I would like to do the guard hound. :) Made a couple drawings of it based on the concept art of it a while back.
Also, i thought the model for Cloud was already done, at least in the remix patch, Cloud and Barret look pretty much decent.
Anyway, good luck, hope to be playing under your graphics soon :)
Cloud should def. be put on the backburner for now, especially since Apz already made a perfectly decent one and IIRC is working on a field model. Having multiple high-quality models for cloud would be counter-productive from a general scope. Although I suppose variety never hurt anyone.
Timu&Millenia aren't going to convert their Barret to a field model?? Why is the Barret field model "unclaimed"??
This project sounds awesome it will really impress even people who haven't heard of FFVII modding. I'm going to mess around with effects and methods to make the opening movie a little better. If I come up with anything (no one else has but it's worth a shot) I'd start giving the other vids a shot.
Quick question: Does anyone know how to extract the videos? The files in the movies folder is just avis with audio and no video.
Alright then. Glad to have some more organization here.
Tag me for the MP, yo.
Not final yet. If someone has constructive criticism then we will look at them again.
Heh, i never saw the original 3D model in a close up, so my point of view might me wrong, since i'm basing myself on ingame experience and some pictures.I think that's the final sweeper model, yes.
Is that sweeper final or did you also did some extra changes?
By the way you forget few more models that used in Bombing mission.
- Potion blue bottle.
- Green Materia.
- Savepoint.
- 3 different door models.
You guys can open the original models in some program, right?You can use kimera or biturn to view the original models. I use biturn to export them to a usable format such as .3ds
What program you use and what is the Guard Scorpion file? I'm still not convinced it looks like the new model :b
The machine guns:- That can be done with texturing really, the general shape of the original model is like how I did it. If I was going to model it again with my slightly more advanced skills, I'd probably model them in, but it doesn't really need to be done. That is, if they were actually originally intended to be "steps", since a lot of detail is just vertex painted on to save poly counts (Remember, I turn off vertex painting when I'm using it as reference, so I can't see whatever detail is there via vertex painting)
- in the original model they have 3 different "steps" and not like in the new model that has only one plain "step".
- the barrel, i think it should be circular and not like an hexagon.
The grill:- It isn't broken at all, It's modelled exacty like the old ones, just higher poly. The normals are broken in this picture, so it looks a bit boxy anyway.
- i think it isn't broken. It only breaks when doing attacks like smoke shot, i believe.
- rounded shapes instead of hexagon would be better, in my opinion.
The back exhaust exhaust:- Actually, yeah, sorry, I forgot, This isn't the final model. Timu fixed the exhaust part after that pic was taken, it looks fine now.
- i think it looks more like this (reversed) (http://www.nwd-usa.com/images/nwd_productos/ima_p_Muffler43-0156.jpg) than a tube with a shape of a sphere in the end.
"Engine":- Hmmm, I don't remember actually modelling that part very clearly. I don't think i was very faithful to the original in regards to the top of the main body part. perhaps it can be slightly adjusted after it's textured.
- There seems to be a exhaust from the head/engine coming out from the left side.
- From the grill to the back, the engine seems to get thin-er (might be from the old model "hood" roundness).
- In the new model there seems to be no "curve"/roundness on the "hood" and seems not very long as in the original model.
EDIT:
Also, i think while texturing it, you should be faithfull to the original colors as this model is used for many mobs (those in world map near midgar with atomic scissors; the ones in the tunnel in Junon (Death Machine)) where only colors vary afaik.
Quick search on google:
(http://www.ffonline.com/1_ff7en/customsweeper.jpg)(http://www.ffonline.com/1_ff7en/deathmachine.jpg)
Wow! looks great!!
Tell me if you need help
Regarding style, we are trying to stay true to the original feel of the game. Following is a quick list of concepts to keep in mind when working on any game assets:
- Anime style characters
- Chibi scale field models
Hmm, didn't I once say that it would be a good idea to get a whole section of the game done and have something releasable? ;D
Apart from being an obvious beginning point for a full remake project, the bombing mission is good because a lot of the enemy models are reused later in the game with palette swaps. Even though there are only a few enemies in this section, once they're all done, a substantial amount of the enemy remodel project will be finished.
P.S.Regarding style, we are trying to stay true to the original feel of the game. Following is a quick list of concepts to keep in mind when working on any game assets:
- Anime style characters
- Chibi scale field models
Yay! ;D
*logs out before getting shouted at*
It's some metalic "goggles" not a full metalic mask :b
Hey is it possible to extract the skeletons of battle scenes? I know there is a battle scene that uses this exact field so you could extract it, retexture it, then put the camera at the correct angle for render. That way a battle scene and a field scene is redone and they're both identical.Outside reactor scene (File - nrthmk) Unclaimed
(http://img10.imageshack.us/img10/905/nrthmk.png) (http://img10.imageshack.us/i/nrthmk.png/)
the chin will be blue when i get to that, but i havnt textured any of the metalic portions yet.
millenia pimped out the metal parts of me grunt!
(http://millenia.half-lifecreations.com/private/uploads/1272455108.jpg)
1st inside reactor scene (nmkin_1)
(http://img706.imageshack.us/img706/8114/87572682.png) (http://img706.imageshack.us/i/87572682.png/)
holy cats!
I just get the feeling I might be able to progress quicker with a proper dedicated program.I was actually about to say that, You've done far more than you needed to in sketchup, really - All you need, pretty much, are outlines for reference, then you can take it into whatever program and use the advanced features it probably has to offer.
Other programs you might want to look into are 3DSmax and Blender. I've heard Maya is pretty easy to use though - It doesn't really matter what to use. Blender is the only freeware program, but IMO, it's really hard to get used to.
It's such a shame all this effort is going into a game utilizing only one set of renders.
I don't know the details of how this engine works but before you enter the reactor there is a fmv that changes the camera angle on Cloud's field model before he runs in. Does anyone know of any logistically feasible way to mess with the camera angle purely relative to the field models. If it was someone could write a program to have these field skeletons move with the camera. This would be no small project considering you need a program that can render these skeletons real time but that would honestly be one of the coolest mods breaking limits of what the first modders of FFVII could have even imagined. Sorry I know this doesn't belong here and isn't part of the project goals.
Please someone can tell me which files are to edit MONO DRIVE?
It is only to see how I can edit it and learn how. What program do you use?
Amazing job SL!!
Soooo good :D
Who's gonna be texturing these?
Look a bit better when ambient occlusion is added in
(http://img42.imageshack.us/img42/8486/81823444.th.png) (http://img42.imageshack.us/i/81823444.png/)
(http://img121.imageshack.us/img121/8617/57333062.th.png) (http://img121.imageshack.us/i/57333062.png/)
Look a bit better when ambient occlusion is added inSL used Ambient Occlusion!
(http://img42.imageshack.us/img42/8486/81823444.th.png) (http://img42.imageshack.us/i/81823444.png/)
(http://img121.imageshack.us/img121/8617/57333062.th.png) (http://img121.imageshack.us/i/57333062.png/)
(http://i410.photobucket.com/albums/pp181/replicators_album/ARFCOM/mother-of-god-super-troopers.jpg)
Look a bit better when ambient occlusion is added in
(http://img42.imageshack.us/img42/8486/81823444.th.png) (http://img42.imageshack.us/i/81823444.png/)
(http://img121.imageshack.us/img121/8617/57333062.th.png) (http://img121.imageshack.us/i/57333062.png/)
Low quality render for speed purposes. The final will have no jaggiesTo elaborate on this:
Full quality render with good quality occlusion takes an hour to render.This all depending on the program you use, hardware, render-engine and scene complexity of course.
for example:
regular render (draft quality) - 35 secs
regular render (production quality) - 5 mins
render with occlusion (draft quality) - 12 mins
render with occlusion (production quality) - 1:05 mins
Those pipes in the fence are broken in the orignal?
Full quality render with good quality occlusion takes an hour to render.This all depending on the program you use, hardware, render-engine and scene complexity of course.
for example:
regular render (draft quality) - 35 secs
regular render (production quality) - 5 mins
render with occlusion (draft quality) - 12 mins
render with occlusion (production quality) - 1:05 mins
I'm actually sad that some things are a bit "blury" and some doesn't really make much sense in Squares modeling.
I mean, in nmkin_5 there's ladders and balconies going from nowhere to nowhere. I started to try to figure out something to give them sense, like it having 3 different floors but then due to the reactor "hole" it brings that theory down. Then i thought "Hey, maybe the reactor is just a cilinder and that black shadow is really the reactor just not enough lightning to see it all", and well, it would look good, that yellowish texture just behind the reactor would be a second flood, with a fence around it and with those stairs actually going from somewhere to a third floor where you could check the top of the reactor. But somehow, i find that the curve on the top of the reactor just doesn't compute with this logical theory.
Other than that it just looks confusing with stairs going from places you can reach to places you can't reach either, some grids that also dont make sense since it wont improve the building stability, etc.
Just my point of view tho.
Images trying to explain what i wrote:
(http://i43.tinypic.com/hsqcrk.png)
(http://i42.tinypic.com/r9jtlj.png)
Touch of color :)
(http://img203.imageshack.us/img203/2068/14937302.png) (http://img203.imageshack.us/i/14937302.png/)
I'm actually sad that some things are a bit "blury" and some doesn't really make much sense in Squares modeling.
