Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mayo Master

Pages: 1 ... 20 21 22 23 24 [25] 26
601
Team Avalanche / Re: [HD Remake] Sector 6 Slums
« on: 2012-10-09 16:56:11 »
That's a great update, good job  :)

The lighting looks very nice to me. The wall panels, the mechanical hand, the crane... all this stuff is spot on.
There are several aspects however, which may require some tailoring:
- I think Timu Sumisu confirmed we needed a x5 image, so I'm concerned with how it would look like at such resolution.
- I persist thinking your surface bumps on the road are way too high. Right now it looks more like very coarse concrete, not like paving asphalt. I can't imagine driving on that (cracks notwithstanding). Why don't you give a try to much smaller bumps for us to check out, and if your initial guess was indeed better, at least you won't have to suffer my complaints anymore  :-P
- Thinking of the road bumpmap, I have another suggestion: why don't you try an additional bumpmap (as a complement) with a pattern similar to the smaller cracks in the road as drawn in the original picture? These cracks would be deeper than your average bumps of course. Let me know if you need more clarification on this suggestion (I'm not sure what I mean is understandable enough).
- Your wood texture is a bit weird. I think that's typically the sort of problem that shows when you go high-res. When you get wooden planks, they don't show that kind of patterns with concentric circles (like you have when chopping a trunk).

Anyway, in my native language we have the saying "criticizing is easy, art is difficult", and I'm very much aware of that  ;)

602
I don't think the matter of the clothes has something to do with realism. I think it is more a matter of our mind associating cloth with the idea of a supple, smooth material, and the "wavy clothes" convey more this idea than "still hanging cloth". Anyway, I preferred to let the physics wave the clothes than do it manually - I'm personally always getting better results that way - maybe because I have more the mind of an engineer than that of an artist  :-P
Concerning the TV light, I could try that. However, I did spend time calibrating the fading off of this light. You see, one of the subtlety (at least for me) in the original picture is that the metal reflects blue near the TV, and yellow near the end of the pipe. So I had to adjust the fade-off of the blue TV light with that of a yellowish light bulb on the ceiling. I fear increasing the distance of the blue light may not be consistent with the somewhat yellowish reflections of the original.

603
Team Avalanche / Re: Sector 6 Slums [HD Remake]
« on: 2012-10-09 04:03:08 »
In my opinion you could reduce the bumps of the road surface some more. The original looks pretty slick.
As for the 5 x 5 size, well, full HD means 1920 x 1080, while most screens of the original are indeed at 320 x 240. So technically, to satisfy HD requirement we would need a 4.5 magnification, which we "rounded" to the upper value. Or at least, that's how I understand things.
The image you are working on is a field scene where the screen "scrolls" as you move the character, so I would suppose that you need to get the image beyond the resolution of just one single screen. Perhaps someone else can confirm you this.

604
Update on my field scene screen...
Since last time:
- I revised the viewing angle - or to be more precise, the distance and focal length. As a result, I had to modify the diameter of the pipe... which resulted in also revising all the items of the scene  :-o
- The revisions of the objects include position, texturing, and in some case, meshing (for instance I remade the leftmost trophy). Concerning texturing: the metallic parts have layers and layers of textures, and in my opinion, I feel like adding more layers to my textures would add nothing.
- I resimulated the clothes (it was vastly demanded apparently) and got a frame where they look a bit more "wavy".
- I revised lighting. I added some small lights around the TV, change the colour of the TV light (blueish), and change the colour of the ceiling light (yellowish).
I must admit: now I feel like I'm turning in circles between lighting tuning and smoke effects. Here are some possibilities:

1- Render without halo nor smoke
2- Render with smoke
3- Render with halo
4- Render with both halo and smoke
Of course, both the intensity of the halo and the smoke are tunable.

Again, here's the original for reference...


Another option, which I have just been suggested, would be to make the smoke with blender, but make the halo by post-processing (Paintshop). I liked the low-res I made, so I decided to go full scale (click for high-res).



Let me know what you guys think.

605
Team Avalanche / Re: Sector 6 Slums [HD Remake]
« on: 2012-10-08 16:27:05 »
That's great stuff, ulpian! Keep it up!
I would have some recommendations:
- Eventually you may have to aim for a high-res render which is 5x5 times the size of the original. This would make this particular picture extremely large (something like 3200*2800) and rendering times may become a bit of a problem. I think TA set a minimum at 4*4 times, which still makes it 2560*2240.
- The reason why I mention the target high-res is because many details will require improvements when you get to that scale, while they are not apparent even at half such render size (I know that from my own slow progress  :oops:).
- I think that the textures of the road need further revisions. 2 aspects come to mind: first, the surface bumps of the road are, in my opinion, the sort of things which should not show up until you really get to the very high-res renders I mentioned before. At your current scale, they should be barely visible. Then, I would advise you model the thickness of the road with another texture, which may be similar to the surface only with much more pronounced bumps (your current bump size may do). For reference, check out pictures of broken roads (like after landslides or earthquakes), with an example below.

Otherwise, most of your stuff looks spot-on. Looking forward to seeing more  :)

EDIT: Got you listed on the sticky Tasklist.

606
Well, rendering in another engine was not in my plans... I am actually unaware of the benefits of another rendering engine (especially if it can't be compatible with Blender's features) - even though it seems to be in what is suggested in the "Midgar remake" thread.
Concerning this particular field screen, I think I got the alignment spot on, after my latest revisions. However, the procedure you suggest was definitely what I was thinking about for further field scenes to model, and it has been pretty much in line with the support provided by SpooX (though I didn't figure about using scripts and that kind of things). I actually wonder if this preliminary work on camera view shouldn't be made systematically (though it's a lot of simple boring work), with saving .3ds files in the repository.

607
Just as a note, I uploaded the file as obj in the repo under 'testing files', I don't know if you have access to that.
and the double post her is on purpose, so the notification will be send
I got access to repo and checked your file (thanks for sharing). Unfortunately, when importing .3ds into Blender, it looks like the camera position wasn't kept (like it imports the objects, not the camera) - unless I made a noob mistake  :oops:
Anyway, one other drawback is that we modelled things at a very different scale (like your objects were 10 times larger), so I doubt the information about your camera position will be of some use to me.
However, your modelling draft incited me to completely revise my scene and fine tune the viewing distance and focal length. Because of this, I had to revise the position of all the items, and I've been also going through a revision of all the meshes. I think that, when I started the scene, I could be satisfied with an approximate position and appearance of the items in the scene, but you guys have raised my self-expectation standards  :-P
I should be able to finish the revisions on object position and meshes by this weekend. Then it will be back to texturing/lighting.
@MayoMaster
Metal objects should not cast white specular highlights but be tainted with their diffuse color ( only a little brighter). This is easy and quick to fix in Blender and will take away some of that "plastic" look.
And do at least one inset with control edges  on the right "puck" to fix the shading issues.
Thanks for the input - looking how you modelled your scenes I could definitely use your advice! - Indeed practically all my items have white specular highlights, I will revise that when I get back to texturing. While revising my meshes, I fixed the shading on the shelf supports (initially with basic flat shading, now with the classic "smooth shading - subsurf - edge crease").

608
Team Avalanche / Re: Midgar Remake
« on: 2012-10-03 15:23:39 »
Oh. I didn't figure you were offering your services as "rendering farmer". Might be particularly useful for the people involved in remodelling Midgar.

609
Team Avalanche / Re: Midgar Remake
« on: 2012-10-02 16:47:13 »
Well, if you can make some 3d field scene screens with the quality of the renders you showed, I think we'd all be ecstatic  :)
As you can see in the first sticky thread, we're in no shortage of job to be done, so I would invite you to pick a scene none else is doing. We'll be looking forward to having your modelling contributions!

