Author Topic: Monster Remodels!  (Read 29143 times)

Zetaman

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Monster Remodels!
« on: 2015-11-15 00:21:34 »
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.

Zetaman

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Re: Monster Remodels!
« Reply #1 on: 2015-11-15 02:43:09 »
Some Previews/WIPS of my work.

Zetaman

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Re: Monster Remodels!
« Reply #2 on: 2015-11-15 02:52:42 »


Boundfat

Zetaman

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Re: Monster Remodels!
« Reply #3 on: 2015-11-15 02:53:54 »


Search crown/Battery cap

Zetaman

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Re: Monster Remodels!
« Reply #4 on: 2015-11-15 03:20:44 »


APS Boss

halkun

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Re: Monster Remodels!
« Reply #5 on: 2015-11-15 04:59:53 »
don't you think the Zbrush polycount may be a bit too high

Zetaman

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Re: Monster Remodels!
« Reply #6 on: 2015-11-15 13:04:31 »
I can always Decimate/retop ;)

obesebear

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Re: Monster Remodels!
« Reply #7 on: 2015-11-15 13:16:50 »
These look quite good.  But how is your texturing?

Leet

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Re: Monster Remodels!
« Reply #8 on: 2015-11-15 20:41:21 »
Agreed Bear, these do look good. It is difficult to judge in an untextured form, but they do look incredibly smooth.

KnifeTheSky77

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Re: Monster Remodels!
« Reply #9 on: 2015-11-15 20:49:07 »
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.

Leet

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Re: Monster Remodels!
« Reply #10 on: 2015-11-15 20:54:18 »
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.

Zetaman

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Re: Monster Remodels!
« Reply #11 on: 2015-11-16 00:25:33 »
50k decimate/retop poly limit should be just fine imo. Ive worked with worse constraints funny enough lol.

Zetaman

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Re: Monster Remodels!
« Reply #12 on: 2015-11-16 01:09:46 »


Bomb/Grenade decimated to 28k polygons

Zetaman

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Re: Monster Remodels!
« Reply #13 on: 2015-11-16 04:03:46 »
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

cmh175

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Re: Monster Remodels!
« Reply #14 on: 2015-11-16 15:08:42 »
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.

Zetaman

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Re: Monster Remodels!
« Reply #15 on: 2015-11-16 17:51:11 »
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.

Zetaman

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Re: Monster Remodels!
« Reply #16 on: 2015-11-16 17:52:39 »
diffuse baked texture maps*

cmh175

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Re: Monster Remodels!
« Reply #17 on: 2015-11-16 18:02:12 »
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.

Zetaman

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Re: Monster Remodels!
« Reply #18 on: 2015-11-16 18:37:18 »
Thanks I really appreciate it  :D

Zetaman

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Re: Monster Remodels!
« Reply #19 on: 2015-11-16 18:38:49 »


Bloatfloat/Blugu Decimated to 17k poly/tris

sl1982

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Re: Monster Remodels!
« Reply #20 on: 2015-11-17 01:50:15 »
I always wanted to see some of the summons redone. These are awesome models.

halkun

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Re: Monster Remodels!
« Reply #21 on: 2015-11-17 04:46:28 »


Bomb/Grenade decimated to 28k polygons

notbad.jpg

I would go down to 10K and bake the detail into the UV map.

obesebear

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Re: Monster Remodels!
« Reply #22 on: 2015-11-17 21:22:46 »
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.

Zetaman

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Re: Monster Remodels!
« Reply #23 on: 2015-11-18 04:48:45 »




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)

cmh175

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Re: Monster Remodels!
« Reply #24 on: 2015-11-18 16:44:37 »
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.