to make a mesh over the exisiting mesh so it is pretty simple and fast once you get into it.

Was just looking at some images from neon-garuth's model. Are you planning on including highways/overpass too? Think his version is about halfway between FF7 and the RL model, perhaps something to consider.
Not  sure that gtk can handle the curves a highway does, I'll have to find out.
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2012-06-15 04:11:43
While some of blender's tools are useful for retopo, in most cases I'd stick to custom work. Until the highrez is ready though, don't fret on it.
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-15 08:10:09
decent layout, sector 1/8 have something to work from, but most dont. However I'd maintain yer road structure throughout. Keep it up.
according to the in game movies, and a lot of other references I have, most other sectors are just copies, so pretty much the same assets on all sectors.

As for scaling, the way I used my scale (which proved to be a lot bigger then saphires, or Tempus') is based on the data retrieved from the intro movie. I've extracted the animation data together with the walkmeshes. The scale from the movie data is larger then the actual in-game walkmesh, so I've lined them up and scaled up the walkmeshes accordingly, that's how I've matched all game scenes within Midgar to the same scale.

See this (http://forums.qhimm.com/index.php?topic=10571.msg147623#msg147623) for the animation data reference
and for a walkmesh sample:here (http://forums.qhimm.com/index.php?topic=9688.msg144028#msg144028)


as for renders, I've been working on the sector 8 part, mainly trying to recreate some hard to find assets....
The billboards...
(http://farm8.staticflickr.com/7075/7188934709_f3923bfbf1_b.jpg) (http://www.flickr.com/photos/39897743@N05/7188934709/)
(http://farm8.staticflickr.com/7079/7374168206_09f9c5d28d_b.jpg) (http://www.flickr.com/photos/39897743@N05/7374168206/)


If there are any photoshop wizards lurking around....Perhaps anyone would like to create some poster being used in Midgar, we can put them in the model...any help is appreciated

 8-)
Title: Re: Midgar Remake
Post by: neomonkeus on 2012-06-15 12:26:28
The whole scale thing was more a general question as was hard to guage without a reference point, even with the layout. Alot of the time it does depend on the source material, I have always been using the psx version, whereas I assume you guys have been using the PC version. Anyways, I have done lots of discussion about scale and relative scale, so I don't want to clutter the thread.

@Timu, the retopo too is not an automagic feature, you need to build the mesh up, the main advantage is how it works. You apply the verts directly to the surface of the underlying mesh. If you add lots of faces or bad topology then you will still have a s*&t mesh.

As for what Timu said, I would not worry about low-res or anything to do with retopo.
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2012-06-15 15:24:37
Made this years ago for noen, perhaps you can slap it in somewhere.

Bonus XP if you know the reference.

(http://fc00.deviantart.net/fs41/f/2009/031/9/d/Wutai_Express_by_mysteryme3000.jpg)

I had a work in prog of the loveless poster, but I'd likely just restart it.
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-15 17:11:40
The whole scale thing was more a general question as was hard to guage without a reference point, even with the layout. Alot of the time it does depend on the source material, I have always been using the psx version, whereas I assume you guys have been using the PC version. Anyways, I have done lots of discussion about scale and relative scale, so I don't want to clutter the thread.

My main source is the psx version.
For 'Real-scale'.... I just match the backgrounds of the field files, based on the walkmesh, so there is not a real reference to for instance Aerith being 1.63m....
Scaling will become an issue when porting to a game engine, no matter which one, but that will depend on the engine of course.

@Timu:  .....五台山 (http://blog.chinatraveldepot.com/2011/08/mount-wutai-travel-tips/)...?  :roll:
keep em comming, nice add.
anything you stick or paint on walls are welcome.
 8-)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-15 17:27:37
I based my scale off of how tall you stand in the shinra tower compared to the doorways and walls pretty much. I did manage to optimize my reactor after all but now it has some really slight texture issues go figure.
At least I managed to knock it from 45000 polys to 19000, not bad eh?
Before
(http://i36.photobucket.com/albums/e33/Killerx20/ScreenShot186-1.jpg)
After
(http://i36.photobucket.com/albums/e33/Killerx20/ScreenShot190.jpg)
Not that bad right?
Made this years ago for noen, perhaps you can slap it in somewhere.

Bonus XP if you know the reference.

(http://fc00.deviantart.net/fs41/f/2009/031/9/d/Wutai_Express_by_mysteryme3000.jpg)

I had a work in prog of the loveless poster, but I'd likely just restart it.
You worked with Noen??
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2012-06-15 17:33:08
Back when I was learning 3d modeling I attempted to make characters as his model was theoretically gonna end up in crysis 1... AFAIK he's left his model alone for years now.

Also:
http://www.thaiexpress.ca/
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-15 17:49:19
I based my scale off of how tall you stand in the shinra tower compared to the doorways and walls pretty much. I did manage to optimize my reactor after all but now it has some really slight texture issues go figure.
At least I managed to knock it from 45000 polys to 19000, not bad eh?

still quite a lot, just checked my reactor:
Polys: 3.571
Tris:   6.334
Verts: 3446
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-15 17:50:05
Back when I was learning 3d modeling I attempted to make characters as his model was theoretically gonna end up in crysis 1... AFAIK he's left his model alone for years now.

Also:
http://www.thaiexpress.ca/
Yeah I know Noen, we talked about midgar and stuff a lot in the past. I talked to him recently and he said hes not working on his model because he doesn't have the motivation to do it, I can understand why though. It sucks that its almost been forgotten about, it would have been cool to explore it.

Oh and I managed to get the polys down even further to 7000
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-15 19:08:51
still quite a lot, just checked my reactor:
Polys: 3.571
Tris:   6.334
Verts: 3446
Can you do a render of the reactor? I'd like to see how detailed it is for 3500 polys
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-15 21:29:35
Had to do a bit of searching, for the right version....
(and after rendering I've noticed some elements are still missing)

(http://farm9.staticflickr.com/8144/7376109476_eb8e52b710_b.jpg) (http://www.flickr.com/photos/39897743@N05/7376109476/)

and some texturing started...

(http://farm8.staticflickr.com/7084/7376109670_8f51b524a3_b.jpg) (http://www.flickr.com/photos/39897743@N05/7376109670/)


 8-)
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-15 21:56:24
Here the wires and missing components in the previous render.
(Rear exhausts, and the entrance, the walkbridge in front, I don't consider it being a part of the reactor)
(http://farm8.staticflickr.com/7085/7376256640_3dc670c0aa_b.jpg) (http://www.flickr.com/photos/39897743@N05/7376256640/)
So it's more like 4500 polys.  ???

 8)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-15 22:47:23
Here the wires and missing components in the previous render.
(Rear exhausts, and the entrance, the walkbridge in front, I don't consider it being a part of the reactor)
(http://farm8.staticflickr.com/7085/7376256640_3dc670c0aa_b.jpg) (http://www.flickr.com/photos/39897743@N05/7376256640/)
So it's more like 4500 polys.  ???

 8)
I see how yours is low poly now, it looks good though. I'll post a new render up after I get back home. I really cleaned a lot up and stuff but it still needs more optimization.
Title: Re: Midgar Remake
Post by: neomonkeus on 2012-06-16 02:01:56
Yeah I know Noen, we talked about midgar and stuff a lot in the past. I talked to him recently and he said hes not working on his model because he doesn't have the motivation to do it, I can understand why though. It sucks that its almost been forgotten about, it would have been cool to explore it.

Oh and I managed to get the polys down even further to 7000

Awe that is a bit sad, his model was amazing. I certainly have not forgotten :P Although I never had contact with him, I heard that he didn't want to share his model. I agree I would have loved to explore it too.

Just for reference, Tempus' model as a whole is about 8-9k tris IIRC but that is with alot of optimisations. I hope that my inquires haven't started a cascading effect of people worry about tri counts.  :-o
Title: Re: Midgar Remake
Post by: Nightmarish on 2012-06-16 02:32:20
Talking about Midgar, remodeling and other modelers, do you know the guys who made this?

http://www.youtube.com/watch?v=71FVUv6H374

The face of Cloud model is better than most of the ones i've see in qhimm, at least better than the one made by Millenia.
Also Tifa is somewhat nicely modeled.
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-16 03:23:25
Talking about Midgar, remodeling and other modelers, do you know the guys who made this?

http://www.youtube.com/watch?v=71FVUv6H374

The face of Cloud model is better than most of the ones i've see in qhimm, at least better than the one made by Millenia.
Also Tifa is somewhat nicely modeled.
Oh yeah I remember that, some little team who was getting into working with the UDK wanted to show off what they could do, just a demo. Although their shinra tower model is wayyy far off of being correct looking and its facing the wrong way since that is the sector 1 train station the tower's back should be showing and not the front. It would have been nice if they continued on that project though as it would be nice to play it.

Awe that is a bit sad, his model was amazing. I certainly have not forgotten :P Although I never had contact with him, I heard that he didn't want to share his model. I agree I would have loved to explore it too.

Just for reference, Tempus' model as a whole is about 8-9k tris IIRC but that is with alot of optimisations. I hope that my inquires haven't started a cascading effect of people worry about tri counts.  :-o
I'm going to ask him what really happened and if he will ever release it. I can understand why he wouldn't want to share it though and he has told me in that past somethings why he wouldn't. BTW how is that resource pack coming? I may find some things in there useful

EDIT
Here is the final optimized reactor, I am happy with it. Going from 40,000 polys to 8,000 is good enough for me.
(http://i36.photobucket.com/albums/e33/Killerx20/ScreenShot186-2.jpg)
(http://i36.photobucket.com/albums/e33/Killerx20/ScreenShot187-1.jpg)
Title: Re: Midgar Remake
Post by: neomonkeus on 2012-06-16 16:16:39
All of the currently released stuff is over on moddb.com page but is released in nif form for Fallout.

