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Team Avalanche / Re: Midgar City Information
« on: 2015-02-13 23:11:58 »
Please tell me that these are real-time Qgears renders...
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Thanks for the update
As for the development lasting only a year, it would raise several questions:
- Are you sure? (I thought it was more around 3 years) For that matter, wasn't the date of 1995 on one of the cutscenes (Jenova's helmet during Nibelheim flashback)?
- If true, did these guys had any sleep during the year of development, or are they even human? The amount of work is too much for a team this small to have been done in a year.
Final Fantasy VII – 1997 Developer Interviews
Hironobu Sakaguchi – Producer
Yoshinori Kitase – Director
Tetsuya Nomura – Character Design, Storyboards, System, Mech Design
Yuusuke Naora – Art Director
Motonori Sakakibara – Movie Director
Akira Fujii – Battle Scene Director
Ken Narita – Main Programmer
Yasui Kentarou – Magic/Summoning Effects
Kenzo Kanzaki – Backgrounds
Nobuo Uematsu – Music
.....
Narita: Yeah, in a certain sense, FF7 is something of a minor miracle. I mean, we only had a year to do everything.
Fujii: It’s the shortest development we’ve had so far.
Narita: Yeah, that it was. And normally you’d start developing your game after you’d learned the new hardware. But we had to learn the hardware and create the game all in the same year. I really couldn’t believe it when I saw the finished product of FF7. It’s amazing that so many people were involved, and that we completed it in so short a time.
Fujii: Time is always the one thing you’re in short supply of. We had to do the battle system after all the field stuff was done, so practically speaking we only had half a year for that. The last dungeon was a real slap-bang, rushed affair.
...did these guys had any sleep during the year of development...please define sleep, does not compute...
And that's coming from someone who does prefer the meshing aspect of 3d modelling to the texturing side of it. However, the extra care you put into developing materials is what makes the difference.
Would be nice if you could find me a nice FFVII logo with a black/transparent background like the one in:
I'm trying to avoid UV-unwrapping because I fear it will make future changes to the bridge mesh harder.
From what I have seen from SpooX's models 3ds somehow auto fixes this, he applies a concrete material to everything without issues or having to make corrections. Is there some way to mimic that in Blender? The material is supposed to be a placeholder or somewhat of a standard material before I apply the real textures of the bridge that's why I went with a procedural material thinking that it would auto apply itself evenly but that is not the case.
Thanks for that update! Very cool that you made such progress on the animation of the train.
Regarding the writing on the train car: I think our best bet would be to look into the remade train model which is used in Crisis Core. I remember I actually appreciated that they cared to detail the train car with the same writings as the original (same number), but I can't remember the kanji writings. I tried to look it up on Youtube but the videos don't have enough quality (let alone that nobody really actively sought a good camera angle to be able to read the writings). I can make an attempt at reviving my dying PSP ans look it up - although if someone else could do it it'd be much appreciated.
By the way, have you modelled the inside of the train car? That'd be several fields made in one go
That train animation is awesomeLol, I just Love the scientific appraoch, while doing this, now I should be even capable in building a real live version due to my research. Amazing what some people are able to build in their attick.
I wonder how it would be like at full speed. As a rule of thumb, assuming your driving wheel is about 2 m in diameter, if your train goes at 60 km/h then it gets you to 2.65 wheel rotations per second. I doubt the train goes faster than that in any scene from the game (it should have the same speed as a subway train, more or less).
Nice job with that train animation. I would even know where to begin with something like that.Yes, it's quite a challenge, but if you get the hang of it it's not bad. Unfortunately I had to completely redo the whole thing, as the tutorial I followed (in Polish) had some serious flaws in it, as it uses dummies, and has the starting point that the whole train will remain still and the world will flow around it. So after scaling the whole animation was going completely weird.
Nice looking! Say, what renderer is it that you are using?I only use Maxwell, and luckily in the latest release there are some additional features for which I was waiting.
[ ] iRay [ ] Octane [X] Maxwell
Actually, for some time on the back of my head I have been having the idea of a "day and night cycle" mod. It's obviously not a priority by any means, but I wonder how much interest that would get. I have a few ideas about how it could be implemented (conceptually speaking - I don't have enough insight to see how the code could be altered accordingly), and we'd have to see if/how it could affect gameplay (opening/closing of shops, monster encounter rates, etc.). Maybe I'll open a thread elsewhere to discuss that in details.
...my plans would be to kill the sun light and add indoor lights (as if from light bulbs). The way things are, I don't see it sensible to have Cloud sleeping in a room which gets a direct sun beam.
I'll try to get things going for that scene, despite the work load and the release of Dragon Age Inquisition
Professional deformation
As far as I'm aware, the chibis were made as a first project, at the same time as the GUI. I believe at the time that HD field files were not even a priority. All this was made before I got on board - maybe SpooX or sl1982 would have a better idea of the history.
Q: Things look great but we want full sized models instead of chibi. Can you make some?
A: Nope, look elsewhere.
Regarding the trash objects, since they look relatively small, I'll make them more numerous. I wouldn't want to modify the scaling I've come up with.
This is seriously awesome
For long term purposes: would you have any clue about how to set such camera animation rig in Blender? I was contemplating doing some Nibelheim scenes next year, and there are many similar camera animations in there (Lifestream flashback, mostly).
Just out of curiosity, have you started tinkering with the camera animation to get the corresponding short FMV, like what you did in here?
Note to Moderators:
Please delete my old Midgar Remake thread.