Qhimm.com Forums
Project forums => Team Avalanche => Topic started by: Zetaman on 2015-11-15 00:21:34
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Is anyone currently working on this? I have around 2 years of Zbrush experience and can work on remodeling monsters, summons ect.. I also can rig a bit.
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Some Previews/WIPS of my work.
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(http://i.imgur.com/PtQaN6S.png)
Boundfat
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(http://i.imgur.com/681hHYx.png)
Search crown/Battery cap
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(http://i.imgur.com/Bdx2cZG.png)
APS Boss
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don't you think the Zbrush polycount may be a bit too high
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I can always Decimate/retop ;)
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These look quite good. But how is your texturing?
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Agreed Bear, these do look good. It is difficult to judge in an untextured form, but they do look incredibly smooth.
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I can't recall this, is there an actual hard max poly count for with the original ff7.exe?
I would wager that if you make something awesome, someone will invariably help cut it up and get it into the game.
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I find that if a single p file gets to around 50,000 polys it can cause kimera to show errors. That's only approximate though and i have sometimes been able to make it work with more but it varies greatly. I have even known a few instances where the limit is far less.
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50k decimate/retop poly limit should be just fine imo. Ive worked with worse constraints funny enough lol.
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(http://i.imgur.com/FAZ2wBx.png)
Bomb/Grenade decimated to 28k polygons
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Can anyone tell me btw if anyone is working on, or has already remodeled any of the monsters btw or the summons? I just dont want to waste time sculpting something if someone has already got it done ;D
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As of now I think only Wolfman and I have been doing similar projects. He did the Jenova Life/Death/Synthesis models and I've done the Hojo Life form. I've begun working on the Hojo Helletic model but have gotten tied up with some work stuff lately. Otherwise it's probably safe to say everything's fair game.
Your work looks pretty smooth, how much experience do you have in zBrush? It's been quite interesting for me to learn lol, the number of tools and possibilities are just endless. What's your general workflow? Modding FF7 can be a bit tricky, for instance all of your HD details will need to be added to the diffuse texture map. There doesn't seem to be a way to import normal maps. Leet found a method in Photoshop that takes care of this for us, but it takes some tweaking and trial and error.
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Hey, well that's good news. I would like to work on some more interesting things lol, I picked some obscure monsters because I didn't think anyone was working on them. As I said I have around 2 years of Zbrush experience, Ive never modded FF7 directly but I have been involved in modding games such as Skyrim. I also know how to use polypaint and a little bit of Substance designer, but as far as I know all of the textures for FF7 have to be diffuse texture maps if im correct on that. In terms of the hd details, they are all mesh driven so it shouldn't be a problem importing them, but getting them to pop will be a bit harder with texture work.
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diffuse baked texture maps*
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Very cool, yeah you're definitely off to a promising start. Do you have a particular model you're interested in completing first? Yeah the detailing can be tricky. My best suggestion to maintain high poly detail is to also bake a normal map, it can be added to your diffuse later in Photoshop or gimp. There's also an older plugin for baking Materials into your diffuse map, which is really helpful. With the current version of zBrush it only works with a single material but it's better than just a flat colored texture. Feel free to ask any questions you may have about the actual FF7 modding process, there's quite a few knowledgeable members around who'd be happy to help.
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Thanks I really appreciate it :D
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(http://i.imgur.com/bVwd0yg.png)
Bloatfloat/Blugu Decimated to 17k poly/tris
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I always wanted to see some of the summons redone. These are awesome models.
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(http://i.imgur.com/FAZ2wBx.png)
Bomb/Grenade decimated to 28k polygons
notbad.jpg
I would go down to 10K and bake the detail into the UV map.
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I agree with halkun about the poly count. 28 is still a lot. 10,000 or less would be much more manageable.
From what I understand about zbrush, I think a lot of the finer details can be baked onto the texture to help reduce the number of polygons. But cmh would know more about that than I do.
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(http://i.imgur.com/omqDiz0.png)
(http://i.imgur.com/SKbQtEG.png)
(http://i.imgur.com/SNrpNYW.png)
So someone asked for Summons and I thought I would try to deliver something special.. hope you guys like this sneak peak of Leviathan :-D :-D :-D
(ps originally this looked a lot nicer but I needed to decimate it which sacrificed a bit of detail, its now decimated to 18k)
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Wow that looks awesome, and at 18k pretty impressive. Personally I disagree about the polycount. For field models that definitely makes sense considering how many models are loaded at one time (an entire towns worth of NPC's are loaded and walking around at once). However in battle at most you're looking at about maybe six enemies total, so 9-12 models total at any one time. With the fewer number of models on screen the game can certainly handle higher poly models. My Life Form model is about 60k, and I think I used a 2048 texture map (I think Wolfman's Jenova models are somewhere around there too). I'd say boss and summoning models can get this more lenient allowance since there's only one of them, and regular enemy models seem fine around 45-50k or so.