The last release Tempus intends to release as part of the MakoDawn project will be a public release of all the resource files in an organised package. The reason for delay is probably because he has alot of stuff that needs to be sifted through and organised.

I know modellers/artists can have attachment to their stuff, I have been there and I am sure Neon has his own reason for not wanting to release it but its just really sad that we nobody gets to explore such a wonderful model. When I look at some of those screens from his port to the cry engine, defo sad panda. I had planned on contacting him but with my ties to the MakoDawn mod, I thought it might give the wrong impression.
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-16 18:41:29
All of the currently released stuff is over on moddb.com page but is released in nif form for Fallout.

The last release Tempus intends to release as part of the MakoDawn project will be a public release of all the resource files in an organised package. The reason for delay is probably because he has alot of stuff that needs to be sifted through and organised.

I know modellers/artists can have attachment to their stuff, I have been there and I am sure Neon has his own reason for not wanting to release it but its just really sad that we nobody gets to explore such a wonderful model. When I look at some of those screens from his port to the cry engine, defo sad panda. I had planned on contacting him but with my ties to the MakoDawn mod, I thought it might give the wrong impression.
I know I have an attachment to mine... it will be hard giving it away one day but its for the better right? Better then nothing ever happening to it.
Title: Re: Midgar Remake
Post by: neomonkeus on 2012-06-16 19:26:14
Absolutely, glad to hear that you plan on releasing it at some point. I would love to have a walk about in your one too. That said I am still guilty of holding onto my train model, though I think the original file was on my laptop which I think now has borked the harddrive too. A bit unfortunate but I have a nif version and so will complete that at some stage.

The most important one thing is that being ok with the fact that some projects are just going to be worked on when I will get around to them rather than trying to do everything at once.
Title: Re: Midgar Remake
Post by: Nightmarish on 2012-06-16 21:44:12
Yeah, that's the major problem i see most of the times; people making lovely models/mods and eventually the project dies an nothing from it is released, for different reasons (modelers not wanting to share their work, breaks on work and HDD goes kaput, etc). I've see a lot of good work in this part of qhimm forum, but most haven't seen day light.

Modelers tends to work here and there instead of focusing in just one piece and take it to the end, then they end with 10 models at 50%, and then the project dies and the models go to waste, it's a waste of valuable resources but we can't force anyone to do anything, after all they do this at free will. I know it's human nature to want to go at it all in a go, but modelers show discipline themselves with a step at a time.

TA was clever to do a "bombing mission" objective but as I see the steam they had, is gone.
Hoping for the best tho (release what they have atm or completion of the bombing mission).
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-16 23:00:09
I know I have an attachment to mine... it will be hard giving it away one day but its for the better right? Better then nothing ever happening to it.
I know that feeling.....
Especially when you consider the amount of hours which have been put in the modeling....
I had a nice discussion with Saphire about that...


If I'm correct, the Noen you guys are talking about is NoenGaruth?
I've got some renders of him in my reference files, that was one of the reasons of starting on Midgar, as the first scenes did not make much sence.... ???  :-P

As for the polys, I don't really care about it for now, I know some scenes will have a poly count going through the roof. The only thing where I'm currently going for is highly detailed renders.
In the mean time, I try to keep it all as low as possible to speed up render times.

Putting it into a render engine will be something completely different. The models have to become more modularised anyway, and textures will have to be redone, as my renderer works a bit different than most renderers. Also the polycount will be lowered by baking. Lights have to be changed, etc, etc.
It would be fun to turn them into Ogre scenes though, putting it into Akari's engine (Q-gears that is). :)
 8)
Title: Re: Midgar Remake
Post by: neomonkeus on 2012-06-17 14:10:52
That was one of the reason the latest iteration of the mod had timed releases, so even if the mod stopped, there would be some content out there. I was talking to Tempus and he is pretty far along with getting the source release done, just needs to redo some uv's on some models. I will continue to pester him until he does :P

Yep, Neon was referring to Neon-Garuth, think he goes by another name now.*swears I am not a stalker* I have his photobucket bookmarked just for those occasions where I need to look at the pretty eye candy, though versions by killerx20 and Saphire are equally in their own right. I just think I prefer the scale/scope he used as it included the high-ways but was still of a reasonable scale between ff7 and comp.

Yeah for you guys tri count is something you shouldn't be bothered with as you will be rendering them out anyways, though keeping it clean also reduces render time.

I have been pottering about the forums for a while stuff about the Q-gears wasn't visible until registration. Seems like an interesting project. Pretty cool if you do port some of the models into the scene. I am equally impressed by he level of detail that you guys take with being faithful to the original  data. Cookies for everyone :D
Title: Re: Midgar Remake
Post by: Sapphire on 2012-06-20 02:33:39
Oh wow I have missed so much! I have returned once again!!

My reactors still need some work to them too, IMO they're the most difficult pieces of geometry i've had to deal with, though i'm quite delighted to see i'm not the only one needing several versions and minor ajustments and optimisations here ;3.

(http://i.imgur.com/7hhMN.jpg)

(http://i.imgur.com/uJN5S.jpg)

I'm gonna continue work on it ASAP!
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2012-06-20 04:27:37
zomg so many midgar modelers in one thread
Title: Re: Midgar Remake
Post by: Hellbringer616 on 2012-06-20 14:45:26
Join forces?
Title: Re: Midgar Remake
Post by: KnifeTheSky77 on 2012-06-20 15:22:23
This is exciting, i hope you guys are splitting. Up the work so no person is working on the same thing.
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-20 19:00:35
This is exciting, i hope you guys are splitting. Up the work so no person is working on the same thing.
Of course we are not all doing the same thing......
We're all just working on different reactors....3 done....5 to go  ;D
 8)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-20 20:59:52
Oh wow I have missed so much! I have returned once again!!

My reactors still need some work to them too, IMO they're the most difficult pieces of geometry i've had to deal with, though i'm quite delighted to see i'm not the only one needing several versions and minor ajustments and optimisations here ;3.

(http://i.imgur.com/7hhMN.jpg)

(http://i.imgur.com/uJN5S.jpg)

I'm gonna continue work on it ASAP!
Wow warren, I never thought I'd see you again how have you been?
Reactor looks good btw.
Of course we are not all doing the same thing......
We're all just working on different reactors....3 done....5 to go  ;D
 8)
All my reactors are finished and i'm not going to tweak them anymore. I've spent too much time optimizing them although it helped with the render times.
I'm not really sure what to work on next though.. Any ideas?
Title: Re: Midgar Remake
Post by: Cyberman on 2012-06-20 22:33:22
Wow warren, I never thought I'd see you again how have you been?
Reactor looks good btw.All my reactors are finished and i'm not going to tweak them anymore. I've spent too much time optimizing them although it helped with the render times.
I'm not really sure what to work on next though.. Any ideas?
There are the parts of midgar with Cannon and where the prodClod fight occurs later in the game.
Title: Re: Midgar Remake
Post by: Timu Sumisu on 2012-06-21 00:46:57
Do all the area's like cyberman said where the upperplate is featured, and sector 8, then just fill in the city.
Title: Re: Midgar Remake
Post by: Dubular on 2012-06-21 04:55:51
I wanna say it was Spoox who mentioned it, but I can't find where it was. Anyways, I'd say if you're up to the point of filling in the plates, it does seem like all the plates in the original FF7 were essentially the same. The camera angles never really permit for an up close shot of an entire sector, and that's how Square got away with it.

For my 2 cents, I think an efficient way of doing it would be to work on one sector plate, and once you're satisfied, copy it for the other 6 plates, and then vary some things from plate to plate to make it less obvious. This is assuming you are at the point of filling in the plates and not still tweaking other stuff. That being said, it's looking awesome.
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-21 05:15:00
I wanna say it was Spoox who mentioned it, but I can't find where it was. Anyways, I'd say if you're up to the point of filling in the plates, it does seem like all the plates in the original FF7 were essentially the same. The camera angles never really permit for an up close shot of an entire sector, and that's how Square got away with it.

For my 2 cents, I think an efficient way of doing it would be to work on one sector plate, and once you're satisfied, copy it for the other 6 plates, and then vary some things from plate to plate to make it less obvious. This is assuming you are at the point of filling in the plates and not still tweaking other stuff. That being said, it's looking awesome.
They are all the same, have a look at this hi rez image http://i36.photobucket.com/albums/e33/Killerx20/k3VhV.jpg
You can see they basically modeled sector 1 to fit the train station and such then just pasted it on the rest except for the small section of sector 8. Its just that they changed the lighting in each plate a little. I plan on filling two plates and pasting those 4 times each err well one 3 times and the other 4 then just fit in the little piece of sector 8. Simple enough.
Title: Re: Midgar Remake
Post by: Nightmarish on 2012-06-21 12:10:48
I'm usually very good with maps and orientation but in FF7 i have a lot of problems to situate myself on the map, so this put, where is located the scenes spoox made, that zone with the clock where we bump into Aeris, where we jump into the train, etc? In a lower part of the plate?

The good thing about the modeling of final fantasy is that i can finally understand midgar to the detail  :-D
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-21 15:48:29
I'm usually very good with maps and orientation but in FF7 i have a lot of problems to situate myself on the map, so this put, where is located the scenes spoox made, that zone with the clock where we bump into Aeris, where we jump into the train, etc? In a lower part of the plate?

The good thing about the modeling of final fantasy is that i can finally understand midgar to the detail  :-D
The clock scene (together with the theatre, and the bar, the fountain etc) is located in sector 8 (NNW if you set reactor 1 at the North side).
The starting of the intro movie is at sector 8, and ends up in sector 1 (via sector zero the shinra main building)
The starting of the bombing mission is located in Sector 1 (NNE).