610
Yes please.
yes they are, all connecting from the shelve to the surface of the pipe.
if you walk outside at night, and see a room with only a (CRT)TV on, what color do you see?
In my renderer, there are no volumetric lights possible, I'll have to fake that to achieve that effect.
As for the camera position, here it is far away from the scene, don't know if blender can handle that. I used the walkmesh to position and create the tube. In my scene, there are also two lights (low capacity) at the ceiling of the pipe, in order to light the shelves.
For the 'invisible' lights, that's quite normal to use, and to fake light situation, it used to be used to fake global illuminosity before that came along. In FF there are many fields where this is used. take the NMKIN3 scene for instance....
at the place where you enter this scene ther is a hidden light (there are more in there), check out the original if you like.
For the tube and the lights, look closely at the shadows, also the towls have a shadow which can't originate by the TV.
Since we can use illuminated maps (as the image shown on the TV) that was not possible with the software Squaresoft used, so they faked it with a light in front of the TV.
my current scene looks like this:
Note, the pink cylinder is only used to block the light entering from the back side
 8-)
- I will change the "black cheese" for a ring.
- I will revise the position and orientation of the shelf studs
- Concerning the lights: I also have a third light (which has a "physical" source), which is a light coming from outside the pipe. This light is actually consistent with the shadows you see on the clothes, which are projected by the shelf holding the books. On another note, I didn't know that lights emanating from non-existent object was common practice - yet I am not sure they would be a necessary element for this scene. Then, to revise my lighting tests, I propose to make a "Case study" with different light settings and conditions, and putting everything side by side for people to judge. I'll make small renders (comparable with the size of the original picture) so hopefully it shouldn't take long.
- I'll check the alignment of my camera with the scene (which I did manually), but I don't think I'm far off the angle of the original picture.
Just as a note, I uploaded the file as obj in the repo under 'testing files', I don't know if you have access to that.
and the double post her is on purpose, so the notification will be send
 8)
[edit] added 3ds version as well, as the obj version is screwedup when opening in Blender[/edit]
Not yet, I'll have to ask permission for accessing the repo. When I do, I could share the blender file of my scene if you're interested (I think could export it in .3ds if you wish).

611
Great work! just a quick review. In the original picture I notice that the metalic surface is dirtier with rust and dirt too (not just dust), the blanket has more intense color and patches on it are more obvious and the trophies are shiny gold, not just mustard. Also towels are creased.
For the metallic surface, I may consider adding more dirt to the texture, but in terms of rust, it has plenty already. For the "intense colors of the blanket", it is also a matter of lighting. I think you perceive that because a non-negligible part of the blanket in my render is in the shadow of the tv light. As for the trophies, they're not that shiny (I made them very shiny at first, and got a comment that they were too shiny) - beside they already have specular intensity to the max. As for the towels, I already discussed the matter in an earlier post.
If you're having trouble matching lights, there is always post production, aka Photoshop!
The idea crossed my mind, namely for adding the layered tiles for simulating variations in lighting, as Cyb mentioned before. However, I would like to be able to make it without post-processing as much as possible.
Done a little test for the studs on the right side....
oh and the black cheese, is a ring according to the reflections.
with regards to the blue haze around the TV, it seems they used a simple point light, so the metal around the TV reflects this, and not the air around it. I might do a test for that as well, if you like.
 8)

Shall I transform the black cheese into a smooth, large metal ring then? I can do that. Concerning the studs, I modified the right-most stud so that is is nicely fixed into the wall, which may be a difference from the original. However, I have a question: in your scene, does the last but one stud (the upright one) actually touches the pipe wall? Or did you twist the perspective by aligning it closer to the centre of the shelf? In my renders, the studs were aligned with respect to the edge of the shelf - I don't know if you'd advise a change on this.
As for the light, actually I perceive the opposite. I think the air is colored in the original (namely I feel that the blue halo makes a clearly visible sphere, part of which are obvious in the down-left section, where the pipe is "cut". I think it also really shows in the deep section of the pipe, right below the hanging clothes (it is not directly lit by the tv, but blue scattered light comes in front of it). The light (as opposed to the scattered light) itself isn't that blue in my opinion, else it would change the hue of the blanket and pillow case as well. You're welcome to go ahead with a try on volumetric lights on your side to check things out.
Spoox perspective looks better indeed.
It's like it seems as a different angle.
Well, I did try to align the camera to the original scene in the best of my abilities. True, making pre-alignment with Sketchup might have been better, but it was not within my possibilities (and unless someone else has the Pro version of Sketchup for exporting .obj files, it still isn't). Though I don't know if the camera position can be exported in the process.
and with an added light in front slightly above the TV.
 8)
Interesting. However, here comes another question: for my scene, I put light sources where there could be "physical" light sources... I don't know if putting light sources where there's no actual item that emits light is a desirable course of action...

612
nice work mayo master im very impressed. i remember pointing you to that wiki book and just wow youve done well
Thanks! Back then, I actually didn't realize that the making of 3D object would be rather the "easy" part of modelling - I find texturing and lighting harder. When I chose to make the "man in the pipe" scene, I didn't figure it would have me play with cloth simulation, smoke simulation and light scattering  :o

Anyway, here is the new version, trying to follow your recommendations and doing closer inspections... (click for high-res). For reference, please check the original a few of posts above.


Comments: I made a number of revisions on the textures, namely by tuning and adding noise bumpmaps. I also added extra noise textures to apply darkening smears on the wood shelves and the corrugated iron sheets. I revised some details on the shelf supports, and the trophy plates. But obviously the biggest change is about the modification of lights - pumping up the brightness of the TV, creating a halo of volumetric light around the TV, have a slight smoke effect to give more light scattering.
Then, I still don't quite know what to make of the "black cheese" (copyright SpooX). I think I'm pretty happy with the metallic textures now. I don't know if the shelves need more scratches: if you take your average solid wood or your cheap melamine-coated furniture, it doesn't show noticeable irregularities even after some wear (unless you have a cat using the furniture as scratching post, but that's another story).
I decided to increase the TV light a good bunch in order to make the colours more vivid (as in the original) and have more contrasted shadows, while also be consistent with the light over-exposure near the TV. However, I don't think it is possible for me to create really dark shadows (say, around the wood shelf) because of the multiplicity of lights (for example, the trophies are lightened from above, so I put a light near the ceiling. Thus there is a lamp lightening the topside of the shelf, but the TV also lightens the shelf from below). With respect to the original, either I'm consistent with the lighting, or I try to adjust the shadows, but it seems matching both at once is not feasible. I chose to focus on being consistent with the lighting.

As always your feedback will be appreciated  :)

613
This scene will never be called "done"  :'(
Anyway, I can try to revise some of this stuff...
three comments on the render:
  • The 'black cheese' should be a can, looking at the reflections of the original, it is an open can.
  • The studs of the most right part of the shelves aren't correct, I think you've made them perpendicular to the shelves, however that doesn't look right, try to set the more like "/  \" (when you look at the front of the shelve) that should get a better fit.
  • Still too clean to my opinion, throw some noise through the maps, that should help, add scratches, especially on the metal near the TV, the reflection looks too perfect. Try to differ on the metals, now all the metals have the same tone, the ribbed plates, circular steel rings, the hoses, they all have the same tone, reflection.

These are just my thoughts on the render, oh and for the smoke, Try replacing that with a volumetric light, from the TV.
oh..that's more then three  :o

I hope this will help.
 8-)

1- I had a debate about what the "black cheese" should be - the original picture is not clear at all on that. I was told by someone else that it must be some kind of opened can, like you pointed out. I replied that it made no sense to have an opened can standing among the trophies... though I had no much better suggestions. A cast-iron weight? A trophy base without a trophy? Or should I indeed change this object for a huge, label-less, opened tuna can?

2- That's precisely an "inconsistency" of the original drawing I pointed out in one of my previous posts. The perspective in the original picture is awkward: many shelf supports were drawn too long with respect to the inclination. For the ones at the very right, the last but one is perpendicular, but the very last one is not perpendicular. I actually followed closely the original drawing to do that. The visual "awkwardness" in my render may be emphasized by the fact that the perpendicular and the non-perpendicular supports are connected together. But this visual awkwardness in "faithful to the original".

3- I'll see what I can do about texturing, though I am not sure how to remedy - lots of trial and error in perspective. Then, I am not sure about trying different metals: in the original picture, it seems to me that they do have similar tones and reflections.

4- Well... I've never come across "volumetric lights" during my Blender tutorials, so I could use directions - I don't even know what could qualify as "volumetric light" with the tools available in Blender. Do you mean stuff like cone-shaped lightings? The lights I use are called "area lights" - I don't know how those relate to what you suggest (I know, I'm a noob).
EDIT - Apparently the only type of volumetric lights in Blender is the "spot", which makes a cone-shaped lighting where light scattering can be included, though it is said Blender is not great for volumetric lights. After some tweaks, I think it will be mostly useful for creating the "halo of blueish light" around the TV.

5 - There's no 5-

Mayo master the scene needs harsher shadows. The originals  go pure black at some points. You need to make sure the colors pop out more somehow get saturation up. The smoke takes a lot away. 
Make sure you have your monitor gamma calibrated correctly. That matters the most when it comes to rendering and good color reproduction across all screens.
At this point you have most all the major details set now you have to go in there and add more subtle smaller details.
In the end it adds to the whole final scene as a whole. Thats what ff7 is all about all that small gritty detail in every scene. Its all inspired by all those old Anime. Akira, ghost in the shell, nausicaa and hell lot more i cant remember lol.