I mean, in nmkin_5 there's ladders and balconies going from nowhere to nowhere. I started to try to figure out something to give them sense, like it having 3 different floors but then due to the reactor "hole" it brings that theory down. Then i thought "Hey, maybe the reactor is just a cilinder and that black shadow is really the reactor just not enough lightning to see it all", and well, it would look good, that yellowish texture just behind the reactor would be a second flood, with a fence around it and with those stairs actually going from somewhere to a third floor where you could check the top of the reactor. But somehow, i find that the curve on the top of the reactor just doesn't compute with this logical theory.
...
(http://millenia.half-lifecreations.com/private/uploads/1273355011.jpg)Reminds me of a mini version of the Junon/Mako Cannon.
Almost done.
sweet beans, we need to start getting these ingame :P
EDIT: Also, here's a great place for original concept art... might not have everything, but it has a good bit.
http://www.creativeuncut.com/art_final-fantasy-7_a.html
Ok, I'm considering doing something for the field models since no one has claimed many of them... but I can haz kwesschuns.
First off I need to know how much detain needs to be 3D in the face, and what parts of the face are even getting detail at all...
Also, I'm going to assume we're using fists for hands, and they should likely bleed into the elbows... like the originals.
If you all recall the original characters didn't even have mouths and most characters had ambiguous noses...
IF I decide to work on this, I'll probably be taking Jessie and the Train Guards... so put them down as... ehm... well, I guess nothing really since I haven't decided yet. But my finals are finally over, so I can chill out for a while and do my own thing... I can already feel my heart beating at a steadier rhythm...
But yeah, anyway, are we modeling full faces on the field models, or are we glossing over them and using textures only, OR even still are we just leaving the eyes and that's it? (I really don't want to make a million faces... they're so annoying...)
Wedge is lookin' good BTW.
Oh yeah, and are we able to use multilevel transparency in textures yet?
I may take a look into the MonoDrive enemy... it's so small I could redesign the whole thing and no one would notice... not that I would...
Is the monodrive a biological enemy or a mechanical one? All I can tell is that it's a pink ball with loliar--tentacles...
It looks like some sort of mutant plant, but I recall it doing things like "Scanning" and calling out other very mechanoid phrases...
Anyway, if someone could please get back to me relatively soon I'd appreciate it.
EDIT: Also, here's a great place for original concept art... might not have everything, but it has a good bit.
http://www.creativeuncut.com/art_final-fantasy-7_a.html
Touch of color :)
(http://img203.imageshack.us/img203/2068/14937302.png) (http://img203.imageshack.us/i/14937302.png/)
You know, seeing people redoing the backgrounds in modeling programs got me thinking. A while ago i started remaking the mako reactor in crysis just for fun and to see what i could do with the
editor. I never finished it because it was just a test, but i remade two of the connected areas (nmkin_3 and nmkin_4) just for the hell of it (it was never correctly scaled and all) and i tried to
remake it optimized for gameplay. The bg remakes you guys are doing made me realize, couldn't people who say, couldn't model or something help if they new how to use a tool such as the
crysis editor - and remake it the same way in that and take screenshots from the same viewpoints and try to match them to the originals?
I found an early WIP of my level - It had more stuff in it but the only one i could find was my old backup so i decided to open it and take screens.
nmkin_3
(http://i537.photobucket.com/albums/ff334/BloodShot_2142/CryMako.jpg)
nmkin_4
(http://i537.photobucket.com/albums/ff334/BloodShot_2142/crymako2.jpg)
They are nowhere near perfect, but with if someone (such as myself) was to make them with detail and original look rather then performance in mind, it made me think it would work well,
Since Crysis allows for a variety of realistic outdoor and indoor environments to be created through use of the sandbox editor (outdoor being easier to make look good).
What do you guys think of the idea?
You know, seeing people redoing the backgrounds in modeling programs got me thinking. A while ago i started remaking the mako reactor in crysis just for fun and to see what i could do with the
editor. I never finished it because it was just a test, but i remade two of the connected areas (nmkin_3 and nmkin_4) just for the hell of it (it was never correctly scaled and all) and i tried to
remake it optimized for gameplay. The bg remakes you guys are doing made me realize, couldn't people who say, couldn't model or something help if they new how to use a tool such as the
crysis editor - and remake it the same way in that and take screenshots from the same viewpoints and try to match them to the originals?
I found an early WIP of my level - It had more stuff in it but the only one i could find was my old backup so i decided to open it and take screens.
nmkin_3
(http://i537.photobucket.com/albums/ff334/BloodShot_2142/CryMako.jpg)
nmkin_4
(http://i537.photobucket.com/albums/ff334/BloodShot_2142/crymako2.jpg)
They are nowhere near perfect, but with if someone (such as myself) was to make them with detail and original look rather then performance in mind, it made me think it would work well,
Since Crysis allows for a variety of realistic outdoor and indoor environments to be created through use of the sandbox editor (outdoor being easier to make look good).
What do you guys think of the idea?
I was thinking to try editing backgrounds using google sketchup but what do I actually use?? Do I use sketchup Pro, Layout or Style Builder??
I have downloaded all that I need and I read in other threads that you use to merge the background pngs with photoshop. What photoshop do you use?? I use adobe but I can't find the tool to merge this images. Really hope Palmer can extract the pngs into one image only.I was thinking to try editing backgrounds using google sketchup but what do I actually use?? Do I use sketchup Pro, Layout or Style Builder??
Just use the free version of Sketchup - and check out this thread - http://forums.qhimm.com/index.php?topic=9696.0
Halkun posted some great tutorial vids there, I'd never done any kind of modelling before watching them
if I can get my gf to whip me up:-o
I think I might try Cloud out if I can get my gf to whip me up some nice concept images..
When it is done.
When it is done.
Obviously. I just thought the leader of the project would have an idea of when it would be finished.
APZ is not part of team avalanche, and i think the plan was to have one whole complete mod. Plus timu is fussy and wants a more classic looking cloud
APZ is not part of team avalanche, and i think the plan was to have one whole complete mod. Plus timu is fussy and wants a more classic looking cloud
Not much to go.
(http://millenia.half-lifecreations.com/private/uploads/1274296932.jpg) (http://millenia.half-lifecreations.com/private/uploads/1274296932.jpg)
Click to enlarge
I'm still unsure of how yer color method is, but the cylinder part of the leg... knee of sorts is plain metal, no red, and below it i think is an orangey peice. (among other color detailz)
There are several other things but with the discrepancies from this new model to the original one, they're hard to point out; after all it's supposed to be a graphical update faithful to the original one. Still hope there will be time to add the hands in the guns and the search-lights.
Last but not least, i like your style and you have some magnific skills but i kinda feel there's an overuse of the metal scratches on the model.
makes you wonder how many other resistance groups have tried to blow up the place :P
Not much to go.
(http://millenia.half-lifecreations.com/private/uploads/1274296932.jpg) (http://millenia.half-lifecreations.com/private/uploads/1274296932.jpg)
Click to enlarge
Try to use the original eye shape as seen hereIf he uses and make the eyes like that can the model have two heads so that when its supposed to blink it will blink??
(http://dopplereffect.shacknet.nu/ff7/data/battle/battle.lgp/siac.png)
and make it quite a bit bigger... remmbr ANIME GAME :P
not in battle. The field model uses two textures, one eyes open, one closed.Of course!! But its possible to do right?? He'll just have to edit the 2nd texture with closed eyes. I tried it in Apz Cloud and damn not so good but if Millenia does it damn its good. :)
Let me congrats first for this amazing and awesome project ;DThat was already answered last page. The answer was both.
A simple question... ???
Why make another Cloud's model when there is already the APZ one?
It seems well done IMHO, do you think its style is not close to the original?
Or is it that APZ doesn't belong to the Team Avalance cast?
Just the original model here. Only realigned the pose to make it easier to work from. Been too busy with real life and Monster Hunter to do much else.Monster Hunter?? Is that the Japanese game?? I wanted to buy it but there's no english version. Anyways that looks good so far.. :) And I saw you post some of your work like with the background and those boxes and I gotta say Congratz men you're GREAT.
Needed to show that something has been done on it for now.
(http://dl.dropbox.com/u/1352739/ff7/mp_01.jpg)
There's some aliasing issues wherever there's layering. Is that fixable at all?
Looking at that test reminded me of how bad the 4:3 ratio is.Hmm.. I'm no good at this stuff so I can't see the difference?? Can you point it out?? How is it better??
It's kinda sad that we won't get to see half of the good work you guys are doing, for a lot of the time spent on the field screens. :(
Would you guys consider making them widescreen?
I know that it would require a bit of imagination (to expand parts of the scene), and some tweaks from Aali, but as far as improving the look of FF7 goes, would be pretty awesome.
Example:
Original FF7 720p
(http://justincoutts.com/files/ss/nmkin5ingame.png)
Widescreen FF7 720p
(http://justincoutts.com/files/ss/nmkin5ingamenew.png)
It's not. Just made cloud look fat.
Hmm.. I'm no good at this stuff so I can't see the difference?? Can you point it out?? How is it better??