I hope that's clear, otherwise I suggest you purchase Midgar-Maps by Shinra inc. :-D
Beware though, finding any GPS satellites, might prove difficult in Midgar, reception in the slums has been proved to be nonexistent.
 8)

<edit>

see this (http://forums.qhimm.com/index.php?topic=10405.msg165560#msg165560) for reference on sector 8 (left) and 1 (right)

Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-21 20:34:14
I'm usually very good with maps and orientation but in FF7 i have a lot of problems to situate myself on the map, so this put, where is located the scenes spoox made, that zone with the clock where we bump into Aeris, where we jump into the train, etc? In a lower part of the plate?

The good thing about the modeling of final fantasy is that i can finally understand midgar to the detail  :-D
And the lower part of the plate is in sector 4.
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-21 23:22:02
and for a schematic view:
(http://images4.wikia.nocookie.net/__cb20090801221411/finalfantasy/images/0/0c/Midgar_Diagram.jpg)

 8)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-21 23:41:48
and for a schematic view:
(http://images4.wikia.nocookie.net/__cb20090801221411/finalfantasy/images/0/0c/Midgar_Diagram.jpg)

 8)
Hah I like how even square got the schematic wrong, thats from Crisis Core right? Notice how the number 1 reactor shows the number 8 logo. Actually all the reactors logos are wrong =P
Title: Re: Midgar Remake
Post by: Dubular on 2012-06-22 04:33:02
Quote
The clock scene (together with the theatre, and the bar, the fountain etc) is located in sector 8 (NNW if you set reactor 1 at the North side).
The starting of the intro movie is at sector 8, and ends up in sector 1 (via sector zero the shinra main building)
The starting of the bombing mission is located in Sector 1 (NNE).

I was curious after reading this, and after checking the orientation of the Sister Ray, I'd say Sector 7 would be the northernmost sector. Assuming the cannon was pointing due north. Just a fun fact.
Title: Re: Midgar Remake
Post by: halkun on 2012-06-23 19:42:16
Hah I like how even square got the schematic wrong, thats from Crisis Core right? Notice how the number 1 reactor shows the number 8 logo. Actually all the reactors logos are wrong =P

You may want to look at that again buddy :)
Those aren't logos, they are Chinese characters. The Arabic numbers are showing the plates, the Chinese numbers are showing the reactors. Reactor 1 is to the right of plate 1, not the left, you read it clockwise, not counterclockwise.
Title: Re: Midgar Remake
Post by: neomonkeus on 2012-06-23 21:41:57
If you want to really confuzzle yourself you can go an compare everything together to figure out relative scaling.  :-o
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-25 03:36:43
You may want to look at that again buddy :)
Those aren't logos, they are Chinese characters. The Arabic numbers are showing the plates, the Chinese numbers are showing the reactors. Reactor 1 is to the right of plate 1, not the left, you read it clockwise, not counterclockwise.
Your right about one thing, they aren't logos they are Chinese characters that represent numbers yes, I worded it wrong. I have been modeling midgar for the past 10 years. The picture I quoted and that the other person posted was incorrect. See where sector 1 is? The Chinese number to the left of it shows number 8 when the one on the right shows number 1. Think of the intro, when you zoom into the sector 1 train station you see the reactor on the left your about to bomb, notice the number on it? Its incorrect from the one shown in the picture.
Title: Re: Midgar Remake
Post by: SpooX on 2012-06-26 20:51:03
errm... chinese characters....???
I know the japanese characters have their origin in chinese, but I was under the impression they are japanese characters. kanji
But of course I'm no expert....:)
 8)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-06-26 23:32:01
errm... chinese characters....???
I know the japanese characters have their origin in chinese, but I was under the impression they are japanese characters. kanji
But of course I'm no expert....:)
 8)
UGH whatever it is!! It could be Shinra language for all I care hahah
Title: Re: Midgar Remake
Post by: DLPB_ on 2012-07-04 05:32:03
errm... chinese characters....???
I know the japanese characters have their origin in chinese, but I was under the impression they are japanese characters. kanji
But of course I'm no expert....:)
 8)

I don't think they would use chinese characters in a japanese game for something like the reactors...  although yes, kanji did come from hanzi.  Let's see what a Japanese speaker says:
Title: Re: Midgar Remake
Post by: luksy on 2012-07-04 05:48:05
Chinese and Japanese characters are essentially the same thing at a fundamental level (if you disregard both countries' simplifications). Certain characters and strokes have subtle differences, but generally speaking (70%+ of the time?) a single character is more or less (semantically) mutually intelligible. Of course this has no bearing on full sentences involving actual grammar and compound words.

Going from the chars themselves, you cannot say whether this was intended to be Chinese or Japanese, it would be similar to asking the question "is '1' English or German?", this is a non-argument really.

The only noteworthy point is the use of the slightly more elaborate characters for 1, 2, 3, and 5 - 壱, 弐, 参, 伍 vs 一, 二, 三, 五, which are generally only used in cases where the far more common simple versions could be confused or altered (like cheques), or perhaps in this case to evoke certain imagery: I think the idea behind Shin-Ra is that they are meant to be a sort of dystopian Zaibatsu (http://en.wikipedia.org/wiki/Zaibatsu).
Title: Re: Midgar Remake
Post by: Tempus on 2012-07-31 21:35:15
Since I've been mentioned a few time in this thread I thought I'd just post to hopefully clarify some things. For those of you who don't know, I was developing for the project Mako Dawn, a Fallout 3 total conversion. As SpooX noted, development has since ceased for the reasons outlined in the link he posted earlier in this thread. The mod is currently available from the moddb page. I'll be releasing an update to that mod which will include all content / areas ever made for the mod (or at least which I can find) which previously weren't released because I considered them too incomplete or just irrelevant to the project scope. These in include (but aren't limited to) train cars, subway tunnel, upper Shinra Building floors and a Midgar model. Following that, I'll then try and arrange a release of the work files (ie the Blender, Photoshop, midi files) so that it'll be almost as if the person who downloads it has the same stuff as the developer. The latter release's file size will probably be much bigger and take longer to organise since some of these models / textures are years old.

Although I'm no longer developing Mako Dawn and don't plan to again in the future, I am working on one of the train cars right now just for fun and to keep my modeling / texturing skills sharp. I've basically held off the release a little so I can include this model. It's not finished yet, but here's a render anyway:

(http://i365.photobucket.com/albums/oo94/JigsawPieces/fuelCarRender_12.png)

Anyhow, I'll post somewhere on Qhimm again once each release is... released. As noted elsewhere, anyone who wishes to take over the project / use its resources for theirs is welcome to - no strings attached.

For reference, my Midgar model (it's actually not entirely created by me) has roughly 42,000 faces. A lot of those are probably quads, I don't know what the tri count is. The model is in a state of half completion and I had planned to replace a lot. Basically I wanted a model that would look nice that could also be rendered in FO3 without slow downs. The idea was to have parts of the model visible when you looked out the Shinra Building (and it is!), but it's not anywhere close to how nice I was going to make it... oh well!
Title: Re: Midgar Remake
Post by: Nightmarish on 2012-07-31 21:38:43
Wow, awesome train car!
Every little model we could get done would be awesome, would push this remake project a bit towards the finish line :)
Title: Re: Midgar Remake
Post by: BloodShot on 2012-08-01 03:58:09
Pretty damn awesome, could really spruce up the opening with a train like that in it.

Does your midgar model have the Shinra building as well? I would love to see a high-quality Midgar on the world map.
Title: Re: Midgar Remake
Post by: Tempus on 2012-08-01 04:52:13
Does your midgar model have the Shinra building as well?

Yes:

(http://media.moddb.com/images/mods/1/11/10810/midgarWIP_33edit.png)

(http://media.moddb.com/images/mods/1/11/10810/midgarWIP_32.png)

They're both ingame shots from Fallout 3. The model was still being worked on by me and a lot of stuff was just placeholders, most notably the top of the building (above the barrel) and the reactors. There's also quite a few things which aren't properly textured / uv mapped. There's a door you can take in the mod to view Midgar from a distance like this.

This might be of interest too:

(http://media.moddb.com/images/mods/1/11/10810/innerPlate_02.jpg)

It's a rough layout I made for placing buildings on the plate. I personally like the idea of a messy, early European city style layout rather than straight, non-interrupted roads. Basically you'd map this image onto a plane on the plate and model over it, which is what I was planning to do. Given that you're actually playing the mod rather than viewing a render of it I was going to try and fake a lot of the detail instead of modelling each building to ensure smooth performance.
Title: Re: Midgar Remake
Post by: Cyberman on 2012-08-03 20:58:52
Using GECK?

There are a few FF7 models lingering on TESNEXUS including materia (you probably already new that but just in case).

They terminated the mako dawn project a while back I believe (oh well).

I have Fallout 3 and Oblivion I suppose I should get Skyrim but I don't have windows any-more to run the stuff (PS3 only for now I guess).

Erstwhile, interesting stuff.

I undetstand Fallout's engine is a bit less mod friendly than Oblivion was. I can't even use the one for Skyrim as it appears to require steam which I haven't used for years after Valve got so weird.

Back to what it was I was doing.
Title: Re: Midgar Remake
Post by: Sapphire on 2012-08-11 11:35:22
Getting back to work today  8-)

Didn't actually realise how small my Midgar was till i zoned out everything but the plate support(this really needs to finished)

(http://i.imgur.com/j2isz.jpg)

Anyway, I may be able to post an update soon!
Title: Re: Midgar Remake
Post by: Tempus on 2012-08-12 03:49:00
Using GECK?

There are a few FF7 models lingering on TESNEXUS including materia (you probably already new that but just in case).

They terminated the mako dawn project a while back I believe (oh well).