I'm not sure how to make harsher shadows. I'll try to investigate on that. There is also a very big difficulty for me: on the one hand, I need to have a scene with colour contrasts, but I need to make it look dirty and foggy at the same time. I'll do what I can.

614
Now for something constructive: is there any plans to 'dirty' up the scene? That is the only major difference with the two.

Your wish shall be granted  ;D
Behold the addition of smoke... (thanks to Blender physics engine) - again, click the pic for high-res.



Here's the original for comparison.


The smoke is obtained through physics simulation process. Compared to the original scene, the smoke is bound to be much more visible in front of a dark background than in front of a clearer background (which is why it is more noticeable in the back end of the pipe). I chose to render the smoke after having let it "settle", in order to convey the impression that the air is stagnant in the place (while the original suggests smaller billows).

As far as I am concerned, I would settle for this render and call this field scene screen "Completed".

615
Thanks for the sticky  :)

Second part of the tasklist: Fields M to Z
Code: [Select]
File name     Location                        Location details                       Status          3D Modeller
md_e1         Shin-Ra tower when meteor falls Meteor crashes                         _               _
md0           Sector 0                        Approaching Shin-Ra building           In progress     SpooX                   
md1_1         Sector 1                        Train station                          In progress     SpooX   
md1_2         Sector 1                        Outside Reactor 1                      In progress     SpooX   
md1stin       Sector 1                        Train platform                         In progress     SpooX                   
md8_1         Sector 8                        Out of Utility tunnels                                           
md8_2         Sector 8                        Loveless avenue wreckage               In progress     SpooX
md8_3         Sector 8                        Fountain plaza wreckage                In progress     SpooX     
md8_32        Sector 8                        Foutain plaza - Sister Ray installed   
md8_4         Sector 8                        Utility tunnels       
md8_5         Sector 8                        Sister Ray in background               _               _
md8_52        Sector 8                        Sister Ray in background               _               _   
md8_6         Sector 8                        Back alley   
md8_b1        Sector 8                        Platforms and ladders 1
md8_b2        Sector 8                        Ladders and conduits                   _               _
md8brdg       Sector 8                        Bridge over rails                      In progress     SpooX   
md8brdg2      Sector 8                        Bridge over rails - after Sister Ray
mds5_1        Sector 5 Slum                   Overall view             Released     Mayo Master
mds5_2        Sector 5 Slum                   Dirt road                              _               _
mds5_3        Sector 5 Slum                   Crossroad
mds5_4        Sector 5 Slum                   On the rooftops   
mds5_5        Midgar                          Outside - near 07 gate   
mds5_dk       Sector 5 Slum                  Man in pipe                             Released       Mayo Master   
mds5_i        Sector 5 Slum                  Item Store                              Released     Mayo Master     
mds5_m        Sector 5 Slum                  Materia store                   Released      Mayo Master
mds5_w        Sector 5 Slum                  Weapon Store                     Released     Mayo Master   
mds6_1        Sector 6                       Broken road                             Textured       Ulpian
mds6_2        Sector 6                       Playground                              In limbo     Ulpian   
mds6_22       Sector 6                       Playground wreckage                     In limbo     Ulpian   
mds6_3        Sector 6   
mds7          Sector 7   
mds7_im       Sector 7                       Item shop                               In limbo     Timu Sumisu
mds7_w.tut    Sector 7 Slums                 Tutorials                               _               _
mds7_w1       Sector 7   
mds7_w2       Sector 7                       Beginners' hall                         In limbo     Timu Sumisu   
mds7_w3       Sector 7   
mds7pb.tut    Sector 7 Slums                 AVALANCHE Hideout - Tutorials           _               _   
mds7pb_1      Sector 7                       Seventh Heaven                          In progress     anaho
mds7pb_2      Sector 7                       Seventh Heaven - Avalanche hideout      In progress     SpooX
mds7plr1      Sector 7   
mds7plr2      Sector 7   
mds7st1       Sector 7                       _                                       _               _   
mds7st2       Sector 7   
mds7st3       Sector 7   
mds7st32      Sector 7   
mds7st33      Sector 7   
midgal        Near midgar Zack death         _                                       _               _   
min51_1       Sector 5 house                                      Released       Mayo Master
min51_2       Sector 5 house upper floor     _             Released       Mayo Master & anaho   
min71         Sector 7 house   
mkt_ia        Wallmarket                     Broken item machine                     _               _   
mkt_m         Wallmarket materia shop   
mkt_mens      Wallmarket gym   
mkt_s1        Wallmarket                     Clothes shop                            _               _   
mkt_s2        Wallmarket bar   
mkt_s3        Wallmarket item shop   
mkt_w         Wallmarket weapon shop   
mktinn        Wallmarket inn   
mktpb         Wallmarket                     Pub                                     _               _   
mogu_1        Gold saucer mog minigame   
move_d        Great transittion screen 1   
move_f        Great transittion screen 2   
move_i        Great transittion screen 3   
move_r        Great transittion screen 4   
move_s        Great transittion screen 5   
move_u        Great transittion screen 6   
mrkt1         Wallmarket                     Upper part                              In limbo     Timu Sumisu                                     
mrkt2         Wallmarket lower part   
mrkt3         Wallmarket honeybee inn   
mrkt4         Wallmarket climbing pipe stage   
mtcrl_0       Mount corel way   
mtcrl_1       Mount corel way   
mtcrl_2       Mount corel                    Reactor                                 _               _   
mtcrl_3       Mount corel train track   
mtcrl_4       Mount corel track (zoomed out)   Meteor crashes
mtcrl_5       Mount corel train tracks after falling   
mtcrl_6       Mount corel train track junction   
mtcrl_7       Mount corel cave   
mtcrl_8       Mount corel                    Nest                                    _               _   
mtcrl_9       Mount corel bridge   
mtnvl2        Mount nibel   
mtnvl3        Mount nibel bridge   
mtnvl4        Mount nibel caves   
mtnvl5        Mount nibel                    Reactor                                 _               _   
mtnvl6        Mount nibel reactor overview   
mtnvl6b       Mount nibel reactor entrance   
ncoin1        North corel house 1          _      Recommended for newbies
ncoin2        North corel house 2          _      Recommended for newbies
ncoin3        North corel house 3   
ncoinn        North corel                    Inn                                     _               _   
ncorel        North corel before train event   
ncorel2       North corel train crashed   
ncorel3       North corel train didnt crash   
niv_cl        Nibelheim clouds house   
niv_ti1       Nibelheim                      Tifa's house                            _               _   
niv_ti2       Nibelheim tifas house floor 2   
niv_ti3       Nibelheim tifas house in clouds memories   
niv_ti4       Nibelheim tifas house in clouds memories   
niv_w         Nibelheim house   
nivgate       Nibelheim entrance (when?)   
nivgate2      Nibelheim entrance (when?)   Meteor crashes
nivgate3      Nibelheim entrance (when?)   Meteor crashes
nivgate4      Nibelheim entrance             Cloud and Zack                          _               _   
nivinn_1      Nibelheim inn   
nivinn_2      Nibelheim inn floor 2 flashback   
nivinn_3      Nibelheim inn floor 2   
nivl          Nibelheim flashback   
nivl_2        Nibelheim memories   
nivl_3        Nibelheim   
nivl_4        Nibelheim                      Manor project                           _               _   
nivl_b1       Nibelheim in flames flashback   
nivl_b12      Nibelheim in flames   
nivl_b2       Nibelheim in flames   Different angle
nivl_b22      Nibelheim in flames   Different angle
nivl_e1       Nibelheim                      Cloud's promise                         _               _   
nivl_e2       Nibelheim Sky (from kids scene)   Meteor crashes
nivl_e3       "Picture of Zack, Tifa& Sephiroth"   Meteor crashes
nmkin_1       Bombing mission                Entrance                                In progress     SpooX   
nmkin_2       Bombing mission                Staircase                               In progress     SpooX   
nmkin_3       Bombing mission                Ladders                                 In progress     SpooX   
nmkin_4       Bombing mission                Save point                              In progress     SpooX   
nmkin_5       Bombing mission                Reactor core                            In progress     SpooX/sl1982   
nrthmk        Bombing mission                Escape                                  In progress     SpooX   
nvdun1        Nibel reactor pipes room   
nvdun2        Nibel reactor cave   
nvdun3        Nibel reactor cave   
nvdun31       Nibel reactor                  Cave materia fountain                   _               _   
nvdun4        Nibel reactor cave   
nvmin1_1      Nibelheim house   
nvmin1_2      Nibelheim house upper floor   
nvmkin1       Nibelheim reactor inside   
nvmkin21      Nibelheim reactor              Soldier projects flashback              _               _   
nvmkin22      Nibelheim reactor soldier projects memories   
nvmkin23      Nibelheim reactor a project in a camera   
nvmkin31      Nibelheim reactor jenova room with statue   
nvmkin32      Nibelheim reactor jenova room statue removed   
onna_2        Honeybee inn                   Girls' room                             _               _   
onna_4        Honeybee inn main hall       _      Recommended for newbies
onna_5        Honeybee inn private room   
onna_52       Honeybee inn group room   
pillar_1      Midgar Slums 7                 Pillar                                  In progress     SpooX/Sapphire         
pillar_2      Midgar Slums 7                 Pillar top                              In progress     SpooX/Sapphire   
pillar_3      Midgar Slums 7                 Pillar top - Different angle            In progress     SpooX/Sapphire
prisila       Junon priscilla house   
psdun_1       Mythril cave   
psdun_2       Mythril cave   
psdun_3       Mythril cave   
psdun_4       Mythril cave   
qa            Gelnika entrance               _                                       _               _   
qb            Gelnika turks   
qc            Gelnika   Meteor crashes
qd            Gelnika main storage area   
rckt          Rocket town   
rckt2         Rocket town                    After firing rocket                     _               _
rckt3         Cid's Backyard W/ Bronco   
rckt32        Indentical to rckt3   
rcktbas1      Rocket town Rocket base   
rcktbas2      Rocket town                    Rocket base top                         _               _   
rcktin1       Inside rocket   
rcktin2       Inside rocket   
rcktin3       Inside rocket   
rcktin4       Inside rocket                  Materia room                            _               _   
rcktin5       Inside rocket control room   
rcktin6       Inside rocket reactor room   
rcktin7       Rocket escape module   
rcktin8       Inside rocket   Same as rcktin1
rkt_i         Rocket town                    Item shop                               _               _ 
rkt_w         Rocket town weapon shop   
rktinn1       Rocket town inn   
rktinn2       Rocket town inn floor 2   
rktmin1       Rocket town house 1   
rktmin2       Rocket town                    House 2                                 _               _   
rktsid        Rocket town cid house   
roadend       Midgar                         End of road after motorbike minigame    In progress     SpooX   
rootmap       Train monitor   
ropest        Ropeway station   
sandun_1      Glacier                        Cracked wall                            _               _   
sandun_2      Glacier cave   
sango1        Corel Valley   
sango2        Path Thru Old City   Not Readable
sango3        Corel Valley   
sbwy4_1       Reactor 5 raid                 Shaft                                   In progress     bluelion   
sbwy4_2       Reactor 5 raid shaft 2                                             In limbo       Tollen
sbwy4_22      Reactor 5 raid shaft 4               In limbo      Tollen
sbwy4_3       Reactor 5 raid shaft 3   
sbwy4_4       Reactor 5 raid ladder   
sbwy4_5       Reactor 5 overview   
sbwy4_6       Room right before reactor 5 proper   
sea           Tiny Bronco Sea                     In progress       Mayo Master
semkin_1      Underwater Reactor??   
semkin_2      Junon Underwater reactor       Red and grey submarines docked          _               _   
semkin_3      The way to the submarines   
semkin_4      Huge materia container   
semkin_5      Junon Underwater reactor       Red and grey submarines docked 2        _               _
semkin_6      Only grey submarine docked   
semkin_7      Only grey submarine docked   Different angle
semkin_8      Inside grey submarine   
seto1         Setos rock at cosmo canyon   
ship_1        Ship deck   
ship_2        Ship deck near cabin   
shpin_2       Inside ship cargo room   
shpin_22      Inside ship                    Cargo room empty                        _               _   
shpin_3       Inside ship jenova room     
sichi         Impaled Midgar zolom   
sinbil_1      Sector 0                       Shinra building entrance                In progress     SpooX   
sinbil_2      Shinra building way to the stairs   
sinin1_1      Nibelheim manor hall   
sinin1_2      Nibelheim manor                Upper level                             _               _   
sinin2_1      Nibelheim manor upper level left wing   
sinin2_2      Nibelheim manor upper level right wing   
sinin3        Nibelheim manor stairs to basement   
sininb1       Nibelheim manor basement   
sininb2       Nibelheim manor basement       Vincent's room                          _               _   
sininb31      Nibelheim manor basement laboratory flashback   
sininb32      Nibelheim manor basement laboratory   
sininb33      Nibelheim manor basement laboratory Vincent flashback
sininb34      Nibelheim manor basement       Laboratory tubes                        _               _   
sininb35      Nibelheim manor basement laboratory zack and cloud   
sininb36      Nibelheim manor basement laboratory tubes   
sininb41      Nibelheim manor basement laboratory library flashback   
sininb42      Nibelheim manor basement laboratory library   
sininb51      Nibelheim manor basement laboratory library flashback   
sininb52      Nibelheim manor basement       Laboratory library                      _               _   
sky           Flying tiny bronco              In progress          Mayo Master
slfrst_1      Silent forest entrance   
slfrst_2      Silent forest   
smkin_1       Second reactor bombing                                                 In progress     SpooX   
smkin_2       Second reactor bombing         _                                       In progress     SpooX   
smkin_3       Second reactor bombing                                                 In progress     SpooX
smkin_4       Second reactor bombing                                                 In progress     SpooX
smkin_5       Second reactor bombing                                                 In progress     SpooX
sninn_1       Icicle inn   
sninn_2       Icicle inn floor 2   
sninn_b1      Icicle inn pub   
snmayor       Icicle inn house 1   
snmin1        Icicle inn house 2             _                                       _               _   
snmin2        Icicle inn house 3   
snow          Icicle inn town   
snw_w         Icicle inn weapon shop   
southmk1      Second reactor                 Bombing escape                          _               _   
southmk2      Second reactor bombing escape   
spgate        Hallway on the way to sub event   
spipe_1       Underwater reactor pipe   
spipe_2       Underwater reactor pipe   Meteor crashes
startmap      Debug Room   
subin_1a      Inside red submarine cabin   
subin_1b      Inside gray submarine cabin    _                                       _               _   
subin_2a      Inside red submarine   
subin_2b      Inside gray submarine   
subin_3       Inside gray submarine   Failing at submarine mission
tin_1         Train                          Car 1                                   In progress     SpooX   
tin_2         Train                          Car 2                                   In progress     SpooX
tin_3         Train                          Car 3                                   In progress     SpooX
tin_4         Train                          Car 4                                   In progress     SpooX
tower5        Wutai pagoda   
trackin       Truck to Nibelheim flashback   
trackin2      Truck to Nibelheim   
trnad_1       Whirlwind maze 1               _                                       _               _ 
trnad_2       Whirlwind maze 2   
trnad_3       Whirlwind maze 3   
trnad_4       Whirlwind maze 4   
trnad_51      Whirlwind maze                 Sephiroth room                          _               _   
trnad_52      Whirlwind maze   Meteor crashes
trnad_53      Whirlwind maze sephiroth room   Panoramic view
tunnel_1      Midgar raid tunnel 1   
tunnel_2      Midgar raid tunnel dead end   
tunnel_3      Midgar raid tunnel exit door   _                                       _               _   
tunnel_4      Midgar raid tunnel 2   
tunnel_5      Midgar raid tunnel junction   
tunnel_6      Midgar raid tunnel 3   
ujun_w        Junon weapon shop   
ujunon1       Junon town                     In progress               SpooX   
ujunon2       Junon shore   
ujunon3       Junon shore   
ujunon4       Junon stairs to the shore with priscilla minigame   
ujunon5       Junon stairs to the shore      _                                       _               _   
uta_im        Wutai item shop   
uta_wa        Wutai weapon shop   
utapb         Wutai turtle paradise   
utmin1        Wutai house 1                  _                                       _               _   
utmin2        Wutai house 2   
uttmpin1      Wutai yuffie house 1   
uttmpin2      Wutai yuffie house 2   
uttmpin3      Wutai yuffie house buddha-like room   
uttmpin4      Wutai yuffie house basement    _                                       _               _         
uutai1        Wutai   
uutai2        Wutai pagoda area     
wcrimb_1      Wallmarket climbing over pipes and fans 1   
wcrimb_2      Wallmarket climbing over pipes and fans 1   
white1        Forgotten city 'waterfall room'   
white2        Forgotten city 'waterfall room'   Meteor crashes
whitebg3      Black background   Similar to the black backround files at the beggining
whitein       Forgotten city unknown stage   In progress     SpooX 
woa_1         Whilrwind maze   
woa_2         Whilrwind maze   
woa_3         Whilrwind maze   
yougan        Way to wutai all materia stolen       _      Recommended for newbies
yougan2       Yuffie first encounter background   _      Recommended for newbies
yougan3       Way to wutai all materia stolen   
yufy1         Yuffie house                   _                                        _              _
yufy2         Yuffie house basement   
zcoal_1       North corel chasing train   
zcoal_2       North corel train wagons   
zcoal_3       North corel train head   
zmind1        Inside cloud's Mind Part 1   Meteor crashes
zmind2        Inside cloud's Mind Part 2   Meteor crashes
zmind3        Inside cloud's Mind Part 3   Meteor crashes
ztruck        Zack and cloud escape truck   _                                         _              _   
zz1           Sleeping mans cave              _    Recommended for newbies
zz2           Weapon seller's house         _                                         In limbo    Tollen
zz3           Chocobo sage house      _   Recommended for newbies
zz4           Lucretias cave                _                                         _              _         
zz5           Yellow materia cave   
zz6           Purple materia cave   
zz7           Blue materia cave   
zz8           Red materia cave              _                                         _              _ 