Looking at that test reminded me of how bad the 4:3 ratio is.Interesting, are we sure Square did have plans for a widescreen version? haha
It's kinda sad that we won't get to see half of the good work you guys are doing, for a lot of the time spent on the field screens. :(
Would you guys consider making them widescreen?
I know that it would require a bit of imagination (to expand parts of the scene), and some tweaks from Aali, but as far as improving the look of FF7 goes, would be pretty awesome.
Example:
Original FF7 720p
(http://justincoutts.com/files/ss/nmkin5ingame.png)
Widescreen FF7 720p
(http://justincoutts.com/files/ss/nmkin5ingamenew.png)
Black stuff?? You mean the black borders?? That can be altered in the .cfg. If you have a monitor that is kind of widescreen if you remove the 4:3 you will have that kind of image in the first pic. Nothing different its just stretched out more and if you remove the 4:3 aspect ratio you will have the screen stretched and Cloud will look kind of fat. But if you're talking about making the 3d backgrounds to be made specifically for widescreen then I'm sorry if just forget what I said. heheIt's not. Just made cloud look fat.
Lol what? Cloud is exactly the same.
That's not the stretching, I photoshopped that pic as an example just to see what it would look like.Hmm.. I'm no good at this stuff so I can't see the difference?? Can you point it out?? How is it better??
Notice all the Black on the first pic? It's not there on the second, instead there is more of the field screen. I guess it's a bad example since the right side of the field screen is black anyway lol, but look at the left.
Looking at that test reminded me of how bad the 4:3 ratio is.
It's kinda sad that we won't get to see half of the good work you guys are doing, for a lot of the time spent on the field screens. :(
Would you guys consider making them widescreen?
I know that it would require a bit of imagination (to expand parts of the scene), and some tweaks from Aali, but as far as improving the look of FF7 goes, would be pretty awesome.
Example:
Original FF7 720p
(http://justincoutts.com/files/ss/nmkin5ingame.png)
Widescreen FF7 720p
(http://justincoutts.com/files/ss/nmkin5ingamenew.png)
I talked with aali about htis some time ago. The short of it is that he said it'd take a lawng time to get working. the longer version is that there is debatable reason to set it up, as many field backgrounds are clipped anyways, and if they were rendered widescreen, a lot would still have cut off edges.True, but that happens in many areas already, check some of the areas at Cosmo Canyon for example.
I talked with aali about htis some time ago. The short of it is that he said it'd take a lawng time to get working. the longer version is that there is debatable reason to set it up, as many field backgrounds are clipped anyways, and if they were rendered widescreen, a lot would still have cut off edges.True, but that happens in many areas already, check some of the areas at Cosmo Canyon for example.
It would just make wide-screen look way better without that god awful stretching.
Hey I want to help you guys with the battle backgrounds for this, can't have a proper bombing mission without hi-res battle-scenes now can we?I think there's a thread where TA needs help. Try asking sl1982. He's the leader and Halkun has some tutorials around here two in making backgrounds.
i'm not against the idea, it does really come down to a scene by scene basis though. Some are big enough that it would be fine, whilst some are limited not by the original render or our imagination, but by the image size, say if the background image's edge is shown (if it fades to black or is cut) I dont think we can actually make bigger background images, if you get my meaning.
Hey I want to help you guys with the battle backgrounds for this, can't have a proper bombing mission without hi-res battle-scenes now can we?
Hey I want to help you guys with the battle backgrounds for this, can't have a proper bombing mission without hi-res battle-scenes now can we?
Of course not. Let me know which one you wish to do and ill reserve it to you
What program was that made in? Looks pretty good so far.
What program was that made in? Looks pretty good so far.
Crysis Sandbox 2 editor, using solids (basically the engine form of brushes) as well as some ingame assets combined (such as the bridge in the screens)
"Hands" can be textured on. I am modelling 'More detailed' stubs that will capture the concept art just fine, I think. No need for fingers to be seperately modelled etcYeah, textured-on hands look just as good as fully-modeled hands.
(http://screenshot.xfire.com/s/98209229-4.jpg)
What do you guys think so far? Took me a little less than an hour.
(Don't mind the textures, i used crysis assets temporarily)
"Hands" can be textured on. I am modelling 'More detailed' stubs that will capture the concept art just fine, I think. No need for fingers to be seperately modelled etcYeah, textured-on hands look just as good as fully-modeled hands.
(http://img101.imageshack.us/img101/9031/54391435.jpg)
Jokes aside, it should be fine as long as the model is decent and the texture is good. We don't have to worry about animations, as there's none used in the game.
How's something like this?Wow who knew Wedge in remade chibi version can actually look good. Nice job NCS!! ;D
(http://ncs.millenia3d.net/Wedge/WEDGETEST2.png)
(http://ncs.millenia3d.net/Wedge/2010-05-28_2254.png)
I know it's really rough and needs a lot of tweaking, but individual fingers really arent necessary. I'll do it if I have to though.
Second type of lo-res hands looks way better. :o I'm lovin' it.So do you think you'll be able to implement this to the psx version?? Since you're the expert on those stuff. :)
So do you think you'll be able to implement this to the psx version?? Since you're the expert on those stuff. :)
Actually, the best thing to do would be to take the textures from the TA project when they're done and just map the old models onto low-rez versions of the new textures - with the low resolution, it shouldn't be too noticable. That's what Gemini did with millenia's battle texture for the Buster Sword.So that means no models will be changed in his project?? Only the textures?? Well I guess its the best thing to do. But if he does change all the textures in the psx game wouldn't his progress be faster than the TA since he only changes the textures not the models??
Wedge model is about 98% done. Little bit's and pieces to do here and there, but he's practically ready to UVI can already picture him looking sexy in the avalanche mission. Well not actually sexy but looks cool man. :) Never Imagined the day Wedge would look cool in the game.
(http://ncs.millenia3d.net/Wedge/WedgeColour.jpg)
Small update, some detailing, some lighting, some materials...
(http://img534.imageshack.us/img534/1359/midgarbynight01.jpg) (http://img534.imageshack.us/i/midgarbynight01.jpg/)
Any comments?
Started work on making the bridge from scratch:Lookin' good - remember, we have to be able to align the camera 96% perfectly when it's done, so make sure you've gotta make sure you at least know where the camera should be. Also, that light at the end there is way too bright, I think.
(http://screenshot.xfire.com/s/98379847-4.jpg)
Nice Biggs model so far NCS - i can't wait until we start seeing these new models ingame :-D
Small update, some detailing, some lighting, some materials......Wow, That's amazing dude, seriously epic!
(http://img534.imageshack.us/img534/1359/midgarbynight01.jpg) (http://img534.imageshack.us/i/midgarbynight01.jpg/)
Any comments?
damn this is gonna be better looking then i thought... keep up the good work everyone!
It's a shame ya'll will have to use rendered pictures :( Someone had better keep all of these 3D models saved somewhere, because I like to hold out hope that eventually a 3D field with movable camera will be possible.
Damn man 3d looks way better than 2d. But it cannot be implemented in the game without Q-Gears right??Started work on making the bridge from scratch:Lookin' good - remember, we have to be able to align the camera 96% perfectly when it's done, so make sure you've gotta make sure you at least know where the camera should be. Also, that light at the end there is way too bright, I think.
(http://screenshot.xfire.com/s/98379847-4.jpg)
Nice Biggs model so far NCS - i can't wait until we start seeing these new models ingame :-DSmall update, some detailing, some lighting, some materials......Wow, That's amazing dude, seriously epic!
(http://img534.imageshack.us/img534/1359/midgarbynight01.jpg) (http://img534.imageshack.us/i/midgarbynight01.jpg/)
Any comments?
As far as constructive criticism goes, there's not much I can say at all. If I was going to compare exactly with the original, I'd say the Blue lights are too bright, and the regular ones aren't bright enough. Also I guess the cobblestones on the floor are slightly too tall horizontally - but that's all purely artistic lisence
@ neocloud, send me one of yer meshes, i wanna fix the hands, they're REAAAALLY bugging me :P but overall yer characters are looking good. keep it up!Inorite?
So it'll be released after some months right?? *excited* :roll:
i cant export it at all the export button isnt lit up :( just gonna have to remake with different techniques
So it'll be released after some months right?? *excited* :roll:
Hey if you feel you could do a faster job feel free. If not then you can wait like everyone else.
So it'll be released after some months right?? *excited* :roll:
Hey if you feel you could do a faster job feel free. If not then you can wait like everyone else.
If it helps i actually AM excited it may be released in a few months :D
did a little work on the mono drone
that one is based on the original model but i alterd bits and made them fit togeather better and changed parts about
this one i made from scratch as with the other one the textures dont have to be whats on someone else might have to do them
Video of some stuff i was testing out.
http://www.youtube.com/watch?v=foV_FS9GIAA (http://www.youtube.com/watch?v=foV_FS9GIAA)
Video of some stuff i was testing out.
http://www.youtube.com/watch?v=foV_FS9GIAA (http://www.youtube.com/watch?v=foV_FS9GIAA)
(http://img687.imageshack.us/img687/7901/monodrone.jpg) (http://img687.imageshack.us/i/monodrone.jpg/)
Dang, still haven't looked at the scorpion laser yet. Give me an hour or so to mess with it and see if I can do anything.
by the way, what about potions, treasure chests and green materia appear on the bombing mission? will be remade as well?