I have Fallout 3 and Oblivion I suppose I should get Skyrim but I don't have windows any-more to run the stuff (PS3 only for now I guess).

Erstwhile, interesting stuff.

I undetstand Fallout's engine is a bit less mod friendly than Oblivion was. I can't even use the one for Skyrim as it appears to require steam which I haven't used for years after Valve got so weird.

Back to what it was I was doing.

I'm not sure which part you're referring to when you say "Using GECK?" I know there's a few FF7 models on the nexus, I was planning on making my own. I've often found that by the time I've assimilated other's work into my project it would've just been quicker to make it myself (unless their work was intended for my project, of course). Also, I already have a materia model I made: http://i365.photobucket.com/albums/oo94/JigsawPieces/shinraBldgMod/materiaRaw_02.jpg (http://i365.photobucket.com/albums/oo94/JigsawPieces/shinraBldgMod/materiaRaw_02.jpg) The other orb-like materia would've been easy enough to make, I expect.

And yeah, the Mako Dawn mod for Fallout 3 is currently not under development. I was the developer ;) I'm working on releasing the project's files so that if anyone wants to continue it or use the resources they can.

FO3 and Oblivion used different versions of the same engine, Gamebryo. I'm pretty sure they built FO3's functions on top of Oblivion. I can't speak for Oblivion modding since I never did any but I found FO3 modding to be relatively easy once I figured out what I was doing. It was actually the first game I ever modded.
Title: Re: Midgar Remake
Post by: Cyberman on 2012-08-13 02:41:31
I'm not sure which part you're referring to when you say "Using GECK?" I know there's a few FF7 models on the nexus, I was planning on making my own. I've often found that by the time I've assimilated other's work into my project it would've just been quicker to make it myself (unless their work was intended for my project, of course). Also, I already have a materia model I made: http://i365.photobucket.com/albums/oo94/JigsawPieces/shinraBldgMod/materiaRaw_02.jpg (http://i365.photobucket.com/albums/oo94/JigsawPieces/shinraBldgMod/materiaRaw_02.jpg) The other orb-like materia would've been easy enough to make, I expect.
Well circa 2009 someone added the models at least to Oblivion (http://oblivion.nexusmods.com/mods/21869). Granted it's a bit odd to have in a Med evil fantasy game but hey ...
And yeah, the Mako Dawn mod for Fallout 3 is currently not under development. I was the developer ;) I'm working on releasing the project's files so that if anyone wants to continue it or use the resources they can.

I commiserate it's difficult to do all that work by oneself.
FO3 and Oblivion used different versions of the same engine, Gamebryo. I'm pretty sure they built FO3's functions on top of Oblivion. I can't speak for Oblivion modding since I never did any but I found FO3 modding to be relatively easy once I figured out what I was doing. It was actually the first game I ever modded.
Modding Oblivion was quite easy (hence why so many did) however Skyrim's engine is not as easy and they made getting the resources to do so ... even more difficult than before. A bit disappointing. There is one Nehrim total conversion for Oblivion (http://www.nehrim.de/indexEV.html) that is fully functional (it's a completely new game). That being said depending on a game released in 2006 for your entire mod is a bad idea (LOL).

Oblivions engine does have numerous limitations. The newer engine (GECK was the editor they released to the public for FO3) in FO3 has improvements (mostly in paths for creatures except at distances it has issues with the rotation matrix, which is really weird as Skyrim had that same issue with dragons, nothing like watching them fly backwards and spit fire out their ... <cough>).  Erstwhile. As I said it's interesting work.

The resources themselves aren't that difficult too make, I believe the most difficult portion of making such mods is handling the scripting. I had a hard time following Oblivions odd script system. Heck if they had used XML it would have been easier to follow (that's a joke as XML was never intended to be used for 'programming'). I modified several scripts and made them functional, I can understand why Oblivion had so many quirks in it, the script part of the engine wasn't the best.

If you are familiar with FarCry 2 it had a very interesting system for creating areas.  Granted it has a limited set and you are very limited as too what you can do, the modification of the actual set isn't too bad.  I remember the tools they released for NWN made adding buildings etc relatively easily. They basically made brushes of building sections that could easily merge into each other.

Your layout approach has a good bit of merit, except that if you have 8 pizza plates placing individual structures over and over again is a road trip to an asylum.  My thinking would be more like this, place large distinct structures first then go to smaller ones as you need too. After the large structures, it would be simpler to algorithmically place them (IE let the computer do that work) and then adjust afterward.

I digress a bit. You did a LOT of work, and that is nothing to make little of.  It's unfortunate that it can be quite discouraging going it alone.

Cyb
Title: Re: Midgar Remake
Post by: Sapphire on 2012-08-17 06:29:13
Updates as promised!

MATERIALS!
Reworked Central Complex
Rev-amped plate system

(http://i.imgur.com/YrtKu.jpg)

(http://i.imgur.com/fDcG0.jpg)

I need to rescale the reactors as they are currently too big. Will have some more updates soon.
Title: Re: Midgar Remake
Post by: Mayo Master on 2012-08-17 15:53:38
Excuse the noob question, but it looks like you downscaled the central district (Sector 0). Why?
Title: Re: Midgar Remake
Post by: SpooX on 2012-08-17 17:01:01
 Simply put it is because the reactors are too large, so relative speaking now the plates are able to hold more buildings.
Hard to type with a smartphone....
 8)
Title: Re: Midgar Remake
Post by: Mayo Master on 2012-08-17 17:40:09
I understood the reactors were too large, it's just that the central district (Sector 0) looks less high in comparison to the diameter of the plate than it was originally (see link).
http://finalfantasyviipc.com/images/media_shinra_big.jpg (http://finalfantasyviipc.com/images/media_shinra_big.jpg)
Title: Re: Midgar Remake
Post by: Sapphire on 2012-08-17 18:23:08
Haha, was kinda hoping no one would pick that up :(.

Different edit, a different day unfortunantly. I will get around to it though! Mark my words.
Title: Re: Midgar Remake
Post by: Mayo Master on 2012-08-17 18:33:17
Sorry to have brought that up :oops:
If my observations are correct, it seems it is especially the central building which is too small. In particular, for reference, the "horizontal cylinder" of the main building is located at higher elevations than the two "weird side buildings".
Title: Re: Midgar Remake
Post by: Sapphire on 2012-08-17 18:42:44
To put it simply.

The Reactors are far too big which is an easy fix :).

Indeed the Central Complex is far too small, though it's much bigger than my previous version.  None the less it will be taken care of ASAP. Guess the fancy renderings can't hide everything haha :(.
Title: Re: Midgar Remake
Post by: Sapphire on 2012-08-19 13:30:24
Update :

Re-Scaled Reactors.
Re-Scaled Central complex.
->Rev-amped Reactors (No more floating geometry!)
->Rev-amped outter plate-dividers.

To do list :
Add the 2 odd light thingies on them.
Destroy Sector 6!
Add plate elements (The smaller buildings on the plate and around the complex)

(http://i.imgur.com/hb1ng.jpg)
Title: Re: Sorry timu.. dont know where to put this lol
Post by: Xandar on 2012-08-19 16:22:34
(1st pic)

Daytime in Midgar!? :o
Yup,daytime in migdar... plus super duper clean Shinra buildings/reactors :D that's awesome work Sapphire!
Title: Re: Midgar Remake
Post by: Mayo Master on 2012-08-19 16:45:03
Great job Sapphire! I hope the rescaling of the centre part wasn't too tedious.
Title: Re: Midgar Remake
Post by: Nightmarish on 2012-08-19 20:16:12
Looks sweet.
Now bomb that reactor :p
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-08-30 21:10:14
I'm not here to steal any glory away from my friend, its just that I haven't posted here in a while and wanted to show my progress.. so here it is
(http://i36.photobucket.com/albums/e33/Killerx20/newexhausteffects2.jpg)
The exhaust effects in Sector 0 I made years ago and want to redo them as I think they are ugly.
Title: Re: Midgar Remake
Post by: Mayo Master on 2012-08-30 23:45:06
Wow! That's certainly impressive... good job!

However, I am a little confused... are you and Sapphire sharing assets or are these 2 different, separate modelling works?
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-08-31 02:08:33
Wow! That's certainly impressive... good job!

However, I am a little confused... are you and Sapphire sharing assets or are these 2 different, separate modelling works?
Thanks for the feedback, they are two separate modeling works. We just help each other out with ideas and stuff.
Title: Re: Midgar Remake
Post by: neomonkeus on 2012-08-31 08:48:44
Ooooooohhhhhh purdy. That is all
Title: Re: Midgar Remake
Post by: Nightmarish on 2012-08-31 11:16:09
I'm not here to steal any glory away from my friend, its just that I haven't posted here in a while and wanted to show my progress.. so here it is
-image-
The exhaust effects in Sector 0 I made years ago and want to redo them as I think they are ugly.

is just me or this model looks perfect??
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-08-31 12:32:59
I don't think i have any better preference either...
Title: Re: Midgar Remake
Post by: sl1982 on 2012-08-31 13:10:19
Stunning
Title: Re: Midgar Remake
Post by: Harro on 2012-09-01 11:49:05
Amazing!
It makes my mouth water (http://image.jeuxvideo.com/smileys_img/71.gif)
Title: Re: Midgar Remake
Post by: SpooX on 2012-09-06 00:01:02
Let me join the competition with some details....
(http://farm9.staticflickr.com/8436/7940253520_a34fece580_b.jpg) (http://www.flickr.com/photos/39897743@N05/7940253520/)
Welcome to Midgars Entertainment (http://www.flickr.com/photos/39897743@N05/7940253520/)

enjoy.