The first part of the list (A to L) can be found on the first post of the thread

616
Try changing the OP to a monospaced (i.e., fixed-width) font face like Courier. That way all the characters occupy an even space and it'll make formatting possible. You could also bold the headings to distinguish them. But yeah, I second the Google Docs suggestion. Makes future collaboration easy too. From memory Google Docs doesn't sort some of the more fancy formatting of Excel, so keeping it relatively basic might help.
Good ideas. Changed the font of the list.

617
Maybe would be better to have it in a excel file, as the forum doesn't really have tables or the necessary word format tools to make it "clean".
As a matter of fact I initially drafted it as an excel file. I don't seem to be able to attach files to my forum posts though.
Google docs would be an easy way to share it too
Will do.

618
It would seem like a good idea to set up a list of the field screens with status updates about 3D modelling. The main reason behind it is about coordinating our modelling efforts, so that one given job is not undertaken by several people - since we have manpower shortage. In addition, the list can be viewed as a job board of sorts for 3D modellers. For other people, it would keep an update on the progress status of each scene.

I've revised the list to include all the field screens of the game - there are between 600 to 700 fields. Please consult the File Reconstruction Sheet if you wish to see the original images of eacdh field scene.

Due to formatting problems on the forum, I had to subdivide the list into 2. The first part: Field screens A to L (included)

