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Messages - alloy

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1
General Discussion / Re: balamb garden project
« on: 2017-08-18 00:58:41 »
Im really liking the attention this game is getting lately. Keep up the good work! Look forward to seeing that ue4 demo ;)

2
Team Avalanche / Re: I guess that's it, guys
« on: 2015-06-24 21:59:53 »
Dont let the remake news kill the passion you have for your art. Be it remaking ff7 scenes or whatever else. keep making stuff.

3
Team Avalanche / Re: [HD Remake] Nibel Mountains
« on: 2015-06-07 15:51:42 »
What does the background look like in relation to the scene?

Or in other words, what does the scene look like as a whole?

4
Too bad the internet was basically non-existent back when ff7 was made :|

6
I remember finding a cg artists portfolio site showing off the work he'd done on a bunch of ff9 scenes.  Final scenes in high resolution. Alternate views concept art many work in progress shots. It was amazing...   Alas this was *years* ago and I doubt his page exists anymore Heh.

7
Team Avalanche / Re: [HD Remake] Midgar sewers
« on: 2013-06-16 22:09:56 »
Grime simulator would be nice xD, try looking for dirt, grime, weathering shader's maybe there are some out there for blender.

Who knows i knows max has plenty. For example

8
Team Avalanche / Re: I Want to Texture Something.
« on: 2013-06-13 20:08:18 »
Lots of tutorials here.. http://wiki.polycount.com/TexturingTutorials

Polycount is great resource for inspiring artists, frequented by a lot of industry veterans. You can learn a lot here..


9
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2012-12-24 00:42:55 »
Nah not bashing on the metal work of the textures in general. Just trying to make a case for you to use a dirtmap shader on the scene. It will give the overall scene a more natural subtle "lived in" feeling.

10
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2012-12-23 01:53:58 »
Everything looks too clean lol..  so of course i say to make the textures look more used up rustic and what not.

Though that would take up a pretty large amount of hrs of tedious work... Id say do it!

... But actually this time i have a solution. You should look up how to implement a Dirt Map into your scenes with blender.

I actually looked up one way...

http://blenderartists.org/forum/showthread.php?183082-Dirt-maps-creator

Pretty simple process that will make a huge difference in aging your scene




11
Animations are kinda doable Bordes program can edit them but its all extremely limited..

Been waiting for years for a any kind of plugin for max or blender or anything. Tho the good news on that front is that the animation format has been mostly decoded and its up on the wiki.

Also check out the wiki its full of usefull info that can get you up to speed into game editing.

Welcome aboard gir Long time Green tooth lurker myself ;D


12
Yeah this is pretty much done to me. Nothing i can see here that stands out as wrong. Like i said before to me the big parts are well done, shading is good. From here on you could just endlessly tweak it to be "perfect" adding small little details to make it your own.

Make it dirtier add more grit uh more small details i say. Look up Rage the game for inspiration as to what i mean by adding small detail that enforce the feeling of a cyberpunk wasteland. Which ff7 and midgar is all representing. Like i said in my other post. Cyberpunk anime, games and movies.. like blade runner im sure served as inspiration for midgars art style. You should look into those for inspiration for how to expand on the original scenes and make them better.

I say you've done a great job already move on to the next one. Come back to it later when you feel you can improve it.

You guys can also take your scenes to the bigger cg art forums Like Cgtalk if you're looking for more indepth critique  lots of professionals there always giving out awesome advice.

13
Team Avalanche / Re: Sector 6 Slums [HD Remake]
« on: 2012-10-09 04:56:24 »
Awesome scene. Only thing popping out to me is the overall environment light is way darker then in the original. I like it though, maybe make the walls slightly more visible.

14
Color saturation rise the contrast up.

It will make the blacks blacker and other colors more uh saturated.

Idk the original scene doesn't seem to give hints of volumetric lights so smoke shouldn't be there i think.

The tv has that blue green glow all over one side but the rest i clear. Idk what renderer youre using tho.
Don't have experience with blender just max and MR. Raytrace the light bounces or fake it.

Getting the render setup is tricky i know.

Tho hell even in the original ff7 im sure they used a lot of photoshop to fake effects as post process.

15
Mayo master the scene needs harsher shadows. The originals  go pure black at some points. You need to make sure the colors pop out more somehow get saturation up. The smoke takes a lot away. 

Make sure you have your monitor gamma calibrated correctly. That matters the most when it comes to rendering and good color reproduction across all screens.

At this point you have most all the major details set now you have to go in there and add more subtle smaller details.
In the end it adds to the whole final scene as a whole. Thats what ff7 is all about all that small gritty detail in every scene. Its all inspired by all those old Anime. Akira, ghost in the shell, nausicaa and hell lot more i cant remember lol.

16
Team Avalanche / Re: Midgar Remake
« 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.

17
Team Avalanche / Re: Midgar Remake
« 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

18
Completely Unrelated / Re: Sooo.. Unreal SDK?
« on: 2011-09-30 05:57:31 »
ell you can most def use udk to make ff7 like game. Tho you would need to program the rpg guts. Udk is not "fps engine"
They used it to make unreal yes but its a game engine that can be totally reprogrammed to do w/e you want... with support for very nice gfx heh

19
They remade ff 1 2 3 4 5 6 ... and 10. But  7 8 9? the 3 games that would REALLY make a giant impression into HD noope.
FF10 doesn't need a HD port. Only reason why ps2 didn't support HD is because Sony was so damn stingy with video ram.
Bah only if this game ends up looking like ff13 should it be sold to anyone >_>

20
General Discussion / Re: optimum pc setup for ff7?
« on: 2011-05-22 23:57:07 »
uh anything newer than 2002....

21
Team Avalanche / Re: *OFFICAL* Battle Scene Reconstruction
« on: 2010-12-03 03:21:07 »
Maybe its not meant to be a sandy beach. You could make it a rocky beach, or a mix of rock sand and dirt/mud/clay/sand. Look around industrial areas to see what I mean.

22
Completely Unrelated / Re: halkun internet superstar
« on: 2010-10-03 00:56:29 »
Oh lol. Saw the whole thing on my phone. Recognized the ff7 videos posted it here in haste.. anyways dude good luck with the whole thing!






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Completely Unrelated / halkun internet superstar
« on: 2010-10-01 19:38:20 »
http://www.youtube.com/watch?v=kn2-d5a3r94 yup that's our halkun making the 1:1 D

24
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-06 03:33:45 »
Just wondering what settings hes using to render those screens.
Can put up a screen of the render settings?

25
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-06 00:51:38 »
Sppon what software are you using to render it? Guessing Max and mental ray?

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