 8)
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-09-06 01:25:22
Marvelous!
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-09-06 22:17:27
Let me join the competition with some details....
(http://farm9.staticflickr.com/8436/7940253520_a34fece580_b.jpg) (http://www.flickr.com/photos/39897743@N05/7940253520/)
Welcome to Midgars Entertainment (http://www.flickr.com/photos/39897743@N05/7940253520/)

enjoy.

 8)
Looks good man! I like how you are copying ALL the buildings.
And thanks for everybody's feedback! It is greatly appreciated.
The render took almost 3 hours for that single frame... I need a new computer... I'm running almost 10 year old tech.
Title: Re: Midgar Remake
Post by: SpooX on 2012-09-06 22:47:35
The render took almost 3 hours for that single frame... I need a new computer... I'm running almost 10 year old tech.
I know that feeling, working on a 6 year old laptop doesn't make things fast either, the more I add the slower it gets....
Still, my colleagues call it a 'blade-server'

Thanks for the feedback, always welcome and motivating :-)

Some more details:
(http://farm9.staticflickr.com/8444/7946134642_b5f5edfc46_b.jpg) (http://www.flickr.com/photos/39897743@N05/7946134642/)
Theatre is closed (http://www.flickr.com/photos/39897743@N05/7946134642/)

(http://farm9.staticflickr.com/8182/7946131236_5cc75d14fc_b.jpg) (http://www.flickr.com/photos/39897743@N05/7946131236/)
Evening stroll at Midgar's (http://www.flickr.com/photos/39897743@N05/7946131236/)

Might have a slight problem I would like your opinions of....

Right now I'm building Sector 8 mostly based upon the intro movie, this version is different then on the whole Midgar scenes, in that one the theatre etc is not there, basically there are some houses stuffed on the basic plates. Now every plate is more or less industrial, no houses or anything. That doesn't seem quite logical....
Any ideas or suggestions on that?
 8-)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-09-07 04:10:08
I know that feeling, working on a 6 year old laptop doesn't make things fast either, the more I add the slower it gets....
Still, my colleagues call it a 'blade-server'

Thanks for the feedback, always welcome and motivating :-)

Some more details:
(http://farm9.staticflickr.com/8444/7946134642_b5f5edfc46_b.jpg) (http://www.flickr.com/photos/39897743@N05/7946134642/)
Theatre is closed (http://www.flickr.com/photos/39897743@N05/7946134642/)

(http://farm9.staticflickr.com/8182/7946131236_5cc75d14fc_b.jpg) (http://www.flickr.com/photos/39897743@N05/7946131236/)
Evening stroll at Midgar's (http://www.flickr.com/photos/39897743@N05/7946131236/)

Might have a slight problem I would like your opinions of....

Right now I'm building Sector 8 mostly based upon the intro movie, this version is different then on the whole Midgar scenes, in that one the theatre etc is not there, basically there are some houses stuffed on the basic plates. Now every plate is more or less industrial, no houses or anything. That doesn't seem quite logical....
Any ideas or suggestions on that?
 8-)
Looks really good, and you are right about sector 8 being the only different plate. The way I see it is, sectors 1-3 are mainly industrial, sectors 4 and 5 are residential and 7-8 are commercial.
Title: Re: Midgar Remake
Post by: ajthedj747 on 2012-09-07 11:57:00
Hey @SpooX, have you done Goblin's Bar? I can not wait to see the rendering of that building.
Title: Re: Midgar Remake
Post by: SpooX on 2012-09-07 20:31:18
yep, Goblins' is there, although not the final version yet.
(http://farm7.staticflickr.com/6184/6124950580_f56e135b4b_b.jpg) (http://www.flickr.com/photos/39897743@N05/6124950580/)
note that the above render is an old version...
As I need to make some changes based on the intro movie.
The version that's out there is mostly based upon low res files.
I examined the video files of the 2012 FFVII release, and used parts, like in here (http://forums.qhimm.com/index.php?topic=13401.msg188684#msg188684).

Although the video's are not of the highest quality (unfortunately there is lots of detail information lost, compared to other sources....), it is still useable....
 8)
Title: Re: Midgar Remake
Post by: ajthedj747 on 2012-09-09 19:39:03
yep, Goblins' is there, although not the final version yet.

As I need to make some changes based on the intro movie.
The version that's out there is mostly based upon low res files.
I examined the video files of the 2012 FFVII release, and used parts, like in here (http://forums.qhimm.com/index.php?topic=13401.msg188684#msg188684).

Although the video's are not of the highest quality (unfortunately there is lots of detail information lost, compared to other sources....), it is still useable....
 8-)
Thank You very much.  :-D
Title: Re: Midgar Remake
Post by: Rayved on 2012-09-12 16:59:57
What are you using to render? I'm pretty good with Mental ray, I might be able to up the quality.
Here's some 3D stuff I made.

(http://www.dlaurin.com/toilettefleur.jpeg)
(http://www.dlaurin.com/rendu26.jpeg)
(http://www.dlaurin.com/rendu24.jpeg)
Title: Re: Midgar Remake
Post by: syntax error on 2012-09-12 18:01:38
Is that Prs. Shinra's Gelnika?
Title: Re: Midgar Remake
Post by: Rayved on 2012-09-12 20:03:07
Is that Prs. Shinra's Gelnika?

No it's a Global 5000 from Bombardier hahaha
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-09-13 03:22:45
Book me a ticket for the next flight please!!! Maybe I can escape my unbearable reality with this one ;D
Title: Re: Midgar Remake
Post by: Rayved on 2012-09-13 17:46:01
Heh, it's a private airplane. I wish I could get in myself lol
Title: Re: Midgar Remake
Post by: Mayo Master on 2012-09-21 18:05:12
Right now I'm building Sector 8 mostly based upon the intro movie, this version is different then on the whole Midgar scenes, in that one the theatre etc is not there, basically there are some houses stuffed on the basic plates. Now every plate is more or less industrial, no houses or anything. That doesn't seem quite logical....
Any ideas or suggestions on that?
 8-)

In fact, I had a few brainstorms about the modelling of Midgar as a functioning city - you mentioned elsewhere about modelling the metropolis as a sandbox environment and I have been thinking along those lines. A couple of months ago, I even tried to model Midgar in a SimCity game to get some ideas.
If one refers to FF7-related material, some sectors on the plate are rather wealthy residential areas.  In addition, I would assume the Plate should house most of the army, research centres, hospitals, commercial zones, etc. In terms of industries, I think the high-tech industries such as electronics, robotics, automotive should be on the Plate. Industries creating more pollution or some annoyance to the neighbours (water treatment, garbage incinerators, steelworks, concrete factory) would be below the Plate. Road and railway network should be made practical and consistent. For that matter, I don't believe there are roads connecting above and below the Plate, so I would assume cars would transit either by means of elevators or on trains. I would be motivated by developing a series of maps for modelling the entire city layout and that of the slums, if there's a general interest in "Midgar as a sandbox environment" - and discussing the matter will make this thread endless  :-P
For the vicinity of what you model in Sector 8, I would suggest making additions with 2 other screens as reference. One screen is the scene where Cloud and the Avalanche guys are leaving the utility tunnels after the explosion of Reactor #1 (the one where Wedge gets his pants on fire), which seems to show some residences up the stairs. The other screen is simply the one where Cloud escapes the Shinra guards to jump on the train: it shows a couple of houses, suggests a railway line and a train station nearby. If my SimCity game can be of some use for inspiration, you could feature hotels, clothes stores, parks and walks for leisure, multistoreys car parks, pharmacies, a police station, a fire department, among other things.
Hope that helps. 

Title: Re: Midgar Remake
Post by: neomonkeus on 2012-09-22 13:11:11
@Mayo Master - About developing a "sandbox" midgar, this would be a massive undertaking and believe me this is purely from speaking from experience. I have been with the "Mako Dawn" project for some time, having seen it gone through a few iterations trying to undertake exactly what you are suggesting.

The main issue you will encounter is scope. We have thought about most of the issues you have mentioned, such as sector purpose zoning, *had a nice graphic we made, can't find it atm*. When you start going into the macro-scale things like the (water treatment, garbage incinerators, steelworks, concrete factory), all of which are very important considerations but if the aim was to actually develop a project then, do that in the design stage, then limit that to a fraction of the area. Trying to remake a sector in my opinion is far too large a scope for any one project without considerable boundaries in place. The most recent iteration of the project for example was moved to doing the interior of the Shinra tower, which was then scoped to several floors of the known ones.

Even at that we were limited in what was achieved, which was in part due to actually getting work done, due to limited numbers of actual developers. This would be a major hurdle for any project to overcome, and our Lead Dev Tempus was basically a one man army. Getting all the ideas concreted is one thing, but realising them is a whole other ball game. Just because there are ideas, expect yourself to get your hands dirty.

I am not trying to dissuade you from doing it, just some friendly thoughts on the matter. I plan on reviving the project at a later date once I am ready again to start in the next round. One positive of this iterative process it that we are steadily accumulating assets, which we will freely make available, hopefully in the not to distant future. The other thing to consider is even though you might find a dev or two willing to help out, these things take time. Take a look at how long it has taken for the midgar models to be made, which are not targeted towards a game scenario and they don't have to concern themselves with the minor details of what is actually goes into the plates.

Anyways I would still be interested in hearing out your ideas and you are probably better to make a separate thread. Although I am not planning on reviving the project at any time soon, feel free to pm if there is anything that would interest. For anyone interested in the content pack that will be the final release for the current iteration of the Mako Dawn project here is some eye candy.(http://media.moddb.com/images/members/1/356/355160/trainRender_10.jpg) (http://media.moddb.com/images/members/1/356/355160/trainRender_10.jpg)
Title: Re: Midgar Remake
Post by: ajthedj747 on 2012-09-22 16:39:34
I would like to add to the idea for a sandbox version of Midgar, which I am a huge fan of. There is a short film called On the Way to a Smile: Episode Denzel. In the first few minutes of the film, one gets to see parts of Midgar very clearly. I shall make some screen shots below for future reference:

(http://imageshack.us/a/img834/7307/rumifinalfantasyviionth.jpg)

(http://imageshack.us/a/img827/7307/rumifinalfantasyviionth.jpg)

More soon to follow.

