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Miscellaneous Forums => Graphical => Topic started by: cmh175 on 2013-09-26 15:53:02

Title: [REL] New Red XIII
Post by: cmh175 on 2013-09-26 15:53:02
Now available here: http://forums.qhimm.com/index.php?topic=14738.0 (http://forums.qhimm.com/index.php?topic=14738.0)



Something to look forward to.


(http://i1172.photobucket.com/albums/r570/cmh175/output_egEiGe.gif)


(https://scontent-b-iad.xx.fbcdn.net/hphotos-ash3/q71/s720x720/1240450_148495075360325_1192568840_n.jpg)
Title: Re: New Red XIII
Post by: LeonhartGR on 2013-09-26 15:58:21
Love ya mate!

(http://images2.wikia.nocookie.net/__cb20101114035705/finalfantasy/images/2/21/Red_xiii_advent_children.png)

Title: Re: New Red XIII
Post by: jusete on 2013-09-26 18:24:12
Woooo!! You are the boss!!
Title: Re: New Red XIII
Post by: dkma841 on 2013-09-26 18:29:28
ooo ;)
Title: Re: New Red XIII
Post by: cmh175 on 2013-09-26 18:56:16
lol before I get too much credit the model's by Ash Barnard. He posted a demo of the model on youtube: http://www.youtube.com/watch?v=dZBNrKSiofo (http://www.youtube.com/watch?v=dZBNrKSiofo) He sent me a copy with permission to import it.
Title: Re: New Red XIII
Post by: Hellbringer616 on 2013-09-26 19:33:50
Different from the anime-ish style we have for TA, But boy is that a nice model haha
Title: Re: New Red XIII
Post by: LeonhartGR on 2013-09-27 01:37:48
Haha! I'm already subscribed to Ash... Already liked and favorite! Shaders look lovely!
Title: Re: New Red XIII
Post by: jusete on 2013-09-27 01:54:37
Import, pleaseeee!!!!
Title: Re: New Red XIII
Post by: kela51 on 2013-09-27 14:44:26
Yeah you've luck because i've already send him a message to get his model for import  before work on the other RedXIII but he never reply me.
Title: Re: New Red XIII
Post by: XVermillion on 2013-09-27 22:38:45
Looks great!
Title: Re: New Red XIII
Post by: foubou on 2013-09-28 06:16:44
This is amazingly beautiful !  ;)
Are you going to do other characters ?
Title: Re: New Red XIII
Post by: cmh175 on 2013-09-28 06:46:33
I haven't learned enough to make my own models yet. I'd like to eventually, there's a ton to learn.
Title: Re: New Red XIII
Post by: cmh175 on 2013-09-28 18:34:49
Making progress. Everything you see here as been imported. I'm cutting and importing each piece one at a time so I can take my time fitting them correctly and filling any holes. Made a few minor changes to the model so pieces sit perfectly in the place of the originals, but it'll still have the overall look and build of Ashes model. I'm having trouble with the normal mapping through. Apparently it'll work with the custom driver but no one seems sure how to import it with a model. The screen shots I've posted don't have it included so the model looks great on it's own. I usually just chuck extra stuff like that for imports anyway, but it would be cool to include that extra level of detail for this model. If anyone comes up with a way that works I'll just add it later.

(https://scontent-b-iad.xx.fbcdn.net/hphotos-ash4/q71/s720x720/1378034_149058515303981_2146675988_n.jpg)

If you're interested in what the difference is with and without normal mapping compare my screenshots to Ashes youtube video. The video includes alpha, specular, and normal mapping. Mostly minor detail so it's not necessary since the texture is pretty detailed already, but they do add a cool effect. 
Title: Re: New Red XIII
Post by: Mayo Master on 2013-09-29 20:21:20
This model is awesome. If you manage to deal with normal mapping, it will be really epic. Normal maps would be mostly for the fur, right?
Title: Re: New Red XIII
Post by: cmh175 on 2013-09-29 20:48:22
It'll basically just add extra lighting and shading to the texture. Mostly just minor details but would be a cool addition since I already have it.