Code: [Select]
File name     Main Location                   Secondary location                     Status         3D Modeller
ancnt1        Forgotten city                                                         In Progress              SpooX
ancnt2        Forgotten city                  Altar where Aeris dies     In Progress              SpooX
ancnt3        Forgotten city                  Altar where Aeris dies-Sephiroth falls   In Progress      SpooX
ancnt4        Forgotten city                  Altar where Aeris dies-Different angle In Progress              SpooX
anfrst_1      Ancient forest                  First area   
anfrst_2      Ancient forest                  Treetops   
anfrst_3      Ancient forest                  Second area   
anfrst_4      Ancient forest                  Third area   
anfrst_5      Ancient forest                  Cave   
astage_a      Gold Saucer                     Event square - Theatre                 _              Recommended for newbies   
astage_b      Gold Saucer                     Theatre stage                 _                   Recommended for newbies
bigwheel      Gold Saucer                     Big wheel                    _                      Recommended for newbies
blackbg1      Debug - Kita room               _                                      _              _
blackbg2      Debug - Tori room   
blackbg3      Debug - Keisuke room            _                                      _              _   
blackbg4      Debug - Hiroki room   
blackbg5      Debug - Nojima room   
blackbg6      Debug - Akiyama room   
blackbg7      Debug - Yosioka room   
blackbg8      Debug - Kyonen room             _                                      _              _   
blackbg9      Black background testing purposes??   
blackbgb      Black background testing purposes??   
blackbgc      Black background testing purposes??   
blackbgd      Black background testing purposes??   
blackbge      Black background testing purposes??   
blackbgh      Black background testing purposes??   
blackbgi      Debug - Toki room               _                                      _              _   
blackbgj      Black background testing purposes??   
blackbgk      Debug - Masa room (Dark City Fourth Street)   
blin1         Shinra building                 Floor 1                                _              _   
blin2         Shinra building                 Floor 2   
blin2_i       Shinra building                 Floor 2 shop   
blin3_1       Shinra building                 Floor 3   
blin59        Shinra building                 Floor 59   
blin60_1      Shinra building                 Floor 60                               _              _   
blin60_2      Shinra building                 Floor 60   
blin61        Shinra building                 Floor 61   
blin62_1      Shinra building                 Floor 62   
blin62_2      Shinra building                 Floor 62   
blin62_3      Shinra building                 Floor 62                               _              _   
blin63_1      Shinra building                 Floor 63                               In limbo    Sapphire   
blin63_t      Shinra building                 Floor 63   
blin64        Shinra building                 Floor 64                               In limbo    Sapphire   
blin65_1      Shinra building                 Floor 65                               _              _   
blin65_2      Shinra building                 Floor 65   
blin66_1      Shinra building                 Floor 66   
blin66_2      Shinra building                 Floor 66   
blin66_3      Shinra building                 Floor 66   
blin66_4      Shinra building                 Floor 66   
blin66_5      Shinra building                 Floor 66                               _              _   
blin66_6      Shinra building                 Floor 66   
blin67_1      Shinra building                 Floor 67   
blin67_2      Shinra building floor 67   
blin67_3      Shinra building floor 67   
blin67_4      Shinra building floor 67   
blin671b      Shinra building                 Floor 67                               _              _   
blin673b      Shinra building floor 67   
blin68_1      Shinra building floor 68   
blin68_2      Shinra building floor 68   
blin69_1      Shinra building floor 69   
blin70_1      Shinra building floor 70   
blin70_2      Shinra building                 Floor 70                               _              _   
blin70_3      Shinra building floor 70   
blin70_4      Shinra building floor 70   
blinele       Shinra buildingR                Random floor elevator                  v 1.0 completed - not playable          anaho   
blinst_1      Shinra building stairs stage 1   
blinst_2      Shinra building stairs stage 2   
blinst_3      Shinra building stairs stage 3 end   
blue_1        Forgotten capital way to the city   
blue_2        Forgotten capital               Aeris burial place                     _               _                                   
bonevil       Bone village   NPCs layout
bonevil2      Bone village   Buried items layout
bugin1a       Buggenhagen observatory planet room   
bugin1b       Buggenhagen observatory         Planet room upper  Character layout    _               _
bugin1c       Buggenhagen observatory planet room upper   Materia layout
bugin2        Buggenhagen observatory   
bugin3        Buggenhagen observatory         Planet room upper - explanation        _               _
bwhlin        Round Square              _              Recommended for newbies
bwhlin2       Round Square            _              Recommended for newbies
canon_1       Midgar cannon stairs                         
canon_2       Midgar cannon                   Hojo control panel                     _               _   
cargoin       Train After Bombing mission     Cargo car                              In limbo     sl1982 
chorace       Gold saucer chocobo races entrance stairs   Regular stage
chorace2      Gold saucer chocobo races entrance stairs   Cait Sith chasing stage
chrin_1a      Aeris church   
chrin_1b      Aeris church                    Different angle                        _               _
chrin_2       Aeris church upper floor   
chrin_3a      Aeris church upper floor   
chrin_3b      Aeris church upper floor roof exit   
church        Aeris church                    outside                                _               _   
clsin2_1      Battle square   
clsin2_2      Dio's showroom   
clsin2_3      Gateway to Corel prison               In progress    anaho
colne_1       Wallmarket                      Corneo house entrance                  _               _   
colne_2       Corneo house main hall   
colne_3       Corneo house room   
colne_4       Corneo house basement   
colne_5       Corneos office   
colne_6       Corneos room   
colne_b1      Wallmarket                      Sewers                        Released    Mayo Master
colne_b3      Wallmarket                      Sewers exit                    Released    Mayo Master
coloin1       Battle square hall   Normal stage
coloin2       Battle square hall   Stage with dead people
coloss        Battle square stairs   
condor1       Fort condor                     Entrance                               _               _   
condor2       Fort condor rope to reach the fort   
convil_1      Fort condor   
convil_2      Condor nest   
convil_4      Condor nest   Egg hatched
corel1        Hill with Corel in flames at the distance   
corel2        Corel                           Before incident                        _               _   
corel3        Corel shinra destroying the city   
corelin       Corel inside house   
cos_btm       Cosmo canyon   
cos_btm2      Cosmo canyon fireplace   
cos_top       Cosmo canyon                    Observatory                            _               _   
cosin1        Cosmo canyon weapon shop   
cosin1_1      Cosmo canyon barrel room   
cosin2        Cosmo canyon entrance to the cave   
cosin3        Cosmo canyon                    Inn                                    _               _   
cosin4        Cosmo canyon stairs   
cosin5        Cosmo canyon ladders and ropes for the cave   
cosmin2       Cosmo canyon materia shop   
cosmin3       Cosmo canyon backstage   
cosmin4       Cosmo canyon room   
cosmin6       Cosmo canyon                    Inn room                               _               _   
cosmin7       Cosmo canyon item shop   
cosmo         Cosmo canyon full view   Meteor crashes
cosmo2        Cosmo canyon full view extra light   Meteor crashes
crater_1      North crater                    Passage                                _               _   
crater_2      North crater   
crcin_1       Gold saucer chocobo races hall   
crcin_2       Gold saucer chocobo races waiting room   
datiao_1      Da-chao mount   
datiao_2      Da-chao mount statue head   
datiao_3      Da-chao mount statue hand   
datiao_4      Da-chao mount                   Statue hand and head                   _               _   
datiao_5      Da-chao mount cave entrance   
datiao_6      Da-chao mount statue hand and head   
datiao_7      Da-chao mount statue hand   
datiao_8      Da-chao cave with flames   
del1          Costa del Sol                   Harbor                                 _               _   
del12         Costa del Sol harbor   
del2          Costa del Sol                            In progress    Harro
del3          Costa del Sol   Shore
delinn        Costa del Sol Inn   
delmin1       House for Sale   Costa del Sol
delmin12      Cellar                _             Recommended for newbies
delmin2       Johnny's New Home   
delpb         Costa del Sol                   Bar                                    In progress     Harro   
desert1       Corel Desert   
desert2       Corel Desert   
dyne          Dyne     
ealin_1       Aerith's House                  Ground floor                           Released     Mayo Master 
ealin_12      Aerith's House                  Ground floor - different angle    Released           Mayo Master
ealin_2       Aerith's House                  Top floor                               Released     Mayo Master   
eals_1        Aerith's House                  Yard                                   Released     Mayo Master     
eleout        Shinra building                 elevator without background   
elevtr1       Midgar Platform                 Elevator Reactor 1                     In limbo     Neo Bahamut
elm           Kalm   
elm_i         Kalm: Item Store   Kalm
elm_wa        Kalm: Weapon Store   
elmin1_1      Kalm house 1   
elmin1_2      Kalm house 1 upper floor   
elmin2_1      Kalm                            House 2                                _               _   
elmin2_2      Kalm house 2 upper floor   
elmin3_1      Kalm house 3   
elmin3_2      Kalm house 3 upper floor   
elmin4_1      Kalm house 4   
elmin4_2      Kalm house 4 upper floor           
elminn_1      Kalm                            Inn                                    _               _   
elminn_2      Kalm inn upper floor   
elmpb         Kalm: Bar   Kalm
elmtow        Kalm: House 3 upper floor   Kalm
farm          Chocobo farm   
fr_e          Diamond Weapon field??   After Diamond Weapon Battle
