(1st pic)
Daytime in Midgar!? :o
Been working on midgar for around 2-3years i have the main building2-3 years!? Wow man I admire your determination. :)
, 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 :)
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 :(
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.
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!
two things. Damn, you have a widescreen!
Second. You work quick, Great job by the way
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.
Totally jealous of your three monitors. You got some good music too. lol
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.Thought AC happened mainly in some other town just outside Midgar?
Thought AC happened mainly in some other town just outside Midgar?
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.
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....
The 2nd image of the Midgar remake from the 1st page looked wicked with that sunset
Looking fantastic, Sapphire! :Di agree 100%. Absolutely fantastic
Spot whats missing?Two round light/pipe thingies on three sections?
I just wanted to tell you how amazing you are.
That is all :D
You are like at the top of my favourite qhimm members now!
This is amazing. If you don't mind me asking what percentage do you think this project is at?
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-)
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.
Dude I come in this thread everyday to see the updates on this project. You are amazing.it's just the same as you see here, you see images OF the 3d models, not the models itself.
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)
Man... When i see the first FMV with these models *drools*
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
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....
It's for FMV's and field on the chance Aali can incorporate 3d camera movement
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?
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)...
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
:o
Awesome! Really!
Sapphire, I must ask.... did you work with the original FFVII team or something, cause you're talents are very much professional looking.
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?
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 that you could try working on the Train Graveyard or the Junon fortress outside :wink:.
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
In most fan renders the WIP plates on the outside all use the same model.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.
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?
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:
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.....
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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.
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 >>
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.
Nooo way! :O
freaking awesome dude just wow! wonder how long you spent on that
I'd take like 5 month breaks and then get back into it again like now.
...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?its actually a city built on top of (above) a collection of towns that have been subdivided into sectors
its actually a city built on top of (above) a collection of towns that have been subdivided into sectorsActually, I have some theory that Midgar is actually underground, the slums I mean. Ok, have a look at the reactors base
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 baseduring the game if you ride on the train you can actually talk to barret and he tells you
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
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
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. ThanksI 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 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?
Love the work.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?
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 :(
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.
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.
answer: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..
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-)
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.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.
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/)
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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.
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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?
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.
No, the Original FF7 PSX version from 1997.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?
I try to keep it as close to the original as possible.
8-)
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.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.
As for Tempus..just found out he stopped...
development-indefinitely-ceased (http://www.moddb.com/mods/mako-dawn/news/development-indefinitely-ceased)
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.
Nice, reminds me of the Midgar model in the square building (or where ever it may be these days). :roll:Yeah it does look a bit like the real model, I wanted that effect for sector 6 to give it that under construction feeling.
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 ???
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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.lgpThanks that worked perfectly
http://forums.qhimm.com/index.php?topic=8450.msg178358#msg178358
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.Heyo,
Cyb
Heyo,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
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 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. :PUnfortunately 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.
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.
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.
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 :PWell 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.
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.Not sure that gtk can handle the curves a highway does, I'll have to find out.
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.
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.
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.
Made this years ago for noen, perhaps you can slap it in somewhere.You worked with Noen??
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.
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?
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.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.
Also:
http://www.thaiexpress.ca/
still quite a lot, just checked my reactor:Can you do a render of the reactor? I'd like to see how detailed it is for 3500 polys
Polys: 3.571
Tris: 6.334
Verts: 3446
Here the wires and missing components in the previous render.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.
(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. ???
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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
Talking about Midgar, remodeling and other modelers, do you know the guys who made this?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.
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.
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.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
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
All of the currently released stuff is over on moddb.com page but is released in nif form for Fallout.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.
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.I know that feeling.....
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......
Oh wow I have missed so much! I have returned once again!!Wow warren, I never thought I'd see you again how have you been?
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!
Of course we are not all doing the same thing......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.
We're all just working on different reactors....3 done....5 to go ;D
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Wow warren, I never thought I'd see you again how have you been?There are the parts of midgar with Cannon and where the prodClod fight occurs later in the game.
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?
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.They are all the same, have a look at this hi rez image http://i36.photobucket.com/albums/e33/Killerx20/k3VhV.jpg
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.
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 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 good thing about the modeling of final fantasy is that i can finally understand midgar to the detail :-D
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?And the lower part of the plate is in sector 4.
The good thing about the modeling of final fantasy is that i can finally understand midgar to the detail :-D
and for a schematic view: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
(http://images4.wikia.nocookie.net/__cb20090801221411/finalfantasy/images/0/0c/Midgar_Diagram.jpg)
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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).
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 :)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.
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.
errm... chinese characters....???UGH whatever it is!! It could be Shinra language for all I care hahah
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....:)
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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....:)
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Does your midgar model have the Shinra building as well?
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.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.
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).
(1st pic)Yup,daytime in migdar... plus super duper clean Shinra buildings/reactors :D that's awesome work Sapphire!
Daytime in Midgar!? :o
Wow! That's certainly impressive... good job!Thanks for the feedback, they are two separate modeling works. We just help each other out with ideas and stuff.
However, I am a little confused... are you and Sapphire sharing assets or are these 2 different, separate modelling works?
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.
Let me join the competition with some details....Looks good man! I like how you are copying ALL the buildings.
(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)
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....
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....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.
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-)
yep, Goblins' is there, although not the final version yet.Thank You very much. :-D
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-)
Is that Prs. Shinra's Gelnika?
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-)
What are you using to render?
That explains allot. :-( Huh, I did not know that.
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.
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*.
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.
...and our Lead Dev Tempus was basically a one man army
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.
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?
Priced at either $500 or $4000. Hmm, I wonder who here would purchase this software?
@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.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).
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.
Rev-amping the reactors again. No more floating geometry! Except the english 05/xx/xx/xx etc.... I'll fix that later.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!!!
(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.
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
Glad to see you around, it's been a while :)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.
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!
Very nice :) Great job on your first animation!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.
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?
Hey Killerx20,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.
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).
Oh my oh my...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.
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)