Notice I did not bother to use Crisis Core FF7 as an example. That was a dissapointmet for me when it came to how the different Secotrs of Midgar looked.
Title: Re: Midgar Remake
Post by: Mayo Master on 2012-09-23 00:10:49
I agree, neomonkeus. I would say that "Midgar-sandbox" is more of a wild dream (if FF7 had to be remade, in my opinion the possibility to explore the whole metropolis would be a tremendous addition) that something actually manageable at this point. As far as city modelling is concerned, I would look at Assassin's Creed games as a reference - and then I realize this game required the efforts of 200+ professionals while we're just a handful of amateurs (and personally, with very little experience in the field).
For that matter, since ajthedj brought up Crisis Core, I remember a developer interview where he regretted the lack of time/manpower/resources which made the team unable to develop much of Midgar - their scope had to remain very limited.

Thus, I am fully aware that the priority is to model the environment which were prominently featured in the original game. However, I was also wondering about how to leave room for further implementation - how the small areas we see can be part of a larger whole. Let's take the railway network for instance. We see railways in several environments of Midgar within the game, and each of these are parts of a larger network which should be consistent. I remember seeing a very nice model from SpooX with the railway spiraling around the main central pillar, but was asking "any ideas about where trains come from, and leave the pillar?" Trying to draft a city layout may answer that sort of questions. Another idea coming to mind, concerning the road network. It doesn't seem all that important in the game, but what if such asset would be used in a possible remake of the motorbike chase (when escaping Midgar)?

Anyway, I may open a thread on the matter, though I'm not sure it's a priority topic. Nevertheless, I would be interested in sharing ideas on the topic, and for one thing I am curious of the thoughts you had on the "purpose zoneing" of the metropolis.
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-09-23 04:01:33
What are you using to render?


What is Brigade Engine? (http://icelaglace.wordpress.com/2012/09/22/what-is-brigade-engine/)
Title: Re: Midgar Remake
Post by: ajthedj747 on 2012-09-23 05:30:48

For that matter, since ajthedj brought up Crisis Core, I remember a developer interview where he regretted the lack of time/manpower/resources which made the team unable to develop much of Midgar - their scope had to remain very limited.
That explains allot.  :-( Huh, I did not know that.
Title: Re: Midgar Remake
Post by: Tempus on 2012-09-23 15:11:27
The main issue you will encounter is scope. We have thought about most of the issues you have mentioned, such as sector purpose zoning, *had a nice graphic we made, can't find it atm*.

Were you thinking of this:

(http://i365.photobucket.com/albums/oo94/JigsawPieces/MidgarPlateDemographics02.png)

For anyone wondering, it's based off the Hoyt model (http://en.wikipedia.org/wiki/Sector_model) modified to account for Midgar's layout. (In hindsight it doesn't make a whole lot of sense for industry to be concentrated on sector 7...)

Even at that we were limited in what was achieved, which was in part due to actually getting work done, due to limited numbers of actual developers. This would be a major hurdle for any project to overcome, and our Lead Dev Tempus was basically a one man army. Getting all the ideas concreted is one thing, but realising them is a whole other ball game. Just because there are ideas, expect yourself to get your hands dirty.

Yeah... looking back a lot of my development time was spent learning stuff on the side outside of school / work. Often times I'd think "ok, I'll just do this" and then realise that I need to learn a bunch of stuff before it can be done, haha.

...and our Lead Dev Tempus was basically a one man army

Not yet... I still need to learn to animate! (I've just finished learning how to rig - more or less)
Title: Re: Midgar Remake
Post by: Cyberman on 2012-09-23 15:40:14
If anyone remembers NWN's Aurora engine they had a very nice system for generating 'brushes' of city that you could add 'things' too. You will notice many games use 'fabricated' or built dwellings that the developer themselves construct. This is very labor intensive and in contemplation a bit of a waste.

There are ways around this. If you are familiar with a game called nethack it generates random levels for more than half the game. With specific features included for some levels. These features are STILL randomly placed. There are fixed levels etc.

What's my point? It's all a matter of perspective. I suggest using the computer for doing DULL boring stuff and you add things where it's needed. You don't need to create an enite world by hand. You do need to shape it. A lot of terrain generators have been used for moding games like oblivion. Without the use of a team of 200. Midgaar is huge city, so does it make sense to create EVERY street corner in it? As far as I can tell NO. How many dwellings are going to be similiar? (lots) There are going to be commonalities of archetecture with unique buildings thrown in.  Simply put do the statistics.

You have a city of say 5 - 15 million (midgaar) lets say 68% live below the plates and the 32% above. The above side is likely where most people work. The pizza plate design makes things sort of easier. However it is likely streets are ring structured (concentric rings). How big is each section? Just go through the scale etc.

Midgaar has already defined areas (sector 7 and 8 wall market) etc. Those can't be changed the rest is just noise (although you might want to look at Dirge of Cerberus) so the noise is what you are talking about. I would distribute housing toward the edge industrial then business as to grew toward the center. Business areas would be high class places to live and or work, mixed with food and shopping districts as well as military posts and government offices. It all has to fit in the center.

It doesn't matter 'what order' and you don't need to individually place each dwelling. I suggest brushing them in (as you aren't making this for walking in for now).

If you want it to be fleshed out, that adds a bit more complexity. Anyone use Farcry 2? It has an interesting engine for doing much the same things you are talking about. Tools exist tools can be created. If you want to peice together a large city I would suggest looking into standardizing dwellings sets street patterns etc. Pick and choose areas that need to be custom laid out (IE parts of sector 5 and 7 center of midgaar etc). Then use some of blenders features to brush in the rest (it will still be 3d). Granted it's a bit of work. However it will take you roughly 10 times the number of hours to create an entire city than creating a few choice sections and using the content you created those choice sections with over for the rest of the city in a 3d brush.

I've made entire cities using this technique using game modding software and tweaked the rest to make important areas.

It would be impractical to do otherwise. Of course this requires some programming skill, some knowledge of blender etc. I would estimate it would be about 3 months before you could start painting sections of the city. It also requires some very specific decisions and adhering to a standard format.

I don't know how blender handles thousands of similar objects. However that is the point at which you will be. You have silly details as in plan XY goes here (repeat 10000 times) this is why using automated generation tools that are parametric is actually a easier route in the end. Even if it is harder to handle to start with.

Something to consider in any case.
Title: Re: Midgar Remake
Post by: Fischkopf on 2012-09-24 00:51:36

Notice I did not bother to use Crisis Core FF7 as an example. That was a dissapointmet for me when it came to how the different Secotrs of Midgar looked.

It's because they didn't use the original art assets from FFVII.
Title: Re: Midgar Remake
Post by: Mayo Master on 2012-09-24 03:04:14
To continue the discussion about Midgar as a sandbox, I wanted to show the layout I defined with good old SimCity 3000.

http://imageshack.us/a/img16/7889/midgarsimcityplate.png (http://imageshack.us/a/img16/7889/midgarsimcityplate.png)

The map below shows the layout of residential, commercial, industrial, and "Government" buildings (the last includes, in Midgar's case, all the places run by Shinra and public locations such as parks, schools, etc.)
(http://imageshack.us/a/img26/3282/midgarsimcityzonemaps.th.png) (http://imageshack.us/photo/my-images/26/midgarsimcityzonemaps.png/)

Obviously many buildings would exhibit similarities, especially on the Plate. In my opinion, the Slums are another story, where each Sector has a distinctive atmosphere. In the original game, Jessie even mentions that the Sectors used to be different villages which eventually merged into the big metropolis, before being renamed as "Sectors". Besides, one can quickly realize how the slums of Sectors 5, 6, 7 have their own specific "architectural" styles. Still within each Sector of the Slums, there would be "repeated" buildings. I am still ignorant about the methods for modelling populations of objects such as houses and how they can be distributed on a layout - and this aspect is probably software-dependant.

One other aspect I wanted to point out is the matter of scale. Even though Midgar is meant to be the gigantic dystopian metropolis, where a huge part of the worldwide population is concentrated, it is actually somewhat small. I doubt the Plate is more than 1 km in diametre, which would cap the city area to roughly 1.5 square km (combining the Plate and in the Slums). Let's compare it to a densely populated area of similar size in real life - say Monaco - and you can estimate Midgar's population to roughly 35000. It's actually slightly smaller than the size of the cities of the first Assassin's Creed. Still, it is considerably larger than any other town in this world (and a considerable piece of work to put together). 

As for the zoneing, I don't think the Hoyt model would hold in that case, because of the clear separation above/below the Plate, which creates clear separations such as "rich/poor", "fancy commercial zones/dodgy markets", "high tech industries/heavy polluting industries". For reference, I would also believe Sector 7 (on the Plate) to be a somewhat wealthy residential area (if one refers to the On the Way to a Smile novels).
Title: Re: Midgar Remake
Post by: alloy on 2012-09-24 04:44:21
On the context of procedural city generation.. anyone looked at city engine? http://www.esri.com/software/cityengine
Title: Re: Midgar Remake
Post by: neomonkeus on 2012-09-24 15:48:13
@Tempus - thanks for finding that for me. I could not find it anywhere.

Well there are two trains of thought, one that you procedurally generate the city, which is fine if you weren't planning on making the city explorable, *is that even a word...*, in which case you would just model it out in low res, copy paste.

In the second case, which is something that Mayo Master is getting at is that you need to have a small enough scale. There are various renditions of midgar, scale wise, and I am not here to debate which source material is more correct nor argue with the purists when it comes to FF7. I am saying that in any game design needs to clearly set the boundaries.