Update. Main body is complete. Just need to import legs, tail, and head. The body seems to be the hardest part so things should be getting easier from here. It's still not much to look at yet, I'll post a picture once I have the head on.
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-02 04:46:02
Making progress, just a quick update to show how it's looking in kimera. The model wasn't designed with being imported into the game in mind, so I have to make a few changes to make pieces fit, in some cases building brand new ones made from others. Like the upper part of the front legs that's connected to the shoulders are actually made of the lower half of the legs lol. I'm also cutting one part at a time so I can make changes as I go along instead of having to go back later. It's taking longer but it'll look so much better and I'll hardly have anything to fix later. Every part of the model was textured specially, like each leg looks different, so I'm importing almost the whole model and only mirroring certain parts. So that's taking longer too, otherwise I'd have been done this past weekend.

(http://i1172.photobucket.com/albums/r570/cmh175/Untitled-26.png) (http://i1172.photobucket.com/albums/r570/cmh175/Untitled1-12.png)


(http://i1172.photobucket.com/albums/r570/cmh175/Untitled3-3.png)
Title: Re: New Red XIII
Post by: LeonhartGR on 2013-10-02 05:40:02
Wait until Kimera is fixed before release... maybe you can test those lights...
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-02 13:13:27
What's wrong with Kimera? Other than it crashing every time I do something to get an "Out of Range" error, ugh. Kimera doesn't show models with any of the games shading so they look brighter than they'll actually appear. I can experiment with lighting later but I've had a few bad experiences with it causing models to look too dark and only recently heard about how to reverse that. If anyone has any good suggestions for it I'll try them out.
Title: Re: New Red XIII
Post by: Rundas on 2013-10-02 18:53:07
The back legs and tail look silly with just gradient. Do you plan on giving them a matching texture?
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-02 19:27:33
The back legs and tail look silly with just gradient. Do you plan on giving them a matching texture?

I haven't touched the back legs or tail yet. I'm cutting the right back leg now. I have to fabricate joint pieces again so it's taking longer. The tail wont take any time at all though. Then I'm going to look into the lighting options so the model will look darker. After I go over the model and finish any extra fixes and testing I'll convert a field model to finish things up.
Title: Re: New Red XIII
Post by: Rundas on 2013-10-02 19:48:49
The back legs and tail in the Kimera picture you posted are not the original parts of the model correct?
Title: Re: New Red XIII
Post by: jusete on 2013-10-02 20:19:41
Good work, cmh175!!! Can't Wait for release!!
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-02 20:20:57
The back legs and tail in the Kimera picture you posted are not the original parts of the model correct?

I didn't have a copy of the original model when I started so I'm building onto Kaldarashas battle model. I was going to use my Red XIII model but it was harder to see and work on with the colorful texture, plus his still shows color in the piece adjustment window so it's easier to compare pieces while I'm cutting. The skeletons are the same so it made little difference. Other than his animations they're the same, and I copied in the animations from my model, so it wont include anything of his. As of now the tail and back legs are the only pieces I haven't imported yet, I just finished cutting the back right leg. 
Title: Re: New Red XIII
Post by: Rundas on 2013-10-02 20:36:24
Oh, now I understand.
Title: Re: New Red XIII
Post by: Kaldarasha on 2013-10-04 03:45:04
 :evil: Now I will hijack this thread with that:
Right new changes in the UVmap and mesh                                        Left original with Bloodshots edit
(http://imageshack.com/scaled/medium/42/zwru.jpg)

With light:
(http://imageshack.com/scaled/medium/841/0nh2.jpg)

As you can see in the last pic the body of the left model is dark. That is a problem Kimera has after the model is saved. Restart Kimera will fix this and the light will be properly displayed.
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-04 04:21:54
That looks pretty good, but how dark does that get in the game? Mine comes out kind of ok but with a few issues. I'm not sure why it turned purple last time, that was weird. The left side comes out pretty well, but the right is really dark, the paws too. This was with the settings you recommend, can I adjust the intensity of the effect so it doesn't darken it as much, or would another combination work better? Thanks Kaldarasha.

