Author Topic: [FF7PC] Red Werewolf  (Read 122645 times)

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #100 on: 2014-06-27 13:13:30 »
Thanks for all the advice guys. It's like a classroom in here. Kaldarasha, this really paints a great picture for getting everything going. Sega, I will check out gallian for some reference idle animations

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #101 on: 2014-06-27 14:15:04 »

WereXIII is recovering from his new tatts. I feel bad for the tattoo artist. Lol

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #102 on: 2014-06-30 13:47:08 »
Hey everyone. I have some kinda bad news. I picked up a night job. So to go from the model to the game is going to take me a long time. Would anyone want to help me get this guy finished? If so just pm me and I'll send you the obj

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #103 on: 2014-07-01 06:56:26 »
Here is the FINAL high res render.









LeonhartGR

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Re: [WIP] Red XIII werewolf mod
« Reply #104 on: 2014-07-01 13:58:55 »
Freaking awesome! What do those chains represent? They seem to hurt that poor fellow. He seems so kind...

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #105 on: 2014-07-01 14:56:00 »
Lol. I just thought chains would have been more necessary to keep this guy in that glass dome. Lol

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #106 on: 2014-07-03 06:16:11 »




Did a lot of fine detail editing. Made the bracelets smaller. Completely recreated the hands. This I am pretty sure is the final high res render. Thank you everyone for the input. Now it's time to get this beast in the game.

cmh175

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Re: [WIP] Red XIII werewolf mod
« Reply #107 on: 2014-07-03 13:37:30 »
Great stuff man. The left leg looks like it's having some issues, but that maybe just from posing it. I assume you'll have it in a regular T pose while cutting it so that shouldn't be an issue. Have you done any testing in kimera yet? Keep up the good work.

Sonicmfc

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Re: [WIP] Red XIII werewolf mod
« Reply #108 on: 2014-07-03 14:24:23 »
This looks amazing well done! My only question is how do you plan to get it into the game can Kimera be used for this?

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #109 on: 2014-07-03 14:34:44 »
I'm hoping to do the diffuse map then generate the low res model and project the map to him. Ya the posing in zbrush is kinda tricky and I was tired lol. Yes I will have him in t pose for exporting. I'm going to test importing the head to kimera tonight.

cmh175

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Re: [WIP] Red XIII werewolf mod
« Reply #110 on: 2014-07-03 14:49:49 »
Very cool. Looking forward to seeing that. A tip for kimera sizing btw: I like to import my new pieces to roughly match the original pieces size, but maintain the proportions of the model I'm importing. So when you're resizing everything, keep the XYZ measurements the same as much as possible. It's ok if it comes out slightly bigger than the original, resizing the bones to adjust for this is pretty simple too. Generally when you first add a new part in kimera it'll either be massive or almost too tiny to see. In this case try dropping it down to 10, or increasing it by 100. You'll get the hang of it, but I suggest going in increments of five and it's multiples. More importantly though remember how you sized something, write it down as you go along, so you can quickly repeat that process with each piece. I have found resizing one piece by +50, and than another by +25 and +25 again don't actually come out the same size. Maybe just my perception, but it's easier to just find and stick with a single formula. Plus that'll help with flipping pieces that import upside down and backwards.     

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #111 on: 2014-07-03 15:22:20 »
See this is why I'm here. You guys actually care to see this get finished and help so much

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #112 on: 2014-07-03 15:24:13 »
Yes sonic. Kimera is hopefully going to be my bridge from zbrush to ff7. Does anyone have a game save that is right before you get red xiii?

cmh175

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Re: [WIP] Red XIII werewolf mod
« Reply #113 on: 2014-07-03 16:24:39 »
Every game save you'll ever need for testing -> http://forums.qhimm.com/index.php?topic=8880.msg115218#msg115218

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #114 on: 2014-07-03 17:01:04 »
Perfect

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #115 on: 2014-07-04 23:08:30 »
So I guess I have to reprint him. :(

cmh175

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Re: [WIP] Red XIII werewolf mod
« Reply #116 on: 2014-07-05 00:07:41 »
Reprint? What are you trying to do? Did it not work in kimera?

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #117 on: 2014-07-05 03:44:05 »
I didn't save my subdivisions so now when I try to map the textures zbrush has an error.

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #118 on: 2014-07-08 18:56:56 »
I meant repaint cmh. I have a reduce model down to 70k polys. I will repaint and export the map. Then get him into blender to cut him up as it looks like it will be easier to close the whole with blender than it will be with zBrush.
Then I will be getting him into Kimera and hopefully start on animations.

Hellbringer616

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Re: [WIP] Red XIII werewolf mod
« Reply #119 on: 2014-07-08 19:02:45 »
I meant repaint cmh. I have a reduce model down to 70k polys. I will repaint and export the map. Then get him into blender to cut him up as it looks like it will be easier to close the whole with blender than it will be with zBrush.
Then I will be getting him into Kimera and hopefully start on animations.

Can the FF7 engine handle 70k polys? I'm not sure how the poly's to tris conversion works, But i believe the TA Cloud is only 7k tris

cmh175

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Re: [WIP] Red XIII werewolf mod
« Reply #120 on: 2014-07-08 19:29:17 »
I've imported massive poly models before. They can be tricky in kimera but work just fine in the game.

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #121 on: 2014-07-08 20:18:41 »
How about a 3 million poly?? lol

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #122 on: 2014-07-09 12:34:25 »
So I just learned 2 new tools in zbrush. Decimation master and zProject.
Decimation master was able to take my 6.54 million polygon render down to 60k and kept nearly every detail I added!!

zProject did something unbelievable as well. Painting a high res model always looks best. But unwrapping a 6mil poly takes a NASA computer. Lol. With zProject I was able to transfer all of the beautiful color info to the 60k model!!

This program is unreal. I'll post a pic soon of the low res model. It pretty impressive what the software can do.

LeonhartGR

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Re: [WIP] Red XIII werewolf mod
« Reply #123 on: 2014-07-09 12:36:16 »
Great! Can't wait!

WolfMan

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Re: [WIP] Red XIII werewolf mod
« Reply #124 on: 2014-07-09 12:45:10 »
I have to transfer the hair accessories and tattoos from to low but this was the hard portion to convert and I lost almost nothing. I can believe it.


Yes these models are only 60k!!