frcyo         Chocobo farm                    Stables                                _               _
frmin         Chocobo farm: Choco Bill's House   Chocobo farm
fship_1       Highwind   
fship_12      Highwind: Deck   Highwind
fship_2       Highwind   Highwind: Control room        In progress      SpooX
fship_22      Highwind           In progress      SpooX
fship_23      Highwind           In progress      SpooX
fship_24      Highwind                        Bridge                                       In progress      SpooX
fship_25      Highwind            In progress      SpooX
fship_3       Highwind   
fship_4       Highwind   
fship_42      Highwind                        Inside airship                         _               _
fship_5       Highwind   
gaia_1        Gaea's Cliff   
gaia_2        Gaea's Cliff   
gaia_31       Gaea's Cliff   
gaia_32       Gaea's Cliff                    _                                      _               _
gaiafoot      Base of Gaea's Cliff   
gaiin_1       Inside of Gaea's Cliff   
gaiin_2       Inside of Gaea's Cliff   
gaiin_3       Inside of Gaea's Cliff   
gaiin_4       Inside of Gaea's Cliff   
gaiin_5       Inside of Gaea's Cliff          _                                      _               _
gaiin_6       Inside of Gaea's Cliff   
gaiin_7       Inside of Gaea's Cliff   
games         Gold Saucer: Wonder Square   
games_1       Gold Saucer                     Wonder Square: Building 1f.            _               _   
games_2       Gold Saucer: Wonder Square: Building 2f.   
ghotel        Gold Saucer: Ghost Hotel   
ghotin_1      Gold Saucer: Ghost Hotel   
ghotin_2      Gold Saucer: Ghost Hotel   
ghotin_3      Gold Saucer                     Ghost Hotel: Hotel Shop                _               _   
ghotin_4      Gold Saucer: Ghost Hotel   
gidun_1       Cave of the Gi   
gidun_2       Cave of the Gi   
gidun_3       Cave of the Gi   
gidun_4       Cave of the Gi   
gldelev       Corel Prison                    Gold Saucer Elevator                   _               _   
gldgate       Gold Saucer: Station   
gldinfo       Gold Saucer: Entrance Information??   
gldst         Gold Saucer: Entrance   
gninn         Gongaga Village: Inn   
gnmk          Gongaga Village                 Meltdown Reactor                       _               _   
gnmkf         Gongaga Village: Jungle   
gomin         Gongaga Village: Zack's Home   
gon_i         Gongaga Village: Item Store   
gon_wa1       Gongaga Village: Weapons Store 1f   
gon_wa2       Gongaga Village                 Weapons Store 2f                       _               _   
gongaga       Gongaga Village   
gonjun1       Gongaga Village: Jungle   
gonjun2       Gongaga Village: Jungle   
goson         Gongaga Village: Mayor's Home   
hekiga        Forgotten City                  _                                      _               _
hideway1      Hidden Passage   
hideway2      Hidden Passage   
hideway3      Hidden Passage   
hill          Hill                            tifa and cloud alone before crater     _               _   
hill2         Hill with tifa and cloud alone before crater   
holu_1        Base of Gaea's Cliff             _     Recommended for newbies
holu_2        Base of Gaea's Cliff   _             Recommended for newbies
hyou1         Great Glacier                   ice gate                               _               _
hyou2         Great Glacier   
hyou3         Great Glacier   
hyou4         Great Glacier   
hyou5_1       Great Glacier: Lake   
hyou5_2       Great glacier ice blocks puzzle   
hyou5_3       Cave                            _                                      _               _
hyou5_4       Great Glacier   
hyou6         Great Glacier   
hyou7         Great Glacier   
hyou8_1       Great Glacier   
hyou8_2       Cave                            _                                      _               _   
hyou9         Great Glacier   
hyou10        Great Glacier   
hyou11        Great Glacier   
hyou12        Cave   
hyou13_1      Great Glacier                   _                                      _               _   
hyou13_2      Cave   
hyoumap       Great glacier map   
icedun_1      Frostbite Cave   
icedun_2      Frostbite Cave                  _                                      _               _   
ithill        Mideel 2: Entrance   
ithos         Mideel: Clinic   
itmin1        Mideel                          House1                                 Completed     anaho   
itmin2        Mideel                          House2                                 Completed     anaho
itown_i       Mideel                         Item Store                            In progress     anaho
itown_m       Mideel: Materia Store   
itown_w       Mideel: Weapon Store   
itown12       Mideel   
itown1a       Mideel                          _                                      _               _   
itown1b       Mideel 2   
itown2        Mideel   
jail1         Corel Prison   
jail2         Corel Prison   
jail3         Corel Prison   
jail4         Corel Prison   
jailin1       Corel Prison                    Basement                               _               _   
jailin2       Corel Prison: Mayor's Old House   
jailin3       Corel Prison:   
jailin4       Corel Prison: Container   
jailpb        Corel Prison: Prison Pub   
jet           Gold Saucer: Station Gate   
jetin1        Gold Saucer                     Station                                _               _   
jtempl        Temple of the Ancients: Gate   
jtemplb       Temple of the Ancients: Crater   
jtemplc       Temple of the Ancients   
jtmpin1       Temple of the Ancients   
jtmpin2       Temple of the Ancients          Entrance mechanism                     _               _   
jumin         Under Junon: Inn   
jun_a         Junon: Item Store f   
jun_i1        Junon: Item Store   
jun_i2        Junon: Materia Store f   
jun_m         Junon                           Materia Store                          _               _   
jun_w         Junon: Weapon Store f   
jun_wa        Junon: Weapon Store   
junair        Junon: Airport   
junair2       Junon                           Airport   Escaping from Junon          _               _
junbin1       Junon:   
junbin12      Junon:   
junbin21      Junon   
junbin22      Junon   
junbin3       Junon                           Dr.'s Office                           In progress     SpooX   
junbin4       Junon: Press Room   
junbin5       Junon: Gas Room   
jundoc1a      Junon Dock                 In progress           SpooX
jundoc1b      Junon Dock                 In progress           SpooX
junele1       Junon                           Elevator                              v 1.0 completed - non playable               anaho   
junele2       Junon: Elevator   
junin1        Junon: Airport Path   
junin1a       Junon: Locker Room   
junin2        Junon: Outside Press Room   Meteor crashes
junin3        Junon Path                      _                                      _               _   
junin4        Junon Path   
junin5        Junon Path   
junin6        Junon Path   
junin7        Junon: Elevator   
juninn        Junon                           Inn                                    _               _   
junmin1       Junon: Barracks   
junmin2       Junon: Barracks   
junmin3       Junon: Barracks   
junmin4       Junon: Barracks   
junmin5       Junon: Barracks   
junon         Upper Junon             In progress              SpooX
junone2       Junon                           Canon                                 In progress              SpooX   
junone22      Junon: Canon   The missing canon     In progress              SpooX
junone3       Junon: Canon   
junone4       Junon: Canon   
junone5       Junon: Canon   
junone6       Junon: Canon   
junone7       Junon                           Canon: Escaping from Junon             _               _
junonl1       Lower Junon          In progress              SpooX
junonl2       Lower Junon           In progress              SpooX
junonl3       Lower Junon          In progress              SpooX
junonr1       Lower Junon          In progress              SpooX
junonr2       Lower Junon          In progress              SpooX
junonr3       Lower Junon               In progress              SpooX           _                                      _               _   
junonr4       Lower Junon          In progress              SpooX
junpb.tut     Respectable Inn - Tutorials   
junpb_1       Shinra Member's Bar   Junon
junpb_2       Respectable Inn   Junon
junpb_3       Bar   Junon
junsbd1       Submarine DockJunon
kuro_1        Temple of the Ancients          _                                      _               _   
kuro_2        Temple of the Ancients   
kuro_3        Temple of the Ancients   
kuro_4        Temple of the Ancients      _   Recommended for newbies
kuro_5        Temple of the Ancients   
kuro_6        Temple of the Ancients   _     Recommended for newbies
kuro_7        Temple of the Ancients   
kuro_8        Temple of the Ancients          _                                      _               _   
kuro_82       Temple of the Ancients   
kuro_9        Temple of the Ancients   
kuro_10       Temple of the Ancients   _   Recommended for newbies
kuro_11       Temple of the Ancients   _   Recommended for newbies
kuro_12       Temple of the Ancients   _   Recommended for newbies
las0_1        "Highwind, on deck"             _                                      _               _
las0_2        Northern Cave   
las0_3        Northern Cave Crater   
las0_4        Northern Cave Crater   
las0_5        Inside Northern Cave   
las0_6        Inside Northern Cave   
las0_7        Inside Northern Cave            _                                      _               _         
las0_8        Inside Northern Cave   
las1_1        Inside Northern Cave   
las1_2        Inside Northern Cave   
las1_3        Inside Northern Cave   
las1_4        Inside Northern Cave   
las2_1        Inside Northern Cave            _                                      _               _   
las2_2        Inside Northern Cave   
las2_3        Inside Northern Cave   
las2_4        Inside Northern Cave   
las3_1        Inside Northern Cave   
las3_2        Inside Northern Cave   
las3_3        Inside Northern Cave            _                                      _               _   
las4_0        Bottom of Northern Cave   
las4_1        Bottom of Northern Cave   
las4_2        Inside the Planet   
las4_3        Inside Northern Cave   
las4_4        Inside Northern Cave   
las4_42       Inside Northern Cave   
lastmap       Last stage                      Sephiroth battle Final                 _               _
life          Cloud and tifa getting out of the lifestream   
life2         Cloud and tifa getting out of the lifestream   
losin1        Corel Valley   
losin2        Corel Valley   
losin3        Corel Valley   
losinn        Corel Valley                    Inn                                    _               _   
loslake1      Forgotten Capital   
loslake2      Forgotten Capital   
loslake3      Forgotten Capital   
lost1         Forgotten Capital   
lost2         Forgotten Capital   
lost3         Forgotten Capital     

