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Messages - Sapphire

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26
Team Avalanche / Re: Midgar Revival
« on: 2014-07-28 17:37:20 »
In 3ds max all nodes are connected to a single material editor slot.. Nice and easy 8), most values can be adjusted automatically from bitmaps or manually using scales from 0 to 1. I use VRay and there are specific rules for most VRay Materials..

It's 3:35 AM at the moment though and I stopped working on it some hours ago, time to sleep.. I hear my bed whispering my name :P.

I will have a browse through cgtextures when I wake up, maybe i'll have something for your viewing pleasure.

Thanks for the advice though, I'm always happy to par additional work off to Spoox... :evil:

27
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-07-28 16:33:32 »
That's coming along nicely.. Can't wait to see the machine gun :mrgreen:

28
Team Avalanche / Re: Midgar Revival
« on: 2014-07-28 16:32:04 »
I could make the handrails smaller..... But that generates more work for me, I am particularly lazy  8-).


I slapped a random google texture on, white diffuse maps just didn't cut it in the renders, I'm not very good at texturing so don't expect to much from me  :evil:. As for the tiling that's why I've gone into so much detail with indenting etc especially around the reactor base&top and the Reactor entrance bridge dividers, someone is always welcome to have a crack at texturing the beast though  :mrgreen:

I blurred it to hide a little imperfection I know everyone would complain about :P

29
Team Avalanche / Re: Midgar Revival
« on: 2014-07-28 13:18:26 »
Concrete to the max!!!  :mrgreen:

It doesn't look as bad in a render as it does in the viewport.... :P I can throw up a render if you want  8-)

30
Team Avalanche / Re: Midgar Revival
« on: 2014-07-28 12:59:31 »
A PC-Version will be awesome, I own the Steam and Squaresoft Version so... Yeah :P.
Oh come on you, you gotta tell me!!

@Mayo Master, We did merge my old Midgar model with his but it didn't work out but I'm confident with my new version those problems should cease to exist now, I need to wait until spoox and I are on Skype at the same time to go into detail about it with him... He's rather stealthy.





If anyone is interested in my modeling process.... I've made a little video for YouTube, shows a little of the model in real time too I guess. I'm very sick at the moment though so it's not great and I sound equally terrible sorry.
https://www.youtube.com/watch?v=Hj5S9im6Ba0

31
Team Avalanche / Re: Midgar Revival
« on: 2014-07-27 08:39:44 »
Sorry, I had to format my computer again :P. Luckily I backed everything up though!

I agree I was thinking of doing Kalm.. If none of those are taken yet ofcourse.

Added the lights on the plates


Old to New




Started to work on the Headquaters....


I wasn't happy with the blockiness of my previous models so i'm using them as references, just a lot more detailed.

32
Team Avalanche / Re: Midgar Revival
« on: 2014-07-26 11:56:43 »
If I could get an email thrown my way that would be highly appreciated, I was a naughty boy when I was little so I was never allowed to buy video games, unfortunately the only copy of Final Fantasy 7 I have is a rented and burnt copy for the PSX, though to make up for it I did accidently purchase 2 copies of the re-released version on Steam :P.

33
Team Avalanche / Re: [HD Remake] Gallery J....
« on: 2014-07-25 05:12:52 »
Damn it Spoox, taking charge. How did you make that grass? Scatter or fur?

And that water material :], displacement or noise maps?

34
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-07-25 05:10:17 »
You've come a long way Mayo, it's great to see your still contributing to the 'cause' :P.

Are you using generic units 0_o?

35
Wow we've got a lot of people adding their resources lately!

Just remember to take your time, everyone else :P

36
Team Avalanche / Midgar Revival
« on: 2014-07-25 04:59:54 »
So.... I accidently deleted my old model but I believe it was for the best. I've learnt a lot since I first started that and it needed to be redone anyway. Spoox randomly appeared on Skype the other day, I admired the work he posted on here and decided to once again remake it again. If I can get walkmeshes I will certainly work on some backgrounds.



Note to Moderators:
Please delete my old Midgar Remake thread.

37
Team Avalanche / Re: [HD Remake] Midgar sewers
« on: 2013-05-15 03:58:33 »
Sweet stuff dude, I wish I had the time to work on these scenes again :(.

38
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-04-23 03:26:54 »

Thanks! I hope I can give you some motivation for continuing your awesome Midgar model, or make a field screen  :)

Sorry buddy, bad news i'm afraid. As I was going through all my stuff that I was able to salvage during a format it appears as though I backed up the wrong Midgar file I am pretty far back now but that's okay, it just means i've made room to perfect what needs to be.