@Cyberman - Most oblivion stuff is rarely done procedurally, at least not that I know of. If you are on about terrain placement via a heightmap, yes. But alot of the objects like trees, boulder etc are statically placed. There is runtime foliage alright, but that is just generated on top of the terrain.

For the Mako Dawn project we used the Fo3 engine, because we were fimiliar with the toolset and it had already transitioned a few times previous. Tempus'  revival of the project was unexpected;I thought it was going to remain in hibernation for longer. I am currently work on updating the format exporter for newer Blender versions, just in case I decide to restart the project myself, but I will probably move it to the Creation Engine.
Title: Re: Midgar Remake
Post by: ajthedj747 on 2012-09-24 16:39:52
On the context of procedural city generation.. anyone looked at city engine? http://www.esri.com/software/cityengine (http://www.esri.com/software/cityengine)
Priced at either $500 or $4000. Hmm, I wonder who here would purchase this software?
Title: Re: Midgar Remake
Post by: alloy on 2012-09-24 20:31:47
Priced at either $500 or $4000. Hmm, I wonder who here would purchase this software?

Well if anyone was able to buy it that be a great addition lol.

But yes realistically it would be fun to see what people might be able to get out of it from the trial.
They do have a 30 day trial lol. Maybe i should have mentioned that.
Looks simple enough get started just probably, a lot of  tweaking to get things looking right.
Title: Re: Midgar Remake
Post by: Cyberman on 2012-09-24 21:25:10
@Cyberman - Most oblivion stuff is rarely done procedurally, at least not that I know of. If you are on about terrain placement via a heightmap, yes. But alot of the objects like trees, boulder etc are statically placed. There is runtime foliage alright, but that is just generated on top of the terrain.

For the Mako Dawn project we used the Fo3 engine, because we were fimiliar with the toolset and it had already transitioned a few times previous. Tempus'  revival of the project was unexpected;I thought it was going to remain in hibernation for longer. I am currently work on updating the format exporter for newer Blender versions, just in case I decide to restart the project myself, but I will probably move it to the Creation Engine.
I refered to NWN's Aurora toolset for doing that. It also is dependent on the target engine it ends in. I remember a 64x64 city scape was REALLY slow in NWN on my 192M machine circuit 2002 (LOL).

I'll try and keep this short. It's a standard set of algorythms. However it's not easy too use. PCB place and route is very similar. These are often used to place objects on 2 sides of a surface and sometimes on top of each other. In addition you have fixed placements. The big problem is the network that connects things (net list). For something like Midgaar that would be roads rails and walk ways. There are rules for that. The top of the Pizza is easier because it is a planned area. The slums are more difficult because they would be formed from the terrain they are on.

The aspects that have to be considered are: standardized top plate dwellings (not likely too have housing but condo style stuff), businesses etc. Along with transportation car, bus, and walkways. The rails are already fixed as far as I can tell (they handle most of the transport between upper and lower midgaar.
The bottom plate stuff is just a few sectors I believe 7 6 5 I don't remember where wall market is but 5 is where Areth house is right?

So what I am getting at is each 'area' to be generated needs it's own 'scale' standards (IE poles doors dogs cats spacing of housing etc). The pizza is planned (so it will be all standardized) the beneath sections shouldn't be too bad really either since they are kind of predefined.

Anyhow thats how the '3d brush' systems used in the Aurora Dev system in NWN worked. Creating new brush sets so to speak (see sim city scape suppled for example) requires a bit of knowledge, of what the end tool is. So simply put if anyone wanted to use said system it has to be planned. That requires coordination etc.

Hard to do on the internet I've noticed :D

Cyb
Title: Re: Midgar Remake
Post by: SpooX on 2012-09-29 22:04:33
hmmm...
I leave the country for just a few days, and suddenly there is a whole different discussion going on here.... ;)
snadboxed environment, is interesting thought....
however using the way overpriced professional Esri software package..... is a bit too much I think.
There are other solutions for that, for 3ds max for instance there is GhostTown, which looks good and is able to do the same within max. For blender there are also plugins (http://cgchan.com/suicidator) to do that.
However....Will it still be Midgar? Will it still be FF VII?
One could easily go wild on details, such as water system, transports, food supply chain, etc etc. before you know it, we are wiring up all the electricity of Midgar, is there cable TV in Midgar?  ::)

But... since the assets of FFVII are not logical created in that matter...

Personally, I try to get as close as possible to the original, although I do create assets in a reusable way, making segments, and piecing them together, like the way skyrim, fallout, and many other game assets are created. Looking at the details of the plates, a lot is reused, scaled up, down rotated and placed in a different spot. All these items can be called brushes for that matter.

For me a sandbox Midgar, would be nice, but not the primary goal.
 8-)
Title: Re: Midgar Remake
Post by: Rayved on 2012-10-02 03:09:18
Hey Spoox, what do you think about my renders? Would you like some more realistic lighting in your images?
Title: Re: Midgar Remake
Post by: Mayo Master on 2012-10-02 16:47:13
Well, if you can make some 3d field scene screens with the quality of the renders you showed, I think we'd all be ecstatic  :)
As you can see in the first sticky thread, we're in no shortage of job to be done, so I would invite you to pick a scene none else is doing. We'll be looking forward to having your modelling contributions!
Title: Re: Midgar Remake
Post by: Rayved on 2012-10-02 23:50:53
Well I'm already working on some of my own mods so I don't have much time to dedicate on modeling. However, rendering already existing scenes wouldn't be too complicated for me. Once the settings are right, I could just walk my dog or something while my computer is rendering.
Title: Re: Midgar Remake
Post by: Mayo Master on 2012-10-03 15:23:39
Oh. I didn't figure you were offering your services as "rendering farmer". Might be particularly useful for the people involved in remodelling Midgar.
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-10-04 01:32:57
"Octane is so much more elaborated & advanced than Brigade in terms of materials..." (http://www.facebook.com/photo.php?fbid=476458492388636&set=a.201370186564136.49158.198351220199366&type=1&relevant_count=1)
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-10-06 20:38:39
Quick post, check this out. I have been working on it for quite some time now.
http://www.youtube.com/watch?v=DakLTX_p7c8&feature=plcp
Pass it on to people! We are trying to get a lot of recognition on it.
Title: Re: Midgar Remake
Post by: Sapphire on 2012-10-11 04:16:56
Rev-amping the reactors again. No more floating geometry! Except the english 05/xx/xx/xx etc.... I'll fix that later.

(http://i46.tinypic.com/2hzk93a.jpg)

Midgar is simply too large for a sandbox creation, although.... Noen, Killerx20 and I have successfully gotten our Midgars in the CryEngine 3, yes... It was very fun to walk around :P.
Title: Re: Midgar Remake
Post by: Killerx20 on 2012-10-11 11:29:52
Rev-amping the reactors again. No more floating geometry! Except the english 05/xx/xx/xx etc.... I'll fix that later.

(http://i46.tinypic.com/2hzk93a.jpg)

Midgar is simply too large for a sandbox creation, although.... Noen, Killerx20 and I have successfully gotten our Midgars in the CryEngine 3, yes... It was very fun to walk around :P.
It may be large, but if it was fully recreated in sandbox it would be beyond epic. Let me reprhase that.. It would be beyond EPICCCCC!!!
BTW nice job on the reactors, you have come a long way.
Title: Re: Midgar Remake
Post by: Sapphire on 2012-10-14 12:43:42
A pretty render.......

Reactors are now fully updated! Not one bit of floating mesh and all labeled and numbered correctly.

(http://i50.tinypic.com/mbq2kg.jpg)
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-10-15 08:40:35
Great!!! I want this now! :P :P
Title: Re: Midgar Remake
Post by: Nightmarish on 2012-10-15 09:56:03
Sorta offtopic but isn't  Killerx20 in this forum?
I came across this image (http://fc09.deviantart.net/fs70/f/2012/225/5/2/midgar_almost_complete_by_killerx20-d5azqbn.jpg) and it seems pretty much completed. Wouldn't be better to ask him to use this model instead of Sapphire and some other guys wasting their talent on something that has been done before?

Just wondering.. :p
Title: Re: Midgar Remake
Post by: Sapphire on 2012-10-18 09:56:41
Sorta offtopic but isn't  Killerx20 in this forum?
I came across this image (http://fc09.deviantart.net/fs70/f/2012/225/5/2/midgar_almost_complete_by_killerx20-d5azqbn.jpg) and it seems pretty much completed. Wouldn't be better to ask him to use this model instead of Sapphire and some other guys wasting their talent on something that has been done before?

Just wondering.. :p

killerx20 and i have been working on our midgars for years, before Team Avalanche even started, either way both our midgars wont stop production until finished and perfected, not for any reason. Though killerx20 has just cloned his plates, TA wants variation. Though with the amount of time I have on my hands lately I don't have much time to do anything. You also don't use models, you just render our FMV's.
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-11-15 11:38:52
Octane Render: sci-fi interior real-time photorealistic rendering test (http://www.youtube.com/watch?v=EJXWLo__PUc&feature=g-all-u)


Octane Render: real-time workflow part 2 (http://www.youtube.com/watch?v=64HFMPWcRxU&feature=plcp)
Title: Re: Midgar Remake
Post by: SpooX on 2012-11-28 22:34:26
OK, let's give Octane a testdrive...
it looks a bit like Maxwell Fire (http://www.youtube.com/watch?v=Ef5dbMFD3os).
 8)
Title: Re: Midgar Remake
Post by: SpooX on 2012-12-14 19:24:31
nice toy octane....finally something to fire up the triple SLI with....
would be nice if that would also be incorporated in Maxwell...