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I like that! Looking forward to the final result! :)
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These look incredible, I can't wait to see them ingame eventually. :)
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I am curious as to how many polys can be in a model in game without sacrificing performance. Almost everyones computer these days is leaps and bounds beyond the requirements for the game.
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Just a few thing I know about the model size issue. The models individual p files(not the entire model) are what have a limit, but Kimera will hit the limit before FF7.exe. I think the largest I've gotten into game is about 30k verts as a p file, but I had to skip kimera(pcreator only) to get really large files into game. Large textures are much more a problem than high poly models. So, in short you can get pretty stupid with the models vert count without a performance impact, but to many 24 or 32 bit textures at sizes over 2048x2048 will create game lag.
I would like to see these models with textures.
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I'm currently working on the Guard Scorpion next. Its going to be a little more time consuming because I have less experience with hard surface sculpting.
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awesome work can't wait to see the ultimate weapon my favorite :D
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Hey Guys, I'm back. Been working a lot of our at my job but I decided to tough things out and crank out a new monster. Hope you guys like! as always a WIP
(http://i.imgur.com/RfjXfYI.png?1)
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I like your style, nice interpretation
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(http://i.imgur.com/rIydrWa.png)
did some rescaling for Ultima weapon and worked to detail and sculpt out his head and shoulders. Also made minor tweaks to his wings and legs.. Looks a bit more faithful I believe to the original concept art though still maintaining a redesigned nuance.
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Nice work! I'm about to start learning zbrush for creating 3D scene, afterwards, I hope to work on monsters also :)
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Just wanted to say that these are awesome! Are you doing texturing too or are you leaving that part to others?
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Don't want to be rude but those models look like 20 min of work.
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Even if they are it's far better than what we have currently, so i don't see the problem. for that matter it would take me faaaarrrr longer than 20 minutes to get anything close to that.
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Don't want to be rude but those models look like 20 min of work.
Looks like a life time of works better than yours.
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Even if they are it's far better than what we have currently, so i don't see the problem. for that matter it would take me faaaarrrr longer than 20 minutes to get anything close to that.
Oh really? Show us what you can do in 20 minutes, then. ;)
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You could get a cube haha
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Don't want to be rude but those models look like 20 min of work.
There's a difference between constructive criticism and being a butt hole.
Ironically, the original models may have literally been made in 20 mins or less.
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With Zbrush and level of experience...you'd be surprised what you can do in just 20 mins lol. For me, I'd average your work so far around 2-3 hours, and the Ultimate Weapon closer to 4-5. They aren't polished and still have the zbrush "inflated" look, but these are great base sculpts to get the overall form of each creature, which if anything is more difficult than adding HD detail. Very impressive.
I'm curious, what's your process? Do you start out at low res and sculpt through the whole body and up the poly count as you go along and keep sculpting or do you tackle parts of the body one at a time?
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Hi hi , first of all I wanted to congratulate you for this work with ZBrush . I modeled myself via sketchup 3ds blender ( not a pro) and try me with ZBrush in terms of organic modeling but I can not at all.
I train regularly but where the machine is not powerful enough or I can not seem to form objects as I wish . I did indeed save any project as I saw lol galley .
This is also why I come to you .
It there's several little thing I was wondering if it would be possible to you! On our favorite game , is the statue. I take the example DA Chao .. Many are present in Wutai . Do you think it would be possible to sculpt them to integrate in the scenes ? The best would be to create an animated character to be able to give the exact form to enter the layers .
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zBrush can be used for environment assets as well as game characters, but the backgrounds have to be completed as a whole, and are imported much differently than game models. So the short answer is no, all of Wutai would have to be recreated as a whole.
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You do not understand my question , I now redo the 3D scenes in the topic graphical release , I returned to work the avalanche team . My question is not to import the character Performers issue directly , my question is to recreate the sculpture of perrsonnages present at Wutai . And I know this is possible , I try with horrible Performers I create ... The entertainment would be the only to integrate the decors . Regarding the texture, suffice to place the rock on the model and then make a report via Vray for example. I not ask whether the possibility to integrate the games is possible. I wonder if this character create the sculpture with a skeleton would be from zetaman ! The rest . I load /
http://forums.qhimm.com/index.php?topic=16748.0
I put the links of my topic , to prove that I know what I mean ...
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Hello everyone. I know I have been out for a long while, lots of stuff happening in life. Taking care of a lot of people, family ect. Going to be managing a business soon which means a lot of work (i.e. 60 hours plus a week :-(). I am still planning on working on my models on my spare time, but know it will take quite a bit until I complete this project. I will do my best though as I do really wish to have our remake come into fruition, as nothing will ever beat the hard work synergy of fans who love this game. To all reading this have a happy new year :-D