(http://i1172.photobucket.com/albums/r570/cmh175/Untitled1-14.png) (http://i1172.photobucket.com/albums/r570/cmh175/Untitled-29.png)


~If I slide the X almost to the center, about 65% from the left, it clears up the right side so they're balanced but the only way to lighten the feet is to adjust the Z, which lightens the feet and darkens the whole top half of the model.
Title: Re: New Red XIII
Post by: Kaldarasha on 2013-10-04 04:30:59
Are the faces of the feet meshes flipped? They are reacting wrong to the light.
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-04 04:36:07
Huh, could be maybe. The feet act funny in Blender but I didn't think much of it since they imported ok. They seem to turn and sort of detach depending on how I change the view. And the bottom of the feet show through the top, even though it imports correctly.

(http://i1172.photobucket.com/albums/r570/cmh175/Untitled-30.png)

When I check the under side of the model in Kimera with the lighting effects the parts of the legs that are too dark are fine underneath, like the lighting is reversed. Other than the oddity in the screen shot though the uvlayout and mesh seems fine. 
Title: Re: New Red XIII
Post by: Kaldarasha on 2013-10-04 05:01:15
It may look fine as battle model, but it will be noticeable on the field model.
You can change it, but I don't know how it was.
All I knew, is how to show me the normals of the faces in Blender:
(http://imageshack.com/scaled/medium/547/vi7p.jpg)
Title: Re: New Red XIII
Post by: Kaldarasha on 2013-10-04 05:03:30
Quote
Select object : Right click it
Go into edit mode : Tab
Select all : A
Re-calc normals outside :ctrl n

Rob
On the left side you need to check a box under 'Make Normals consis'.
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-04 05:09:40
Wow ok, thanks a lot Kaldarasha. I'll check that out and get it fixed. I'd have no idea what was up with the field model, that would have sucked.

~That's awesome! Yeah it worked and the feet look great. The rest of the model was fine, but the feet are fixed now. I'll experiment with the lighting and see what I can get, I'm a little worried how dark it'll look in the game though with the games lighting as well, so we'll see what happens. This was a good catch though because the feet would have looked similar with the games lighting.
Title: Re: New Red XIII
Post by: Mayo Master on 2013-10-05 02:13:54
Yup, fixing face normals is a basic common issue when a 3d model looks "broken". Actually that's among the things where Google Sketchup fails pretty badly. Having to fix normals happens commonly when you create faces one by one, which is probably what you did when making the "joint pieces". You can also fix the normals as you go in Edit mode, in the Mesh Tools menu (on the left), you have a section with "Normals", allowing you to "Recalculate" them or to "Flip direction". Usually you need the z-normals to point outward. 
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-05 15:59:16
Thanks guys, luckily that was pretty easy to fix. I could use some help though with an odd issue with the tail. It's the tip of the tail and of course is the last piece to the model. When I export the piece it strips the uv layout and I cant seem to fix it. Blender always does this when I export to 3ds so I use obj and convert to 3ds in Meshlab. The obj is fine, but the 3ds file never works. I've occasionally had parts do this, but it usually worked fine if I just recut it and tried again. After trying other formats I still cant get the piece into pcreator with an intact uv layout. The other parts of the tail imported fine, it's just the flame at the end. Any ideas or suggestions are welcome. I also tried Wings and Biturn to convert to 3ds and got the same result.


~ Otherwise I'm pretty happy with it. I am going to reshape the pieces at the top of the legs so they look cleaner but otherwise it's ready for testing and a field model. Just need the last bit of the tail.