The second part of the list, from M to Z, can be found on this post.
I will appreciate you help to try to maintain thhe list updated. If you're actively working on a scene and/or if you've made significant progress in a scene, please let me know if the corresponding information has not been updated.

619
I believe the word is "good enough" I'm not sure what 'good enough' is but if you are satisfied it's good enough :D

I agree. Else I'd be stuck working 1 year on a somewhat simple scene (things like that are always perfectible), while the amount of job to be done is huge. I guess it's time to move on to something else, if it's good enough for you guys.
On another note, I think there is one last thing I would like to try, which would be smoke simulation. But it's not a priority.

The cloths on the wire are a bit stiff.
Add some waves into it.

No.  >:(
I'm kidding - I'm not angry - but I don't think I am going to revise that. I'll explain.

Perhaps a suggestion on how to 'wave' the towels, is to bend them first (sinusoidal) then redrape them. That would be my suggestion. My guess is the wave the person was refering to is the unjulation one sees in towels drapped with a slight stretch at the ends and not in the section in contact with the rope.

I don't think I'll retouch this part. You see, the clothes are "at rest" after a dynamic cloth simulation where I let them fall on the wire (collisions with the wire and self-collisions were modelled). I picked the last frame of this simulation because it corresponds to a "at rest" position (earlier frames were more wavy) - and I deleted these unused earlier frames. I believe the air should remain very stagnant in a place like this, thus there is no "real" reason for the clothes to be in motion. For references, I recommend watching clothes hanging on a drying rack    :evil:

620
Looks great.
Could you post also the original file for side to side comparison?
Done!
That looks amazing, I thought i was looking at an actual highres render from the game, Nice one!

Should pick up one of the few fields the bombing mission hasn't done yet :P
I think all the fields of the Bombing mission are already being taken care of. Maybe it would be good if someone can put a clear update about what remains to be done for this part (battle models of enemies?).

621
Latest update on the "This guy are sick" field screen...



For comparison, here is the original...



Lots of small details added (click for the high-res) - corrugated metal made with mesh instead of bumpmap, grid, nails, screws, dirt, texture and mapping revisions... I also spent some time on the lights and tried a couple of things with Blender's options for Mist - I don't think I can do much better than this. Even though the scene may seem somewhat brightly lit, I would like to point out that my render has a colour scheme which is actually slightly darker than the original.
I think at this point the only additions I would consider would be about making more dirt textures.

622
Team Avalanche / Re: Midgar Remake
« on: 2012-09-24 03:04:14 »
To continue the discussion about Midgar as a sandbox, I wanted to show the layout I defined with good old SimCity 3000.

http://imageshack.us/a/img16/7889/midgarsimcityplate.png

The map below shows the layout of residential, commercial, industrial, and "Government" buildings (the last includes, in Midgar's case, all the places run by Shinra and public locations such as parks, schools, etc.)


Obviously many buildings would exhibit similarities, especially on the Plate. In my opinion, the Slums are another story, where each Sector has a distinctive atmosphere. In the original game, Jessie even mentions that the Sectors used to be different villages which eventually merged into the big metropolis, before being renamed as "Sectors". Besides, one can quickly realize how the slums of Sectors 5, 6, 7 have their own specific "architectural" styles. Still within each Sector of the Slums, there would be "repeated" buildings. I am still ignorant about the methods for modelling populations of objects such as houses and how they can be distributed on a layout - and this aspect is probably software-dependant.

One other aspect I wanted to point out is the matter of scale. Even though Midgar is meant to be the gigantic dystopian metropolis, where a huge part of the worldwide population is concentrated, it is actually somewhat small. I doubt the Plate is more than 1 km in diametre, which would cap the city area to roughly 1.5 square km (combining the Plate and in the Slums). Let's compare it to a densely populated area of similar size in real life - say Monaco - and you can estimate Midgar's population to roughly 35000. It's actually slightly smaller than the size of the cities of the first Assassin's Creed. Still, it is considerably larger than any other town in this world (and a considerable piece of work to put together). 