39
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-04-22 12:30:10 »
Fabulous work there mate.

40
Hi guys, i've been recently modifying my FF7 scene.bin and kernel.bin etc etc, i've switched materia keepers battle background to swirling heavens(safer sephiroth battle) and switched the animation id of the enemy skill "Laser" to that of the Supernova ID, I went onto test my modifications and to my surprise, the game broke.

Now if I do this on the actual Safer Sephiroth battle, it works. Have I screwed up somewhere along the way?

For some strange reason it's working now.

Edit :

HeartlessAngel continues to be-devil me:
Animation ID -> DE -> F0 -> A8 -> 7E -> 90 All fail to work, some are different animations and some crash the game, even with the swirling heavens background these animations fail :(

Edit 2 :

AnimationID 07 seems to work for heartlessangel but only on a group of enemies does it look like Bizarro&Safer's heartlessangel, 07 is the Life AnimationID which is Red and explodes when cast on all allies/opponents. However HeartlessAngel is Purple and explodes reguardless of Single/All, have I missed an animationid?

http://www.youtube.com/watch?v=e6iTahltgi4&feature=youtu.be

41
Team Avalanche / Re: Midgar Remake
« on: 2012-10-18 09:56:41 »
Sorta offtopic but isn't  Killerx20 in this forum?
I came across this image and it seems pretty much completed. Wouldn't be better to ask him to use this model instead of Sapphire and some other guys wasting their talent on something that has been done before?

Just wondering.. :p

killerx20 and i have been working on our midgars for years, before Team Avalanche even started, either way both our midgars wont stop production until finished and perfected, not for any reason. Though killerx20 has just cloned his plates, TA wants variation. Though with the amount of time I have on my hands lately I don't have much time to do anything. You also don't use models, you just render our FMV's.

42
Team Avalanche / Re: Midgar Remake
« on: 2012-10-14 12:43:42 »
A pretty render.......

Reactors are now fully updated! Not one bit of floating mesh and all labeled and numbered correctly.


43
Team Avalanche / Re: Midgar Remake
« on: 2012-10-11 04:16:56 »
Rev-amping the reactors again. No more floating geometry! Except the english 05/xx/xx/xx etc.... I'll fix that later.



Midgar is simply too large for a sandbox creation, although.... Noen, Killerx20 and I have successfully gotten our Midgars in the CryEngine 3, yes... It was very fun to walk around :P.

44
Team Avalanche / Re: [HD Remake] Sector 6 Slums
« on: 2012-10-11 04:02:08 »
Wow, incredible work dude. The wireframe is insanely clean too i'm quite impressed! Glad to see there are more and more people joining our team, keep it up!

45
Team Avalanche / Re: [HD Remake] Sector 6 Slums
« on: 2012-10-10 10:51:23 »
Sweet job dude, is this a 3D model or is it photoshop? I only ask cause you didn't show any editor screenshots. If this is photoshop this is incredible, really nice work.

46
Noob effort

This guy are sick...

Great stuff Mayo, I don't think anyone has really touched the slums apart from one other person here. Good to see it's getting some attention!

47
Team Avalanche / Re: Midgar Remake
« on: 2012-08-19 13:30:24 »
Update :

Re-Scaled Reactors.
Re-Scaled Central complex.
->Rev-amped Reactors (No more floating geometry!)
->Rev-amped outter plate-dividers.

To do list :
Add the 2 odd light thingies on them.
Destroy Sector 6!
Add plate elements (The smaller buildings on the plate and around the complex)


48
Team Avalanche / Re: Midgar Remake
« on: 2012-08-17 18:42:44 »
To put it simply.

The Reactors are far too big which is an easy fix :).

Indeed the Central Complex is far too small, though it's much bigger than my previous version.  None the less it will be taken care of ASAP. Guess the fancy renderings can't hide everything haha :(.

49
Team Avalanche / Re: Midgar Remake
« on: 2012-08-17 18:23:08 »
Haha, was kinda hoping no one would pick that up :(.

Different edit, a different day unfortunantly. I will get around to it though! Mark my words.

50
Team Avalanche / Re: Midgar Remake
« on: 2012-08-17 06:29:13 »
Updates as promised!

MATERIALS!
Reworked Central Complex
Rev-amped plate system





I need to rescale the reactors as they are currently too big. Will have some more updates soon.

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