(http://i1172.photobucket.com/albums/r570/cmh175/Untitled1-15.png) (http://i1172.photobucket.com/albums/r570/cmh175/Untitled-31.png)
Title: Re: New Red XIII
Post by: Mayo Master on 2013-10-05 16:46:37
Regarding the issue you have with the tail of Red XIII model, I'm not really sure if the problem comes from Blender. Anyway, a couple of things we could verify, even though it's a bit of "blind guessing":
- Blender can handle n-gon faces, it's something that could screw up during the export. See if the tip of the tail is made only with tris and quads before exporting, that may help.
- Sometimes you may accidentally create two vertices at the same location, and Blender assume these vertices are not shared among the contiguous faces (I hope what I'm saying makes sense). You can verify this if you get into edit mode, try to select the same vertices twice in a row, and if different edges are highlighted on your first and second selection, you have that sort of problems. Two ways of solving it: in Edit mode, vertex selection, press A to select all the vertices, then W ("Special") and in the menu that appears, select "Remove doubles". After this operation you'll have a number of "double vertices" suppressed in this process, in the top bar. Selecting all the vertices and performing the "Remove doubles" operation is something you can do without close examination of your model. However, sometimes making the "Remove doubles" doesn't work (if Blender doesn't recognize the vertices are actually overlapping), so another workaround is to select both problematic vertices and merge them (Alt+A, "Merge at Centre").

That's all I can think about right now. Unfortunately my knowledge is limited to Blender itself, I don't know much about exporting issues except that it's a common source of trouble  :-[
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-05 17:02:03
That's a good idea. I checked quickly for doubles before starting, but I'll look closer into it if "remove doubles" did miss anything. I'll try the merge at center next to see if that corrects it. I'm not sure if that's the problem, but couldn't hurt. It may just be something about the piece and Blender, it does have a few limitations. May need to use 3ds Max for this one. I'll look into it more and try a few more things before coming to that, I don't have 3ds Max so I'd need a volunteer.
Title: Re: New Red XIII
Post by: kela51 on 2013-10-05 17:08:49
The model look good in kimera ;). Nice work cmh175.
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-05 17:42:00
Thanks Kela. Yeah I'm pretty happy with how it's come out. I cant wait to see it in the game, waiting till I finish the whole model first. Started on the field model yesterday too.

~Thanks Mayo Master, but it that doesn't seem to be the problem. The mesh looks fine. This is really odd. I wish I could just export the uv layout and add it in pcreator, but Blender exports them to a png which is pretty much useless. I'm going to keep looking into this, figure it out one way or another. Anyone with 3ds Max who wants to check it out though send me a pm. I have the piece in a working obj and just need it converted to a working 3ds file.
Title: Re: New Red XIII
Post by: Kaldarasha on 2013-10-05 18:35:12
Now we need to make some weapons for him.  :-D
Title: Re: New Red XIII
Post by: cbudd on 2013-10-05 19:06:34
cmh175, your Red XIII model looks really nice!  I can't wait to install it. 

If you don't mind me asking, how many poly's do you think your model uses?  I am working on a high resolution Aeris model, but I haven't really be concerning myself with polys.  The head and hair portion of my model has 1342 faces alone, but I don't know if that is too many or if it matters.  Of course, after smoothing it is like 47,000.  Thanks for any help!
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-05 20:54:20
cmh175, your Red XIII model looks really nice!  I can't wait to install it. 

If you don't mind me asking, how many poly's do you think your model uses?  I am working on a high resolution Aeris model, but I haven't really be concerning myself with polys.  The head and hair portion of my model has 1342 faces alone, but I don't know if that is too many or if it matters.  Of course, after smoothing it is like 47,000.  Thanks for any help!