Hey sl1982, why don't you update the first post?
by the way, what about potions, treasure chests and green materia appear on the bombing mission? will be remade as well?
Yes they will. I am not sure if there is a chest in the 1st mission though.Hey sl1982, why don't you update the first post?
What about it do you want me to update?
nice work, keep it up ^^
EDIT:
just to show some things are happening, grunt is imported, dont have any ingame shots right now
(http://i221.photobucket.com/albums/dd138/obesebear/Grunt.jpg)
nice work, keep it up ^^
EDIT:
just to show some things are happening, grunt is imported, dont have any ingame shots right now
(http://i221.photobucket.com/albums/dd138/obesebear/Grunt.jpg)
Is there anything that hasn't been claimed yet that I could have a crack at?
Yup, some field backgrounds and battle backgrounds. What are you more interested in?
Yup, some field backgrounds and battle backgrounds. What are you more interested in?
If there's any field backgrounds left I'd like to make a start at one.
Nothing spectacular. Just took nmkin_5 and set it to some insane render quality. Been 2 days on the AO pass already.
Just messing around trying to learn how to texture. Only the reactor is done. What does everyone think?
(http://img267.imageshack.us/img267/1959/reactor5.png) (http://img267.imageshack.us/i/reactor5.png/)
I was about to start work on that field file. Good job I didn't cause that looks fugging sick
Damn Spoox, you work fast
spoox woah man! You continue to blow my mind!
Please feel free to join the fun! as I stated before it is a huge challange....(and there is more then enough to model from midgar.... ::))
If you want to try it in Max i can give you some pointers....if you like.
Please feel free to join the fun! as I stated before it is a huge challange....(and there is more then enough to model from midgar.... ::))
If you want to try it in Max i can give you some pointers....if you like.
I am working with Maya. Yes there is a whole city to model... I may start working on md8_0 (the scene immediately after the bombing mission)
Spoox they are nmkin_1 to nmkin_5 for the inside reactor scenes.theses are the Field files(.dat) which i know,
Lol at Akari posting in two forums, but it was very appropriate to do so(one of the rare cases)
Love it!
Lol at Akari posting in two forums, but it was very appropriate to do so(one of the rare cases)
Love it!
Because it related with q-gears and remodelling project. I'm not sure if everyone looking at each forum =)
Now I want to try it with textures. Wireframe not very demonstrative.
First step to make FFVII 3d =)
Model from sl1982
(http://pics.livejournal.com/crazy_otaku/pic/00017pzq)
First step to make FFVII 3d =)
Model from sl1982
(http://pics.livejournal.com/crazy_otaku/pic/00017pzq)
Oh wow - High poly much? :P
Very impressive stuff! I'm expecting AO and advanced lighting soon ;)
seriously though, if this ever gets off it's feet, we're gonna need lower poly versions of the scenes.
It's just a WIP shot to show that it's possible, I don't think you need to worry about whether your PC can handle it anytime soon :P
If we do decide to go down this road, we'll almost definately totally remodel and optimise the scenes for perfect utilisation of the new engine.
While this is great work and all, if everyone wants my opinion (and i know yo do!) i think we should avoid tackling this for now. It would take away too much time from what we are doing now. Maybe as Q-gears continues to mature and we have at least the bombing mission completed maybe we could devote a bit of time to it. As it stands right now we don't have the manpower to handle this.
Yeah, actually, I agree. As it stands, Q-Gears isn't developed enough to consider an entire switchover to a realtime rendering engine - we're only talking about theorietical implementations.
Maybe if we get more people to help out in the future we could devote a small team to convert the high poly scenes into ones optimised for the ogre format or something, I dunno.
Unfortunately i also agree...
I was thinking about it a bit more and it might be a bit more complex then just optimizing models and textures.
Also there should be taking in account what kind of camera options there should be in case of RT-3D-FFVII....3rdperson,1stperson or fixed, or all options.
for large scenes....well background data streaming etc. etc.
For now, as i already try to optimize the models as much as possible (to lower render times) it might be not that difficult to change, however as pointed out before the texturing in my case is not really optimized for games, just for rendering.
so let's stick to 2d-backgrounds and 3d battlefields. :-D
...In the mean time lets get busy
Since the chibi models are mostly all the same size, would it be a good idea for some sort of 'base' model for people to work off?Except they're not the same size. Wedge and Palmer and Heidegger and Don Corneo are all large, for example, yet none of them are the same size. Not to mention, even two characters who are built the same can have very different outfits that mess with the sizes and proportions.
Like just a basic human figure, and just add different features for the different NPCs? NCS's models look pretty good, could work off those.
I havent modeled before so I don't know if it works like this.
Except they're not the same size. Wedge and Palmer and Heidegger and Don Corneo are all large, for example, yet none of them are the same size. Not to mention, even two characters who are built the same can have very different outfits that mess with the sizes and proportions.
i'll try and whip up a basemodel for chibi characters, despite most characters being different in stature, a good mesh can be easily morphed for different proportions. Our big question is, do we have clenched fists or modeled fingers with curled in fingers...
i'll try and whip up a basemodel for chibi characters, despite most characters being different in stature, a good mesh can be easily morphed for different proportions. Our big question is, do we have clenched fists or modeled fingers with curled in fingers...D: Am I gonna have to scrap parts of Wedge? Didn't you already give Wedge some new hands anyway?
If you guys don't already have one, it might be a wise idea to create a database for project materials you can upload your WIPs, finished pieces, and reference materials onto. This will provide a back-up should anyone have hardware problems or difficulty completing certain tasks. Downloads could be limited to team members only, while anyone else is free to review the contents. This doubles in function allowing aspiring contributors to know what's already done or being worked on so they don't cover unnecessary ground. It might also be a little motivating to see your own hard work piled together in one organized system. :)We do have one, but it's currently down, and only a few people have the link. Plus, most of the stuff isn't in it, nor is it organised very well.
(http://up.millenia3d.net/up/scene1_wip.jpg)
first page desperately needs and updateI second this
(http://up.millenia3d.net/up/scene1_wip2.jpg)
ground is probably a placeholder
(http://up.millenia3d.net/up/scene1_wip2.jpg)
ground is probably a placeholder
(http://up.millenia3d.net/up/scene1_wip2.jpg)Where is that battle scene with that background supposed to happen?? I want to compare it to the original because I don't remember seeing some kind of bricks in Midgar. Although that's nicely done man you're really good at this. :)
ground is probably a placeholder
that looks pretty sweet, I've been using photoshop for about 6 years but I'm a newbie at texturing. I'll definitely use your work as a guide line to follow cause that's amazing texturing. great job ^.^(http://up.millenia3d.net/up/scene1_wip2.jpg)Where is that battle scene with that background supposed to happen?? I want to compare it to the original because I don't remember seeing some kind of bricks in Midgar. Although that's nicely done man you're really good at this. :)
ground is probably a placeholder
Love the sky!Me too - Except I don't see midgar D:
you n yer artistic liscence :P. try following the original textures as a guide for once :P.
I've worked on wedge for so long now I think I'm building up an emotional attatchment, like you do with characters in a movie or game. I think I'mma cry when he dies ingame now, it'll give a whole new dimension to the game :P
Maybe use that battle model combined with jeffdamann ground texture; would be the best imo.
>Multiple instances where "80" is usedIt's actually 08, for Sector 8 :P
Although, actually, I do agree. I think perhaps the field scene should match it for continuity. Of course, you can change it around a bit, but not the the extent that it's noticably very different to where it's supposed to be.
Midgar headquarters :D
and a little hint on something else.... 8)
(http://img822.imageshack.us/img822/9029/sinbil1a01.jpg)
take a guess......
Midgar headquarters :D
Nice work spooX. Just out of curiosity, how many different scenes are you working on?
Well they all need to be done at some point, but i think you may be spreading yourself a little bit thin.Well my main focus is on Midgar, as stated somewhere in the beginning.... there is a lot of work to be done for the intro movie, which means more or less Midgar needs to be modelled. The other things are for the times I'm fed up with all the details.
!Nice work spooX. Just out of curiosity, how many different scenes are you working on?
ohw...I'll have to take a look, one moment please......
*shuffles on hard drive* thinks he must make a backup.....
Midgar:
MD0,MD1STIN,MD1_1,MD1_2,NRTHMK,SOUTHMK1,SOUTHMK2,SMKIN_2,NMKIN_2,FALLP
(http://img139.imageshack.us/img139/5151/midgarsection0100.jpg)
SINBIL_1,....
PILLAR_1,PILLAR_2,PILLAR_3
non-Midgar:
A****1,A****2,A****3,A****4
E****_1,E****_2,E****_12
that would make about 20 something... :o ??? ::)
is that bad?
(http://img808.imageshack.us/img808/2563/spxmd12.jpg)I don't like how you added all the noise.
No quiz this time...
it's....(insert monty python fanfare here)....MD1_2
(http://img808.imageshack.us/img808/2563/spmd12.jpg)I don't like how you added all the noise.
No quiz this time...
it's....(insert monty python fanfare here)....MD1_2
Actually I spend all night painting those damned noisy pixels in my perfect render... :roll:(http://img808.imageshack.us/img808/2563/spxmd12.jpg)I don't like how you added all the noise.