Here's a little overview of Sector 8...
(http://farm9.staticflickr.com/8067/8272340665_7b1dc2f4d6_b.jpg) (http://www.flickr.com/photos/39897743@N05/8272340665/)
 8)
Title: Re: Midgar Remake
Post by: LeonhartGR on 2012-12-18 01:04:30
HDRI Environment Importance Sampling - Vol.2 (http://www.facebook.com/photo.php?fbid=10151339448081013&set=pb.8520586012.-2207520000.1355795998&type=3&theater)
Title: Re: Midgar Remake
Post by: Killerx20 on 2013-04-01 01:13:18
Hello everybody, long time no see. I have taken a bit of a break from modeling but am now getting back into it.. As of now I have done some minor stuff such as optimizations but have also added all the detail work to the underplate sections.
(http://i36.photobucket.com/albums/e33/Killerx20/underplate3_zpsfbcf0a1f.jpg)
I do know that I didn't copy the plate supports to the real thing, I may change that in the future.
More to come soon.. I hope =P
Title: Re: Midgar Remake
Post by: Mayo Master on 2013-04-01 06:54:20
Glad to see you around, it's been a while  :)
Good job on the underside of the Plate! The view is from the Sector 6, right (then are there plans to include wall market sceneries? That would be very heavy...)? I'm looking forward to seeing your progress!
Title: Re: Midgar Remake
Post by: Killerx20 on 2013-04-26 05:36:08
Glad to see you around, it's been a while  :)
Good job on the underside of the Plate! The view is from the Sector 6, right (then are there plans to include wall market sceneries? That would be very heavy...)? I'm looking forward to seeing your progress!
Yeah this view is from sector 6 and I do want to include everything that is in Midgar like the wall market, the sector 7 slums and so on. Also I have done a render that took 15 hours today.. Its a basic animation that only lasts 30 seconds at 1080p. This scene has no actual lights placed, everything that creates light is from VRay Light Materials, there are no special effects in the scene and I do know I need to light up the plates with lamps and such. Enjoy, its the first time I ever made an animation.
http://www.youtube.com/watch?v=hLzGdhLkBlw
Title: Re: Midgar Remake
Post by: Mayo Master on 2013-04-26 15:03:37
Very nice  :)  Great job on your first animation!
I'm a bit curious about the poly count you have on that model - if you wish to include the slums and so on, won't that become an issue? Besides, I'm guessing a complex lighting will be pretty demanding in terms of computing resources. What kind of powerhouse of a computer do you rely on?
Title: Re: Midgar Remake
Post by: Killerx20 on 2013-04-26 22:40:40
Very nice  :)  Great job on your first animation!
I'm a bit curious about the poly count you have on that model - if you wish to include the slums and so on, won't that become an issue? Besides, I'm guessing a complex lighting will be pretty demanding in terms of computing resources. What kind of powerhouse of a computer do you rely on?
Currently I am at 970,000 polys with everything you see in the video. I have rendered something on here that was 15,000,000 before and it handled rather well so I don't think polys will be an issue, I can be very conservative and optimize things. I just need more motivation haha.
Currently my setup is a AMD Fx-8350, 16 gigs of Kingston Hyperx Blu DDR3 ram at 1600mhz and a Gigabyte GA-990FXA-UD3 Mobo. I just recently upgraded to that, about 4 months ago. The computer I had last was pathetic, but I still did my renders on it.. It used a Core 2 Duo at 1.86ghz and 2 gigs of ram hahaha, renders took FOREVER.
Title: Re: Midgar Remake
Post by: Mayo Master on 2013-05-02 03:41:25
Hey Killerx20,

Just got an idea which could spice up my scenes a little bit: given that your Midgar model is fairly advanced, I was wondering if you could make a bunch of renders in order to build up a panoramic image (360 degrees) that we could use in our scenes as HDR lighting. Would be really neat. I would like to be able to use something like that for the scenes I'm making in sector 5 (thus, that's where from the panoramic view would need to be based, rather at ground level). I think the hurdles would be for you to 1/populate the slums with random junk  2/ find background images for ground and sky, for your own pictures.
Do you think that would be doable? It doesn't have to be right now. I also believe other people would benefit of this concept (for instance, I don't know if SpooX intended to use something like this for making environment lighting of the first fields of the Bombing mission).
Title: Re: Midgar Remake
Post by: Killerx20 on 2013-06-05 09:25:55
Hey Killerx20,

Just got an idea which could spice up my scenes a little bit: given that your Midgar model is fairly advanced, I was wondering if you could make a bunch of renders in order to build up a panoramic image (360 degrees) that we could use in our scenes as HDR lighting. Would be really neat. I would like to be able to use something like that for the scenes I'm making in sector 5 (thus, that's where from the panoramic view would need to be based, rather at ground level). I think the hurdles would be for you to 1/populate the slums with random junk  2/ find background images for ground and sky, for your own pictures.
Do you think that would be doable? It doesn't have to be right now. I also believe other people would benefit of this concept (for instance, I don't know if SpooX intended to use something like this for making environment lighting of the first fields of the Bombing mission).
Woah hey I'm sorry I forgot to come on and check this in such a long time. I would be glad to render out some images for you to make a panoramic view, just supply me with the information of where you want it to be rendered and such.
Title: Re: Midgar Remake
Post by: Mayo Master on 2013-06-06 15:50:57
No worries, I had other things to keep me busy meanwhile. Anyway, I'll greatly appreciate if you can help me in this endeavor  :)

There are a couple of details I'm still unsure of. However, for the most part, I would need a panoramic view taken from the slums of sector 5, relatively near ground level. Now, about the aspects remaining to be set:
- I'm not completely set on a particular lighting settings. I would prefer some daylight conditions (where we get the feeling of indirect lighting beneath the plate), as the other scenes seem to be shown in daytime (such as the outdoor scene of Aerith's house), with mostly sunshine (partly cloudy if you prefer). I'm guessing the sun lamp would be in the general direction of the South, not sure about how high in the sky (I think we'll avoid zenith though).
- I wonder if there are a couple of other details you may want to set in the scene before rendering. First, I was wondering about populating the ground with "typical slum houses", in the manner of the following scene:
http://bulk.destructoid.com/ul/142776-the-memory-card-62-leaving-midgar/FFVII%20-%20Leaving%20Midgar-620x.jpg (http://bulk.destructoid.com/ul/142776-the-memory-card-62-leaving-midgar/FFVII%20-%20Leaving%20Midgar-620x.jpg)
In that respect, we can keep things rather simple and populate the ground with a single model which can be done quickly, no need to be accurate here.
- How to set the horizon? Probably the simplest would be to have a fitting background image for the landscape and the sky, but I'm not sure where to chose from (Advent Children still frame?)   
Let me know what would work best for you.  :)
Title: Re: Midgar Remake
Post by: Killerx20 on 2014-03-06 11:20:11
Bringing this thread back from the dead
I haven't really been doing too much of this but I have some progress

(http://i36.photobucket.com/albums/e33/Killerx20/Midgar%20Renders/th_NewStation26_zps15a374a7.jpg) (http://s36.photobucket.com/user/Killerx20/media/Midgar%20Renders/NewStation26_zps15a374a7.jpg.html)
(http://i36.photobucket.com/albums/e33/Killerx20/Midgar%20Renders/th_NewStation27_zpseb09e3b0.jpg) (http://s36.photobucket.com/user/Killerx20/media/Midgar%20Renders/NewStation27_zpseb09e3b0.jpg.html)
(http://i36.photobucket.com/albums/e33/Killerx20/Midgar%20Renders/th_MWTowerRender10_zpsc42e4fc2.jpg) (http://s36.photobucket.com/user/Killerx20/media/Midgar%20Renders/MWTowerRender10_zpsc42e4fc2.jpg.html)
(http://i36.photobucket.com/albums/e33/Killerx20/Midgar%20Renders/th_MWTowerRender11_zps3e951487.jpg) (http://s36.photobucket.com/user/Killerx20/media/Midgar%20Renders/MWTowerRender11_zps3e951487.jpg.html)

I've basically been porting my model over to Maxwell Renderer, also redid the tower fully to FFVII style again, not CC. The renders of the tower and Midgar are quick renders to check progress while the renders of the Sector 1 station took a little more time.

Only just learning how to use Maxwell, but I love the physical based lighting.
Title: Re: Midgar Remake
Post by: LeonhartGR on 2014-03-06 12:06:21
I'm always impressed by "Midgar during daylight" images!!! :)
Title: Re: Midgar Remake
Post by: SpooX on 2014-03-06 13:47:31
Oh my oh my...
That's why it looks so familiar  :)
Wonder which app you use for modeling, we could do some exchanging...

So far from my mobile it looks good at first glance
 8)
Title: Re: Midgar Remake
Post by: KnifeTheSky77 on 2014-03-06 14:25:00
Gorgeous  :D
The first few field scenes look pretty much finished?
Title: Re: Midgar Remake
Post by: Killerx20 on 2014-03-06 22:37:24
Oh my oh my...
That's why it looks so familiar  :)
Wonder which app you use for modeling, we could do some exchanging...

So far from my mobile it looks good at first glance
 8)
I use an old quake III mapping program called GTKRadiant to model in, then import the model into 3ds max and touch it up a bit and to render with. Your train station models are far better then mine, you got it down to spec, I modeled mine by eye.
Title: Re: Midgar Remake
Post by: Mayo Master on 2014-03-07 02:02:01
You might have brought the thread back from the dead, but it's a hell of a comeback  :o Kudos for all the work done here.  :)
I'm also surprised by your modelling method, but it does work really nicely. I wonder if SpooX and you could work on a merger of your Midgar models, it would be worth a try.
By the way, I was also impressed about all the job done on the scenes of the Shinra building. Can I sort-of-make official that you're handling these scenes?