Thanks, it's 6301 faces, 3316 vertices. Sorry I'm not sure what the limit is for FF7. It's probably been mentioned some where on here though. 
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-06 00:49:57
Got some help and the models now complete. I'm going to clean up the top pieces to the legs, mostly so they'll fit the field model better, then get into testing to double check the animations for floating limbs and stuff like that. Hoping to wrap this up soon.

I experimented with the lighting, but it pretty much always comes out too dark for models that include shading in the texture. I quickly checked the model in the game and with bootleg shaders off it still has plenty of contrast and shading, and just looked awesome. 

(https://scontent-a-iad.xx.fbcdn.net/hphotos-prn2/q71/1377298_150809395128893_1790753859_n.jpg)

Title: Re: New Red XIII
Post by: SabreSoul on 2013-10-06 01:49:44
thank you ! It's an amazing looking model I'll be playing a lot more with Nanaki now  :wink: cant wait !
Title: Re: New Red XIII
Post by: cbudd on 2013-10-06 02:59:45
I saw Mayo Master mention earlier that he used fluid dynamics to make moving water in his midgar sewers scene for the avalanche HD remake project.  I wonder if it would be possible to do something like that with Red's fire tail?  It would be pretty cool to see it actually burning while he is standing there :)
Title: Re: New Red XIII
Post by: Mayo Master on 2013-10-06 04:15:21
Good job, cmh175, I'm glad you managed to solve the issues. Was the problem related to the way Blender was handling your model?
I saw Mayo Master mention earlier that he used fluid dynamics to make moving water in his midgar sewers scene for the avalanche HD remake project.  I wonder if it would be possible to do something like that with Red's fire tail?  It would be pretty cool to see it actually burning while he is standing there :)
I don't think that's feasible. Simply: sure, I could make something like fire in Blender, but it'd work as long as you keep things in Blender. As soon as you export the model, it's no longer applicable. You would need something to support fire within the game engine (or at the very least an additional mobile light point), and I don't think that's going to happen any time soon (basically, it requires a re-write of the game engine).
My sewer scene is a different story: it's all pre-rendered and nothing is real-time. I did my fluid sim in Blender, and then I exported different renders relevant to 8 different frames, which is how many frames where handled in the original scene. It's a bit similar to making an animated gif, actually. Besides, as it stands, I cannot make a smoother animation of the fluid flow by inserting extra frames. The way it is, there's 1 frame every 0.16s (i.e. 6.25 fps), which is not very good compared with usual standards (25 fps). You can test my 50% res. scene and see for yourself.
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-06 04:32:47
Ha that would be awesome. You're right though, that would require some real changing to the games engine.

Yeah it was Blender more or less. The texture is a single png and the uv mapping for the flame is pretty small so it seems that when exporting the piece it corrupts the uv mapping. Pretty weird, but the tail now has it's own cropped tex file and works fine.
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-10 20:24:47
Not to worry I haven't forgotten about this, had a project from work that needed my full attention so Red XIII had to be put on hold a few days. I had to recut new pieces for most of the field model but it's nearly done now. Just needs the tail which I'll add later this evening. I'm going to do some testing so there aren't any quirks when it's released, but I'm planning on a Friday evening release. Saturday if I find anything that really needs more attention.

(http://i1172.photobucket.com/albums/r570/cmh175/Untitled-33.png)
Title: Re: New Red XIII
Post by: Datapack on 2013-10-13 20:27:33
No DL link yet?
Title: Re: New Red XIII
Post by: cmh175 on 2013-10-13 21:15:09
Suppose I should edit this. http://forums.qhimm.com/index.php?topic=14738.0 (http://forums.qhimm.com/index.php?topic=14738.0)
Title: Re: [REL] New Red XIII
Post by: apz freak on 2013-10-26 09:53:47
This is awesome, thank you! (Even though I have no way of playing FFVIIPC on my current system...)

Just the same, I appreciate your work. It makes me happy :)
Title: Re: [REL] New Red XIII
Post by: cmh175 on 2013-10-26 17:35:57
Thanks APZ, glad you guys like it.