No quiz this time...
it's....(insert monty python fanfare here)....MD1_2
LOL
The noise is a result of his render being a quick draft and (basically, the low amount of rendering samples) and he didn't add it there himself. Obviously the final render won't have it as he'll render with higher quality settings, but for a quick showoff render these settings are just fine..
SpooX if i'm not mistaken, Other then the very first train scene. You've finished the outside of the reactor complete.Well...... not quite finished yet (if you look cloesely you could have noticed :roll:)
Care to grace us with a final render teaser? I'd love to see your work fully rendered :D
SpooX if i'm not mistaken, Other then the very first train scene. You've finished the outside of the reactor complete.Well...... not quite finished yet (if you look cloesely you could have noticed :roll:)
Care to grace us with a final render teaser? I'd love to see your work fully rendered :D
Since rendering kicks in all the threads my cpu has available (no GPU acc :-() anything else i do lags the process of rendering.
At the moment i do have the sampling level set to 12 which sometimes is finished within 30 minutes, at the moment there are too many details and render intensive materials (especially the emitters).
when I'm done modelling and texturing I'll set the SL to 25 and see what happens....
Conserning the first field file....there's still a train missing for instance....
*Awesome train scene*
Oh also a fuse is blown... ;D
SpooX if i'm not mistaken, Other then the very first train scene. You've finished the outside of the reactor complete.Well...... not quite finished yet (if you look cloesely you could have noticed :roll:)
Care to grace us with a final render teaser? I'd love to see your work fully rendered :D
Since rendering kicks in all the threads my cpu has available (no GPU acc :-() anything else i do lags the process of rendering.
At the moment i do have the sampling level set to 12 which sometimes is finished within 30 minutes, at the moment there are too many details and render intensive materials (especially the emitters).
when I'm done modelling and texturing I'll set the SL to 25 and see what happens....
Conserning the first field file....there's still a train missing for instance....
Oh also a fuse is blown... ;D
pretty much done
(http://ff.millenia3d.net/wip/opaa_done.jpg)
Nice work, i am in the process of setting up my home network to be a render farm. Pretty soon we will have 14 cores of processing power to throw at these scenes.Don't worry about not having enough power to make a decent render, but all in good time.... 8-)
I like how angry he looks. Reminds me of how cloud was BEFORE Advent Children haha.
Wow I'm in love.
Cloud finally looks a lot BRAVER
Working on wedge again, small-ish update. I tried photoshopping it to show what it would look like with the original colours, but I failed miserably.
http://ncs.millenia3d.net/Wedge/wedgeup2130.png
Working on wedge again, small-ish update. I tried photoshopping it to show what it would look like with the original colours, but I failed miserably.Strongly reminds me of the art direction in Chrono Trigger Resurrection.
http://ncs.millenia3d.net/Wedge/wedgeup2130.png
i thot that pic looks like he's starin at boobs er something
hows about this :P
(http://ff.millenia3d.net/wip/cloud_w2.jpg)
i thot that pic looks like he's starin at boobs er something
hows about this :P
(http://ff.millenia3d.net/wip/cloud_w2.jpg)
i thot that pic looks like he's starin at boobs er something
hows about this :P
(http://ff.millenia3d.net/wip/cloud_w2.jpg)
I agree that his skin looks somehow...off? I can't quite put my finger on it
Never mind. If you want to please the people who watched AC and played CC before they played FF7, you can make Cloud look like a 12-year-old. With a tear streaming down his cheek. Perhaps you can make him wear 9001 belts and have some scars on his wrists from where he has cut himself. Maybe he can have a speech bubble saying "my heart is nothing but a black abyss", and you can change the sound of his sword attack to the chorus from Linkin Park's "Crawling". That ought to keep people happy. ::)
And uh... maybe he's tan because he just came from costa del sol, eh?
(http://ff.millenia3d.net/wip/cloud_w5.jpg)
Isn't the upper body too short and especially too narrow compared to the legs? :?
Isn't the upper body too short and especially too narrow compared to the legs? :?His belt is pretty high up, which explains his upper body looking short. Also his pants are very baggy, which makes his bottom half wider:
I really have no idea what I am supposed to do, can somebody do a paintover?
I dunno, definately doesn't look like it to me. It's similar, but not identical.They *are* basically identical. Just check the textures, not the textured polygons.
Purged... >:(
"Original Content means not swiping UVs either."
I compared the in work head with the final product. He ripped the head and moved the vertexes around to make it "different enough"
Some other things like rescuing wedge, not so much...I will stab you will a rusty knife.
someone'll make a nice highrez recording of the whole opening mission
OMG Cyb! I thought you were dead! (Again) :)Cyb has been busy building high power motor controllers and busy with his job (Yes I WORK it's shocking).
You mean just like it wasn't?Looks like a young cloud. The model looks like a kid. Cloud isn't a little boy.
http://i182.photobucket.com/albums/x74/beefpwnage/Untitled-1-3.jpg
I dunno, definately doesn't look like it to me. It's similar, but not identical.
http://www.youtube.com/watch?v=Gd1ydZoRSNY <--- Part 1 of 3
http://www.youtube.com/watch?v=qv0vLbCAeDE <--- Part 2 of 3
http://www.youtube.com/watch?v=2CGO3b-Su0k <--- Part 3 of 3
We should make the demo stand alone, like this. You can see it's a little rough around the edges. Who knows, it might attrace talent if they cansee we can make the demo happen.
I'm all for adding Aerith, Lavathan, and moving the level to 10. Some other things like rescuing wedge, not so much...
Maybe we can grab the kernel.bin from the demo :)
It will also mean adding other monsters
Wow. Looks amazing.Not for long...
The Guard Scorpion looks hilariously out of place, though.
And the best part is that it's 100% not stolen!
And the best part is that it's 100% not stolen!
That Cloud looks great man! nose looks a tad off. But hell i know i couldn't do better! i assume it's textured to work with your swords as well? (unlike the APZ Cloud model which didn't)
Did TA already started the chibi model for Cloud?
Maybe they are baggy track pants.concept art mofo :P
Maybe they are baggy track pants.concept art mofo :P
The top and bottom rim of the belt should be metal, not leather.Actually, it does look like rusty metal.
Yeah, I think the problem with the second one is that close-together facial features are extremely infantile; having them further apart, as in the first picture, makes him look more like a grown man.
Yeah, I think the problem with the second one is that close-together facial features are extremely infantile; having them further apart, as in the first picture, makes him look more like a grown man.
takes notes for chibi
Ok i must be retarded or something but i see no difference.
What kind of visual style are we going for with the chibi models? IMO they should be a lot more obviously "moe" (i.e. tiny noses and mouths, big eyes and hands) than the battle models, both because of the need to be true to the original, and because little chibi models with detailed and realistic faces, childlike or not, might look monstrous ;D
You can do chibi, but the head is too big and not proportional to chibi standards.
You can do chibi, but the head is too big and not proportional to chibi standards.
When I look at those pictures suddenly all is right in the world^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
It's too bad we can't have that Cloud battle model now. (or can we?)
Aww :( Oh well. Hey, maybe I can throw together some kind of poster-like picture for the project. Just for fun.Team AVALANCHE presents:The New Bombing Mission
If you don't mind (it'll give me some practice with Photoshop and my newly acquired, but quite old Tablet.)
Most likely 2x the size of beta 9. Maybe more, maybe less.
edit: Yeah, i am a tease.
*Images of win*
Most likely 2x the size of beta 9. Maybe more, maybe less.
edit: Yeah, i am a tease.
*Images of win*
Am I right in saying that those are the first images in which a battle scene has looked totally revamped? Come to think of it, it's the first time the game has looked 100% new ever (excluding the menu)
EDIT: Gah, barret has let us all down.
EDIT2: Ol' Sweeps still needs his legplates.
This:
(pic goes here)
Can we fix this? To be completely honest it looks ridiculous and I don't think the original had teeny biceps/elbows.
Missing from the repo source model, so missing entirely. I mentioned it to Timu yesterday during the conversion.I definately modelled and UV'd the plates, I even started texturing it once. I'll have to have a hunt for the file, if I still have it.
I'm also going to redo the GS back and middle legs. There is some weird texture stuff going on because I used the front leg for those.
Evolution... isnt it beautiful? :P
http://img685.imageshack.us/img685/6250/picture386.png (http://img685.imageshack.us/img685/6250/picture386.png)
Evolution... isnt it beautiful? :P
Edit: Btw the dog tags and belt with ammo. Those aren't in the original model am I right? So you're going to add some things to your models to make it better? I can think of something that can be added to some characters to make them look good. :)
Very cool stuff, I'm a modeller and can help out if you need it. ;)
Very cool stuff, I'm a modeller and can help out if you need it. ;)
What might work is some kind of chibification of the face of Cloud's model in the original game's FMVs.
er.. the right n left sides are the same, the line is just my 3d camera floating around obnoxiously...
@ kudiWhat might work is some kind of chibification of the face of Cloud's model in the original game's FMVs.
i didnt understand that at all ^^"
I have only made weapon models so far. I'm haven't got anything cool to show. But I would like to help anyway I can :DVery cool stuff, I'm a modeller and can help out if you need it. ;)
Can we see some of your work?
