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Messages - faulked

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26
Completely Unrelated / Remaking Midgar in Fallout 4
« on: 2020-01-13 02:35:21 »
Just wanted to share a project I've been tinkering with. Would love any feedback or suggestions.

https://www.youtube.com/watch?v=mowc04zvKxk

The goal is to reimagine Midgar in Fallout 4, along with making quests and things to do in the city. Not much more specific of a plan than that at the moment, heh.

The good thing with using Fallout 4 is that most of the stock assets can be repurposed for this type of mod.

And if anyone has experience with Fallout 4's creation kit and is interested in working on Midgar (whether it's doing quests, level building, whatever you want) I can share a link to our discord server. There are two other modders besides myself doing some areas in the city.

27
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2019-10-13 01:13:29 »
It's great. Love the detail. :D

28
Team Avalanche / Re: Mako reactor bridge scenes
« on: 2019-03-15 20:28:37 »
Have you seen on the Jusete Topic that the 2 screens "southmk" were available, and that I have remade the video for the explosion of the robot and the bridge ?

Yes! Tsuna linked me to that. You did an amazing job man, love how you did the animation of the bridge exploding. It looks perfect. Also the way you put textures on md0 looks cool as hell. Thanks dude. :D


29
Team Avalanche / Re: Mako reactor bridge scenes
« on: 2019-03-13 18:55:46 »
Tsunamix and I have been collaborating on remaking the southmk2 movie.

Tsuna is doing the character animations and the camera setup while I've been tinkering with the explosion.

Here's a look what we have so far: https://youtu.be/GRu48k_FIMk


30
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-11-20 12:48:45 »
Love how that reactor looks.  Awesome work guys. :D

31
Team Avalanche / Re: Mako reactor bridge scenes
« on: 2018-11-20 12:35:43 »
Here's the layer for the damaged bridge, hopefully somoene with skills can get this in game. *squints at Tsunamix/Shampignon*  :D



Version with transparency:





32
Team Avalanche / Re: Mako reactor bridge scenes
« on: 2018-11-04 10:24:00 »
Thanks Tsuna, appreciate you slicing the other two BGs! I'll see what I can do about the missing layer.  :D

33
This is great work. Never heard Star Fox 64 sound as good! Could you possibly do Ogre Battle 64? I'd loved to hear it in HQ too.  ;D

Another question. Would it be feasible to apply this same technique to GBA games? All the GBA soundtracks are spoiled by the compressed samples which causes hissing. To hear GBA music in HQ would be remarkable.

34
Team Avalanche / Re: Mako reactor bridge scenes
« on: 2018-10-16 19:27:34 »
If you could cut them, that would be great.  :D That step always gives me trouble, lol.

southmk1 is ready for slicing if you'd like to do that one.

35
Team Avalanche / Re: Mako reactor bridge scenes
« on: 2018-10-16 03:30:37 »
Thanks guys. Glad you like how it's turning out.  :D

I really like your texture work, what did you use? Substance painter?

Mostly just Blender and Photoshop. I've been making heavy use of Blender's texture nodes to make procedural textures, which I imagine is similar to how Substance Painter works.

Here's southmk2:


All that's left now is to tweak things and add more detail.

36
Team Avalanche / Faulked's backgrounds
« on: 2018-10-15 16:32:04 »
Hey guys. I've been spending some time working on a new field. Let me know what you think.  :)

This is a remake of southmk1.


edit: An XL version with properly positioned church: https://drive.google.com/open?id=1MCGLwuxbU-5XyzkVOR2-DcopvvD_DQ9_

There are two more fields featuring this area that I'll work on now that I have the base geometry in place.


SoulEvan sliced southmk1 (thanks!): https://drive.google.com/open?id=1wwjEJ388-fgz-CjygDJRnDTLI3ioM1hR

40
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-02-19 17:20:06 »
Wow.  :D

Nice work! Love the texture detail. What program are you using to render with, if you don't mind me asking?

41
Team Avalanche / Re: Remaking MD0 - Shinra Tower
« on: 2018-02-12 13:07:51 »
Here's a less corroded version. Shinra's Corporate Headquarters probably isn't surrounded by rusted junk.  :D




42
Team Avalanche / Re: Remaking MD0 - Shinra Tower
« on: 2018-02-12 12:04:58 »
Thanks jusete! Your own BGs inspired me to continue, they look awesome :)

So I've been experimenting with textures and materials to help me improve md0. Made a simple pipe section to give me some ideas how to proceed.




43
Team Avalanche / Re: Remaking MD0 - Shinra Tower
« on: 2018-02-11 07:43:35 »
Thanks, cmh175. Great suggestions. It does look a bit too clean and the surfaces lack detail. Wasn't going for an entirely realistic look, to be honest. More of an 'anime style' which I think FFVII generally uses. But I'll spend more time detailing the surfaces, hopefully I can improve the overall look. Very time consuming process, unfortunately.

44
Team Avalanche / Re: Remaking MD0 - Shinra Tower
« on: 2018-02-10 01:37:33 »
Thanks guys. Appreciate the feedback!  :)

I'll try to get it in the game if you think it's ready.


45
Team Avalanche / Remaking MD0 - Shinra Tower
« on: 2018-02-09 08:51:46 »
Hey guys. I was in a modeling mood again so I decided to try my hand at another background. Probably could be improved in various ways still, tell me what you think.   ;)

https://drive.google.com/open?id=1_dQNsWp-Ci7h527KV_xbohraXy4HSflZ

Here's another look at the tower:

https://drive.google.com/open?id=1Lg4DS0CKiIDxNXISE3uhPdNLLOz4FJ__

Thanks to SpooX for his amazing Shinra Tool! I've had a lot of fun with it.

46
Team Avalanche / Re: Jusete´s field scenes
« on: 2017-10-16 07:37:15 »
That's pretty, jusete. How does it compare with the original?

47
Damn, Kaldarasha. Your upscale looks amazing. Please make a tutorial how you did that if you have some time.  :D

48
I think he's wondering how to 'unscramble' the layers Palmer creates. That's a more difficult problem.

49
Step 1: Export the field file using Makou Reactor. File --> Export the Current Field

Step 2: Open field with palmer

Step 3: Export PNG files

Then you'll have the layers. You'll use the layers palmer exports as your template. Open the layers in photoshop and resize the document to the size of your custom field BG. Then bring your field into the document and use the layers as a template to break up your new BG. Save the new layers as pngs and import them into Palmer.

50
Here's the tutorial to use Palmer: http://forums.qhimm.com/index.php?topic=14532.0

I was able to get a new field into the game. What problem are you having?

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