As for the zoneing, I don't think the Hoyt model would hold in that case, because of the clear separation above/below the Plate, which creates clear separations such as "rich/poor", "fancy commercial zones/dodgy markets", "high tech industries/heavy polluting industries". For reference, I would also believe Sector 7 (on the Plate) to be a somewhat wealthy residential area (if one refers to the On the Way to a Smile novels).

623
Team Avalanche / Re: Midgar Remake
« on: 2012-09-23 00:10:49 »
I agree, neomonkeus. I would say that "Midgar-sandbox" is more of a wild dream (if FF7 had to be remade, in my opinion the possibility to explore the whole metropolis would be a tremendous addition) that something actually manageable at this point. As far as city modelling is concerned, I would look at Assassin's Creed games as a reference - and then I realize this game required the efforts of 200+ professionals while we're just a handful of amateurs (and personally, with very little experience in the field).
For that matter, since ajthedj brought up Crisis Core, I remember a developer interview where he regretted the lack of time/manpower/resources which made the team unable to develop much of Midgar - their scope had to remain very limited.

Thus, I am fully aware that the priority is to model the environment which were prominently featured in the original game. However, I was also wondering about how to leave room for further implementation - how the small areas we see can be part of a larger whole. Let's take the railway network for instance. We see railways in several environments of Midgar within the game, and each of these are parts of a larger network which should be consistent. I remember seeing a very nice model from SpooX with the railway spiraling around the main central pillar, but was asking "any ideas about where trains come from, and leave the pillar?" Trying to draft a city layout may answer that sort of questions. Another idea coming to mind, concerning the road network. It doesn't seem all that important in the game, but what if such asset would be used in a possible remake of the motorbike chase (when escaping Midgar)?

Anyway, I may open a thread on the matter, though I'm not sure it's a priority topic. Nevertheless, I would be interested in sharing ideas on the topic, and for one thing I am curious of the thoughts you had on the "purpose zoneing" of the metropolis.

624
Team Avalanche / Re: Midgar Remake
« on: 2012-09-21 18:05:12 »
Right now I'm building Sector 8 mostly based upon the intro movie, this version is different then on the whole Midgar scenes, in that one the theatre etc is not there, basically there are some houses stuffed on the basic plates. Now every plate is more or less industrial, no houses or anything. That doesn't seem quite logical....
Any ideas or suggestions on that?
 8-)

In fact, I had a few brainstorms about the modelling of Midgar as a functioning city - you mentioned elsewhere about modelling the metropolis as a sandbox environment and I have been thinking along those lines. A couple of months ago, I even tried to model Midgar in a SimCity game to get some ideas.
If one refers to FF7-related material, some sectors on the plate are rather wealthy residential areas.  In addition, I would assume the Plate should house most of the army, research centres, hospitals, commercial zones, etc. In terms of industries, I think the high-tech industries such as electronics, robotics, automotive should be on the Plate. Industries creating more pollution or some annoyance to the neighbours (water treatment, garbage incinerators, steelworks, concrete factory) would be below the Plate. Road and railway network should be made practical and consistent. For that matter, I don't believe there are roads connecting above and below the Plate, so I would assume cars would transit either by means of elevators or on trains. I would be motivated by developing a series of maps for modelling the entire city layout and that of the slums, if there's a general interest in "Midgar as a sandbox environment" - and discussing the matter will make this thread endless  :-P
For the vicinity of what you model in Sector 8, I would suggest making additions with 2 other screens as reference. One screen is the scene where Cloud and the Avalanche guys are leaving the utility tunnels after the explosion of Reactor #1 (the one where Wedge gets his pants on fire), which seems to show some residences up the stairs. The other screen is simply the one where Cloud escapes the Shinra guards to jump on the train: it shows a couple of houses, suggests a railway line and a train station nearby. If my SimCity game can be of some use for inspiration, you could feature hotels, clothes stores, parks and walks for leisure, multistoreys car parks, pharmacies, a police station, a fire department, among other things.
Hope that helps. 


625
I'm back from my trip to Europe and can resume this discussion at last.
Before I get back to the points you guys mentioned, I would like to point out two things:
- I am totally unaware of how things are implemented/programmed/computed within the game (and how the game handles assets, objects, and scenes). Besides, I have no insight into that because the versions of FF7 I own are only the PlayStation ones (so no mods for me to play with, at least so far. Anyone knows if the recently released PC version is mod-compatible?)
- The particular scene I am trying to model is actually full of inconsistencies. Among other things: The wooden supports of the trophy shelf have wrong perspectives (which is why they cannot be modelled in 3D like in the original picture), the bed is too small compared with many items (such as cans and cigs - if the bed is 2m long, the cans are 25 cm tall), the lighting doesn't add up (the actual lighting devices should be casting blue-shaded or white light, but the scene shows warm colours). Thus some aspects of modelling are difficult to choose.

I totally agree with your revisions, I was looking at the feet of your telly, and it doesn't look right due to missing mesh, also the shadows look to straight.
That can be fixed with replacing the bump map (partly) with actual meshes.

For the textures, it looks extremely clean, start by adding some noise, stains, scratches,rust, etc. to the maps.
Tone down the colors, look close to the reference what colors are used.
Tone down the illumination of the TV screen, right now it's too bright. (it's in the slums, the TV is an old one, just like the rest of the slums).
The general light (ambient) should be a bit warmer, it will change the overall color and feeling, do some experimentation with that. (I don't have the original as a reference right now).
As for comparing it with my renders, that's something totally different, I work in 3ds Max with a physical render engine. I don't have a lot of experience with Blender, so I can't give you much advise on the render settings you should or could use, but the above tips should (hopefully) help you on your way.
By the way, I'm impressed with what you've achieved so far, keep on going :-)
Also like the shinra-cola :D
I've been asking myself the same thing, when I worked on the TA Headquarters, as I made a complete animation for the screen, however the current FFVII engine uses layers where only two or three frames are displayed. However with the new engine Akari is working on it should be possible if we use the fields as models instead of pre-rendered backgrounds. With Ogre there are some plugins where you can map a video as a texture on a mesh... But I'm not sure if that is somewhere in the roadmap of QGears.
 8)

I will make an effort to make things "dirtier" with textures (though I did apply some in my previous render). As for the lighting, I am still unsure: the original scene actually does not look very dark. The TV does show a brightly overexposed area in its vicinity. Anyway, I'll play around with the lights some more. So far I tried to be consistent with the lighting as should be given by the TV, lamps, and such, more than with the resulting colours of the scene. I have 3 lights: the TV, a daylight neon tube in the ceiling of the "pipe", and an outside light coming from the surrounding market plaza (which looks blueish).   
Then, I know you can apply a video as a texture on a mesh in Blender, but we'll have to see how things can be implemented within the game indeed.

I believe in FF7 they have semitransparent overlays to simulate light in areas. That technique is used I believe in wall market (?) So to achieve a mottled atmosphere you could add a 'floating' textures that modulates everything like static. You will have to check what needs to be modified in the basic scene for animating the TV. Doors have triggers I believe there are lights that do the same thing. In wall market they have 'area' lights.  Anyhow by choosing the right dither pattern you can add a dusty look as your character moves around. It would seem like you will need to experiment with that a bit. Fortunately you can do that expost factor in the scene.
Second you probably wish to DARKEN the scene. In fact you could let the light from the TV be the 'modulation' for the scene. IE as the scene changes so can the 'area' light that covers the scene. So if you have a low ambient light you can add the light 'area' to increase the brightness of areas with the i/r^2 distance of the TV.
Can you export a POV scene file from Blender? I might be able to show you want I mean by applying the affects in a short movie. I suppose I could YoTub it so you can view the scene with 'animated' TV textures (like stained glass but animated).
For your scene you could make 2 scenes 1 with a darkened color setting and 1 with everything in white mostly and add media then use a light source from the TV to modulate the intensity of the overlay. After that you can play the overlay over the scene as part of the animation. I don't know how that would look but it might be worth a try.
Anyone remember how they added scene 'lights' for areas such as wall market? I believe there were tiles that had different colored light areas that lay transparently on the screen to brighten things like a light would (the light would be in front of the character so it might take a bit of tweaking).
Cyb

If I get it right, do you mean to make an initial render with the 3d modelling software (i.e. Blender in my case) and then we can add extra layers accounting for changes in light, suspended dust, and such, with an image processor such as Photoshop or Paintshop? Or rather make several renders with different lighting conditions (namely the one from the TV) and have them "loop" within the game to create an "animated light"? Or use both techniques?

Anyway, I already have a bunch of things to try in order to improve the scene.

Pages: 1 ... 20 21 22 23 24 [25] 26