I don't think FF9 is a good example of chibi characters, they were mostly kids with pretty much normal(as for animes) proportions
We should remember that in FF7 most fields show characters in a way it's hard to see detailed expression.
...
That's an even better reason to use very simple faces. The more simple the faces, the easier it to see them when they're far away from the camera.
Oh and I really always thought that Zidane and Garnet or whatever they were called from ff9 were like 9yo kids while I seen cloud about 17 or something like that;P, well I'm probably wrong at both
Why does chibi cloud even need a mouth or nose? He sure didn't have those originally and I sorta like that.
And I don't think people are running the game in such a high resolution. So if the faces are too detailed, the faces will just be a bunch of messed up pixels.
That is very true, and it would save hours of work. And I don't think people are running the game in such a high resolution. So if the faces are too detailed, the faces will just be a bunch of messed up pixels. But I like the way the face looks now. The question is if you will be able to blink?I am running the game near 1920x1440
I think in the original game the character could blink right? Removing the ability to blink will take away a lot of the realistic feeling you get when playing the game.
Where is the list of models that needs to be made. I could give you a hand.
Where is the list of models that needs to be made. I could give you a hand.
...much better smile kind of "I don't care whatever happens", hard to find same for Cloud, dunno why people draw him mostly as badass or sweet pink little Aerith kisser. In game he's taking everything cool for most of the time.
Amazing image
He looks like what I would envision Prince Harry to look like in battle.
(pic goes here)
<new save point picture>
http://ff.millenia3d.net/wip/save.jpg
Hey sorry to raise the dead and be slightly off topic but someone mentioned earlier in this thread that apz's cloud wasn't completely original and I checked the thread and it looks like it's been closed because he swiped UV maps. This is quite sad. Can someone offer up more details on what happened? Does that mean this is now the must-have cloud battle model?there is a thread about this in unrelated, discussion can be continued there, and is considered offtopic here.
http://ff.millenia3d.net/wip/barretfirsttwoguns.jpg (http://ff.millenia3d.net/wip/barretfirsttwoguns.jpg)
Ugh the point of my picture was having barret's weapons ingame and every single one of you totally missed it >_>
Barret will probably be mostly redone soonish and the brightness of Cloud is because when we'll have dynamic lighting in the game it'll look a lot darker since it's 100% self illuminated at the moment..
Ugh the point of my picture was having barret's weapons ingame and every single one of you totally missed it >_>
Barret will probably be mostly redone soonish and the brightness of Cloud is because when we'll have dynamic lighting in the game it'll look a lot darker since it's 100% self illuminated at the moment..
I noticed Barret's weapon, I just didn't post anything about it :(
I am disappoint.
Ugh the point of my picture was having barret's weapons ingame and every single one of you totally missed it >_>
Barret will probably be mostly redone soonish and the brightness of Cloud is because when we'll have dynamic lighting in the game it'll look a lot darker since it's 100% self illuminated at the moment..
I am disappoint.
the brightness of Cloud is because when we'll have dynamic lighting in the game it'll look a lot darker
im new here,,, nice to meet you all, ahmm, could this be work without installing aalis custom driver?. thnx.
im new here,,, nice to meet you all, ahmm, could this be work without installing aalis custom driver?. thnx.Why would you NOT use Aali's driver anyways?
UV mapping is a very tricky art. You really want to pack as much data and reuse every textel you can. For example, that layout above is very wasteful! You need to learn how to pack what you have together better. Good start though
Tbh though comfortability for the texture artist > texel density in most cases imo. I personally hate mirroring and overlapping :pBack in the day you didn't have the luxuries you have today. However you might need to be very careful about abusing the UV mapped data in FF7's engine. It's quite dated and it's DB system is likely fairly limited as well. The models are they way they are for a reason. They didn't just color the polygons vertices because "it was cool". They probably had an early data budget. It appears they blew the budget on the CGI movies though as they have 3 sets of data (disks) in the original game.
Also, you wouldn't have had to UV it jeff, it had a perfectly fine (if not wasteful) uv map already
Good point Halkun :Pheh if that's the worst thing you do count yourself blessed :D
I'm too obsessive at stitching every little piece together tbh..
He looks fine, what's the problem?The lack of textures?
Right, but you have experience doing this so I figured you just didn't have the finished texture applied yet. So you have a texture but it won't show up in game then..He looks fine, what's the problem?The lack of textures?
*Wasn't built with a sarcasm detector*
Finshed modelling Biggs (http://ncs.millenia3d.net/Biggs/Biggsdone.png), will start on Jessie tomorrow.
Sayyyy isn't that exactly what aali's driver does? ;)it does appear to be a part of what it does :P
And her name is actually jesse. Check in-game files etc.orly?
I would cautiously give an estimate of 70%. Texturing the field backgrounds is a lot of work.Indeed it's not like you have a magical spray can to do this.
Here comes an other one....
just some more detailing.....never mind the lighting setup.... 8-)
I'm not sure what you mean by box :-P
Watch out for image quoting
Just incase its the perspective + way blender shades the models when smoothed. Altho the sides are definatly boxish just cause arms are there so might as well leave them flat as well as NCS's chest model is also straight on there
If it's not just that really I'd need ya to point it out to me heh.
Here comes an other one....
Don't quote images please, kthx
just some more detailing.....never mind the lighting setup.... 8-)
[imagine here]
This kinda reminds me of the "Lego" Video Games.
Looks great! Just noticing that the bricks on the walls are of a different color then the original. Are you planning on changing these?
LEGO FF7 by LEGO-MY-SOFT
I'm not yet concerned about the actual textures, for now they're most temporary placements.
I think I'll replace everything with....
<image removed for sanity>
;D
Actually that would be quite humorous to make a LEGO version of the FF7 models :D
Cyb
hmmmm chibbi minifigs, I do wonder....
Next time I'll throw some real bricks into the scene...
but for now, some light test...
Crazy awesome work
I don't like the volume lights yet, nor the water surface...
but at least you can see the effect of the light on the bricks..... more like the original I think.
This highly made me want to go get my legos and start making stuff but my balls got winning vote in not going up into my parents attic to have them melt.LEGO FF7 by LEGO-MY-SOFT
I'm not yet concerned about the actual textures, for now they're most temporary placements.
I think I'll replace everything with....
<image removed for sanity>
;D
Actually that would be quite humorous to make a LEGO version of the FF7 models :D
Cyb
hmmmm chibbi minifigs, I do wonder....
Next time I'll throw some real bricks into the scene...
but for now, some light test...
Do not quote images
I don't like the volume lights yet, nor the water surface...
but at least you can see the effect of the light on the bricks..... more like the original I think.
It looks nice, but I think the level of the mako might be too high. It always seemed like a mighty drop before the pool. The pipes end at the 'water level' and steam rises up from the surface around the pipes.
And yeah, it's mako. Think the upshoot of Lifestream at Mideel. Basically radioactive. Very bright.
I was a little sad after seeing a video on youtube with these modifications & then finding out it's not yet released..
Is there grass in the original?
Haven't played in a while, don't remember it :P
Never stop.. I like your renders! ;DIs there grass in the original?
Haven't played in a while, don't remember it :P
Hmmmm.....
perhaps I should stop making Hi-res renders.... ::)
Well actually there is no grass, it is moss.
in the original it is just a brown greenish something.
Hmmmm.....Remember it's just a hobby! (or something like that)
perhaps I should stop making Hi-res renders.... ::)
Well actually there is no grass, it is moss.
in the original it is just a brown greenish something.
Remember it's just a hobby! (or something like that)To answer your questions, I'm using Max as a modeller, therefor the dataset would be max-files :)
What modeler and data set type are you using? OBJ set (wavefront)? I've just recently been abusing sketchup by exporting the data using SU2POV. Interesting stuff.
Am I right in assuming you are using meshes and no finite solid primitives?
I've also been using GCAD3d for taking models and moving them too POV using PoseRay. Nifty stuff. Unfortunately it's not like I have a lot of time but might be interesting to see if I can do a few animations. That will have to wait :D
There doesn't appear to be any use of radiant light surfaces either so radiosity isn't in the picture likely either. Hmmmm.
Cyb - will speculations never cease LOL
To answer your questions, I'm using Max as a modeller, therefor the dataset would be max-files :)Then I assume all scenes will be rendered then recompiled for the FF7 engine?
On occasion I use a primitive, however most of the time I start with a single face and push vertices around to create an object.
Oh, and no lights yet, just a skylight of the renderer.
The hardest part is to guess the right position, some backgrounds are easy and detailed, but the current one is a real b*tch. I think many backgrounds do have faults in them. Probably due to time constrains (for instance compare NMKIN_2 with SMKIN_2, the upper right corner with the crane (or whatever it might be). The placement of the objects are overlapping, and not consistent with real space, but I guess that's why it's called Final Fantasy ???Well the original backgrounds were hand drawn (starving anime artists of the late 90's likely), scanned then pixel edited to make the backgrounds look good. The data then was carved up (cells were used for certain parts) into blocks and stored accordingly. Since TA plans on using the original FF7 engine this is your process (accept you are generating 2d files from 3d scenes) and you need to use the original background information to put the animated data back in. Down side to some of that is the animation rates may need some correlation so you don't have a speeding background (LOL) torches shoot fireballs type stuff (like any game that's animated faster than it originally was designed for).
So without further delays, here's the update, enjoy. 8-)
<sniped image>
Then I assume all scenes will be rendered then recompiled for the FF7 engine?pretty much I guess.
I am assuming a lot probably :D
Well the original backgrounds were hand drawn (starving anime artists of the late 90's likely), scanned then pixel edited to make the backgrounds look good. The data then was carved up (cells were used for certain parts) into blocks and stored accordingly. Since TA plans on using the original FF7 engine this is your process (accept you are generating 2d files from 3d scenes) and you need to use the original background information to put the animated data back in.Yes I know, well the drawing part. Actually it was done by Kusanagi (http://www.kusanagi.co.jp/top.htm) some of it can be seen in here (http://parkablogs.com/node/1224l) (group of artists) and drawn in 3d (well in perspective that is :-))
Down side to some of that is the animation rates may need some correlation so you don't have a speeding background (LOL) torches shoot fireballs type stuff (like any game that's animated faster than it originally was designed for).If the background really are rendered as 2d, and it seems to be that way, then the lighting is indeed painted in or over, but it seems that it is possible to to reverse engeneer the lights in the backgrounds.
I had wondered about the lighting, now I know, FF7 I believe rarely used actual lights (more like overlays to brighten sections). This was debated, I am sure Akari or Mickey knows far more than I do.
All the lighting was done by the 'artist' who drew the original scene. So it may be necessary to adjust the lighting so it's correct.
Cyb
If the background really are rendered as 2d, and it seems to be that way, then the lighting is indeed painted in or over, but it seems that it is possible to to reverse engeneer the lights in the backgrounds.I remember someone at MIT was researching reverse ray-tracing to find the original light source information transform the page into 3d data and then re-render it with a different lighting. It was fairly successful. There was also a person at CMU who did some reverse ray tracing to get geometry data for things in pictures as well (2006 I think the later was and 2002 was the MIT person). That aside I believe you are right, since the scenes have 'overlaid' illuminations in the block data I suppose using the alignment can be used for best guess on spot illumination. To get the original lighting an initial best guess will be needed and looking at the walk map will also help I suspect along witch camera data).
I had wondered about the lighting, now I know, FF7 I believe rarely used actual lights (more like overlays to brighten sections). This was debated, I am sure Akari or Mickey knows far more than I do.
FFVII fields uses light and color matrixes as source for lighting calculations. Each model has it's own light and color matrix. It's not related with real lighting, just used to create more realistic view. KAWAI opcode can rotate this matrixes to simulate dynamic lighting.
Final Fantasy VII was the first game in the series to use developers on both sides of the Pacific. The main game engine was developed at the Japanese offices of Squaresoft, supervised by Hironobu Sakaguchi, while the impressive video sequences were created at the new and expensive offices of Square USA in Honolulu, Hawaii. Squaresoft fully took advantage of the many talented and experienced computer animators and powerful computers this side of the Pacific.Not really based upon reading some old articles, although...
There were a huge number of people we had never worked with before. Up until that point Squaresoft’s teams had only ever dealt with the traditional 2D medium. All of a sudden we had new people coming in working with software like Power Animator and SoftImage that we had never heard of before. From an industry point of view, it was unbelievable what we were trying to achieve. That is why we all had this strong feeling; this great enthusiasm.but....
Honestly I think this stuff would look incredible in POVrayI haven't seen impressing renders out of POVray (that doesn't mean there aren't, but I haven't seen any (haven't searched either :wink:)
Do you know if it would be possible, from this data, to extract and/or extrapolate enough information to create "real" light sources in field?
Do you know if it would be possible, from this data, to extract and/or extrapolate enough information to create "real" light sources in field?
I know there aren't any real lights, I also have a basic understanding of how the lighting is applied. What I dont know is what kind of information it uses to do this "lighting". For example, at the bottom of the northern cave there is a bright green light coming from the center of the field, how is this effect achieved?
Can you give me name of this field?
Haven't checked this for a while and just wondering but, are there any fields that are fully textured yet?nope, not as far as I know at least.
I know there aren't any real lights, I also have a basic understanding of how the lighting is applied. What I dont know is what kind of information it uses to do this "lighting". For example, at the bottom of the northern cave there is a bright green light coming from the center of the field, how is this effect achieved?I always thought lights were rendered as different layers within the background maps (visible with Palmer), I haven't looked at any bsx file yet, it might be interesting if there are any lights and positions in there....
Can you give me name of this field?
Its las4_1 on the PC version.
Who cares, you are not remaking the backgrounds to be 100% the same way right.
I still have one question though, where is this green light defined? Is it somewhere in the field file?
In bsx files. There ara one light and one color definition for each character.The BSX data format in the Wiki? Just wondering suddenly. :D
im glad you have put my mind at ease i thought he had givven up on the project, this is by far one of the most interesting things on the internet considering the internet is just games social networking and porn, not many people have the same commitment that you guys have, im trying myself at modeling using 3DS MAX 2009 but i carnt even model an apple XD . keep up the good work il cheer you on untill i think im good enough to give it a go
my wife is due to have our first child tomorrow.Congrats!
To be honest I havn't had much time to work on things these days. I have been working 12-16 hours a day and my wife is due to have our first child tomorrow. I do have some things that I have been planning on releasing but they are not related to the bombing mission (GUI v2.0).Oh that means you'll have even LESS time LOL.
just remember family first, work second, ...
I don't know how they'd be implemented except maybe as a flat image background replacement? Either way once this bombing mission portion is done it'll be epic!Thats exactly what they are doing, Maybe some day we'll beable to play FF7 in 3D (q-gears cough) :-D
side by side of.. ours vs original?
side by side of.. ours vs original?
I hope the bombing mission hasn't died with the new battle scene reconstruction project going on :)
That sneaky bastard, hiding updates in there like that. Everyone should go check it out. ;D
Okay,
here's something to have a look at....
http://img842.imageshack.us/img842/7809/nessnow10.png
I don't know if it could ever snow in Midgar, but since it's FF, nothing is impossible.
Hope you like it.
8-)
Hope you don't mind I do a double post.... :o
Okay,
here's something to have a look at....
http://img842.imageshack.us/img842/7809/nessnow10.png
I don't know if it could ever snow in Midgar, but since it's FF, nothing is impossible.
Hope you like it.
8-)
Hope you don't mind I do a double post.... :o
Okay,
here's something to have a look at....
http://img842.imageshack.us/img842/7809/nessnow10.png
I don't know if it could ever snow in Midgar, but since it's FF, nothing is impossible.
Hope you like it.
8-)
Hope you don't mind I do a double post.... :o
I'm going to guess that the pollution in Midgar raises the city's temperature (this effect can be observed on Earth: compare London to surrounding areas). Since Midgar has an incredible amount of pollution and does not seem to be located very far north, I'd assume the temperature is fairly high and there isn't much snow.
Then again, the temperature in the FF7 world doesn't seem to correspond to latitude; Mideel, for example, is further from the equator than Icicle Inn but has a tropical climate.
Of course that's from a scientific view, I'm not so sure the developers thought of all of these things when making "Final Fantasy VII".
Personally I don't think there was a lot based on real science within FF7, the annoying flaws keep piling up within several backgrounds...impossible buildings, impossible sizes, impossible renderings.... etc etc.I believe that FF7 was meant to be surreal in many ways.
but non the less, we'll keep having fun (when time permits) 8-)
PS Happy new year everyone. 8-)
Progress progress, apart from my myriad of things I'm doing myself, I spend a little time working on each hobby project every so often.
Erstwhile glad you've not lost interest.
The bombing mission being the start of the game, I'm interested in assisting in any generated video content that might be made.
Cyb
Oh yes, sorry got on a little side track (http://forums.qhimm.com/index.php?topic=11271.0)....Oh heaven forbid that happen LOL it's always good to do something other than the same thing over and over again and expecting something different, I've heard that is the definition of insanity by the way.
but progress...Sleep that elusive rest thing!
pretty much finished the warehouse
time to sleep...now.
8)
Looks great NCS :DIt will when I can be bothered to convert it/copy the files to the field format :-D
Question: Does this update the world map Cloud model too? That would be sweet!
ncs the left hand is inverted... :PYeah, bit of an error on my part, loaded an animation from biggs' folder just to test him out, and it seems that because the hands are just cubes in the original, they put on biggs' left hand back to front. so I overcompensated to make it look right on that specific animation, not realising that would happen.
If you're thinking of fixing the blinking any other way than adding a new head and setting a "closed eyes" texture to it, I'm very curious to hear what it might be.Well it can be done like the original I guess, with overlays that blink on and off rather than the head. Question is whether I can be bothered to set that up
Being a higher quality model, it helps make the chibi look less retarded than the original one now that he has a face and not just two eyes and a dot/line for a mouthFor all you know, he has no face yet ;) *points at awkward angles of the screens*
Mako has a point, why not breath some life into the characters beyond just blinking, the chibi models for the party spend a lot of time stationary save for a soulless blink.The problem with that is that the FF7 game engine is very limited in the way it handles animation. We're limited to Rotation, Translation and Scaling of individual, non-deformable model pieces. Even if we could have mesh deforming animations, it'd take an amazingly long time to edit all of them perfectly - not to say it wouldn't be on the to-do list eventually.
I'll check it out today and see if I can make it workThanks very much, bear!
Hell, breathing in video games, unless it's done very well, usually looks creepy.
I'm also curious where his "eye closed" texture is, finding that could theoretically fix this instantly
Odd. Ill look into itNow if you were a salesman you would have said "that's the crotchless version it costs extra".
I can't find any way around the blinking. The part added to bone will always be slightly larger than than the original model. This means even if you reassign the open eyes texture to this new part it won't blink. AABA is the only one that will blink. I've tried more than a few work arounds and it seems the only way to make the blinking look right is to resize the head on the Y axis to be 99 instead of 100.You might want to consult the QGears information on FF7 and the wiki?
Now this does mean his head will shrink ever so slightly in one direction, but I couldn't notice it except on the back of his head...staring very close up and with Cloud facing left. Also, I'm sure NCS knows how to fix the transparency issue using Image2Tex, so that's no problem.
However, I would suggest looking into the c_eye2.tex file replacement. This will eliminate the need for a second head on many models (saving file size), I'm just not sure exactly why the head still blinks slightly using this method... the switch should be instantaneous. If the texture were smaller size it could possibly remedy the blink, but I'm not positive. Test it yourselves and let me know what you think. I'll be checking the smaller texture size to see if that helps.
EDIT
And another discovery, after saving the head change to 99, reopen the model and change it to 101 on the y axis. It will now be the same size as the open eyes model, but won't flicker during blinking.
EDIT2
Nope, reducing file size didn't work. I went from 12mb to 768kb on the textures and it still flashes. So the above solution is the only way to make blinking work correctly that I can find. No need for me to upload the changed model since NCS hasn't quite finished everything and the solution is a very quick fix.
Working on updating the main page, mostly complete. Anything that says available is up for grabs!
Shazam!woot someone found the textured version of my save point model :D.... there was only the un textured version that millenia had textured in the repo. i not sure why he never updated the repo w/ that one.
save point Above.
Credit to Millenia for modeling and texturing ( I think )
Inquiry: is the black transparent in game?Yes. Kimera .93 doesn't correctly display transparent 24 bit bmps. I'm not sure if .95 does or not, but I do know it has a problem messing up field files.
Great job Bear. I was just about to put mine on the repo when I saw yours. I never got the base to animate properly, but yours moves flawlessly.Yeah mine was originally messed up too before I figured out the problem. Since Kimera can't move files in fractional increments (only by increments of 1), it was impossible to line the two bases up perfectly. What I had to do was go back in 3dsmax and before exporting ensure that the x and y were both set to exactly 0. Originally they were at something like .02 and .001. Normally that's not a big deal, but because they both have to rotate against each other in an exact manner, that fraction mattered.
Hopefully you modelers and texture artists will give me some more work to do soon.
Always found that model a bit weird.nope thats correct, i made it side by side (as to keep scale correct). maybe the kind of above view you get of it most of the time in the feild makes it look squished more.
Doesn't resemble much a question mark due to the fact one of the sides is bigger that the other two (dunno if the real model is like that, but from perspective it always looked to me like the sides had the same size).
I might be wrong and it might look ok ingame ;D
Stuff about Tex files
...or you could just use the PNG loader implemented by Aali, which as far as I know will give perfect Semi-transparency. Unless I'm hideously, horribly wrong.Do it plz
Oh, nevermind, got it working. Semi-transparency is still not working in field though, it seems.
(http://ncs.millenia3d.net/Screencap/2011-04-06_2334.png)
Nah, we just need to modify the transparency. Anyone have pcreator? I think it can change it. I tried to find it last night but the link was down.http://www.mediafire.com/?12b6w15i3lj3gq1 (http://www.mediafire.com/?12b6w15i3lj3gq1)
My university classes end on thursday ^^
NCS.. you wanna go with my Jessie?
You'll be better at UV mappin her n can prolly tweak something somewhere :P
http://www.megaupload.com/?d=M7NKWMU7 Jessie.blend
http://www.megaupload.com/?d=9C0ERPXW Jessie.3ds
EDIT: Also with the MP, gonna start him off so considering the only concept art available is from crisis core. I'm not sure just how much im allowed to use from it. Any pointers? http://i45.photobucket.com/albums/f54/Gaumaru/ShinraMP.jpg
Gonna go with the cloth bandanna around the neck as thats on the model just not well made.
The leather straps, hmm don't see them on the model so..
Legs and boots should be ok however.
well if you're not gonna keep working on it yourself, get yer ass modelling something else!I gotta say it looks really good.... except the mouth :(
Meanwhile, Biggs is 90% done:
http://ncs.millenia3d.net/Screencap/2011-04-23_2337.png (http://ncs.millenia3d.net/Screencap/2011-04-23_2337.png)
I gotta say it looks really good.... except the mouth :(
why this mod isn't released?
Yeah I gotta do lots of tweaking - I prefer tweaking the stuff I'm good at before I attempt stuff that may go badly wrong =D
how is this project how many% is it?
Sorry for my english-tions is that I'm Brazilian.
Don't listen to nasty MakoHey there mister :x I'll have you know I'm pretty nice! :D LOL Kudi's always mean to me now... Ever since he caught me making my giantsuper duper death ray™ (intended for Qhimm) he has been giving me the cold shoulder... Geez it's gettin' do that ya cant even be a super villain these without people getting the wrong idea. =/
Actually there is something you could take a look at for us borde. We had experimented with interpolating battle models so we could run smooth at 60fps. I had modified kimera to do it. While it sometimes worked well some of the animations got screwed up. Unfortunately i do not have the source code to show you what I did. I remember obesebear mentioning something about quaternions a while back. Also ntfic1 had looked into the camdat files a little bit but we were not able to interpolate those entirely. Perhaps you would be able to give us a hand with this? Take a look at this thread to see what we are doing. http://forums.qhimm.com/index.php?topic=10474.0
I'll do my best.[offtopic]I will keep my fingers crossed for this. I really really would like to get this game running at 60fps[/offtopic]
[offtopic]I will keep my fingers crossed for this. I really really would like to get this game running at 60fps[/offtopic]
Off-Topic: I love the fact you use Linux, You are my hero :-Dthank you. was gonna say some things about it but, i won't stray off topic as i know most ppl around here don't share my views on the properitary software and i don't wish to turn this thread in to some kind of flame war..
There is no hard limit, but people normally keep it around 3-5k
can i see? criticism and stuff , ye know
http://ncs.millenia3d.net/Screencap/2011-05-08_1857.png
Yeah, I pretty much had Biggs done, and then I never got around to Jessie - although it occurs to me I may have started the model at some point. How completed it was though, I can't remember.
Great. I just finished the head and it has ~2600...back to the drawing board :)
Also, is there a poly limit I should be aware of?
We are with you TA, please keep it up, but I have a question: Do you plan to redo all the textures? Even the animation ones? Or only the textures of the buildings and that things. Thanks in advance. Good luck.If you check earlier releases you'll see that those were the first ones done. Spells, user interface, and the like.
I think you lowered the ceiling there.
I would love to see some ffxiii soldiers (http://strategywiki.org/wiki/Final_Fantasy_XIII/Soldiers) sometime :-P :-PYou are referring to the Galbadian Army, correct?
Haha now I think I know where they borrowed the idea for designing troops for xiii.... totally of topic though...Glad I could help you figure that out.
The troops from XIII reminded me of the Deep Eyes squad in Spirits From Within...anyone remember that movie? Didn't think so lolI do, since I love the background msuic for Disc Two of the Second DVD for the North American DVD release. The music was by H.U.M.A.N. Unfortunately, that is all the information I have on that artist. Nowhere on the World Wide Web can I find more information about that artist.
As a first experiment for creating movie by Square it was a descent one but nothing can compare to AC imo. I love those troops though :?:You are referring to the film by Square Pictures, right?
Took a break on the MP itself and did some work on its weapons, to give it just a little improvement.
Update: Last update for awhile till i learn how to effectivly texture cloths. Models still needs some final tweaks. Anyone know of any good tutorial for cloths, boots, gloves?
Just to warn you FF7 limits how much you can do with textures. Be careful with texturing everything as very little was textured in the FF7 engine. To be specific just the eyes sometimes totoes and specific parts. Everything else used guarad shading and 24bit RGB colours.
That could be a limitation from the beginning of PSX dev cycle or the PSY-Q libraries.When I started playing FF VII I wondered always about the only shaded models because some other games andIt's unlikely it was the PsyQ libraries as FF7 barely used them. FF8 and FF9 did rely more heavily on the PsyQ libraries and you can tell because it's more easier to discern data inside them despite the packaging craziness they used.
FF IX had nice looking texures on every model.
Anyone ever notice the 2 dangling things in front of the MP waist? Is it supposed to be apart of a belt or they nunchakus or something? Any ideas would be helpful thanks.
Hello guys! Awesome work here! ..Can anyone tell me where i can get those new models for "Grunt" and "1st Ray" and "Guard hound"? I saw many of you already have them in their games but i couldnt find them anywhere for download and i searched all over the place :o I would be very happy if someone could tell me where to get them :mrgreen:
Thanks in Advance ;D
Odd. I could have sworn I released these. I'll take a look into it. Probably not today as I am dealing with a sick daughter
1st Ray and Grunt Have been added to the release page. I will look for the others