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 2 3 4 [5] 6 7 8 9 10 ... 26
114
Team Avalanche / Team Avalanche Gallery: Released Scenes
« on: 2015-02-28 18:55:14 »
Team Avalanche Gallery: Released Scenes
Current version: 0.03



Authors
Mayo Master, anaho, Ulpian

Contributors

3d Models: anaho

Retouches and layering: Mayo Master
@ff7.fr: Shampignon

Textures: Dubular, Akabi

Resources

3d Models:
@Blendswap: stendec, mStuff, hotzst, DennisH2010, tahseen, stundif, xada, tynaud

Textures:
Killerx20, luksy
cgtextures.com, goodtextures.com, swtexture.com, freedesignfile.com, finalfantasy.wikia.com, redbubble.com/people/taxdollars
Nermal

Tools:
SpooX (Shinratool), Kaldarasha (Character Overhaul Seven), Aali (Palmer), myst6re (Makou Reactor), sl1982 (rendering)
blender.org, gimp.org, Paintshop Pro 7, Photoshop



Field files available here
The field files have to be extracted under modpath/field

115
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2015-02-26 06:30:15 »
Hi folks,

It's done. I've uploaded the .7z to the repo. For the latest version, check out the
first message of the Released Gallery thread

So right now I think a Victory Fanfare is in order :P
That pretty much concludes 15 months of work. I'm beat, time to hit the sack.

116
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2015-02-24 16:26:11 »
Thanks for the feedback, guys  :)
The easiest will be to upload a .7z to the repo and then change the share settings indeed. I'll do that. I'm aiming for tomorrow evening.

 

117
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2015-02-23 20:01:50 »
If you don't mind waiting, then it's more convenient for me that you'd hold on until the release  :)
As for hosting, I was planning of putting all directories in a 7z archive, and upload that somewhere everyone can access to. For the user, all that would be needed would be to extract the archive into their modpath directory. Imgur wouldn't be convenient because the user would need to download each and sort them out.

118
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2015-02-23 16:15:26 »
Quick update:

- mds5_w is complete, ready to be in game.
- mds5_1 has been patched to reflect the changes made to mds5_w. It's ready to be in game.
- 5min1_1 and 5min1_2 are almost done. Final renders are done, I only need to add post-processing effects (ie. glows and volumetric lighting effects) for both scenes.
- mds5_m is currently in the final render. I still need to cut the layers for that scene (although it shouldn't be too complicated) and add post-processing effects.

None of this is on the repo yet.
So... the end is within sight. Any recommendation about where to upload the files for the public release?

119
Hi Sapphire,

I'm afraid I'm not a Skype-kind-of-guy, I prefer to stick to emails and messages. But if you wish to use gmail chat I'm fine with that (actual availability not guaranteed  :P ). If you wish to discuss some modelling work I'm all ears  :)

120
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2015-02-22 06:57:11 »
Oh, well actually you're the first to make a personal request. If you wish to test a scene as preview, I can email you the corresponding files. Just for a quick reminder, at the moment I have the ground floor and top floor of Aerith's house (ealin_1/ealin_12, and ealin_2, respectively), the outdoor of Aerith's house (eals_1), the main sector 5 market scene (mds5_1), the item shop (mds5_i) and the "main in pipe" scene (mds5_dk). Just let me know the ones you'd like to try.
That being said, I have the whole package coming up soon enough (about a week), which will have 5min1_1, 5min1_2, mds5_w, and mds5_m in addition - I'd also like to make a small patch on mds5_1 for that release.

121
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2015-02-21 17:23:32 »
The file repository is on restricted access, so you can't have these fields right now. However, once I finish all the scenes I've been working on (hopefully by the end of the month), I'll make a public release where these scenes will be just as available as the ones you already got. I also have plans to get that included in the next pack of the 7th Heaven mod.
Just a little patience  ;)

122
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2015-02-19 15:45:44 »
Quick update:

All the alpha masks for the layers of 5min1_1 and 5min1_2 are done. I'm currently making the final render for 5min1_1, it should be finished Friday evening (UTC-7). A list of what remains to be done:
- Get the alpha masks for the layers of mds5_m.
- Finish 1 texture for 5min1_2, revise a couple of meshes, and make the final render for that scene.
- Finish 3 textures for mds5_w, make the final render for that scene.
- Finish 1 texture for mds5_m, add a couple of very simple objects, make the final render for that scene.

And that should wrap things up. Optional would be to patch mds5_1, because I had to change a bit the layout of mds5_w, which affects what can be viewed from the outside of the weapon shop.

123
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2015-02-17 14:57:22 »
Quick update:

mds5_i and ealin_12 were patched, following luksy's remarks, with corrections on the fonts used for the writings (Japanese instead of Chinese), as well as corrections on the book titles on ealin_12. New versions have been uploaded on the repo.
Otherwise, I've been working on the layering of mds5_w, which was another pain in the butt. I have all the alpha-masks ready for the layers. All I need is to finish a couple of textures (notes and posters stuck to the shelf and behind the seat on the left), make the final render and then it should be straightforward. Hopefully the remaining scenes (5min_1, 5min_2, and mds5_m) should be much less complicated to layer and cut out - I'm just missing a couple of textures in each of these scenes.
Since my adventures with the rendering and layering of mds5_1, my workflow has changed a little: I make a rough alpha-test render (with small amount of samples), which I use to prepare the layers. Depending on the results, the modelling may have to change (objects added, or moved), especially if we're in the case of "space not displayed by background layer, not covered by foreground objects". I go through the iterative process Model > Rough render > Cut and layer > test in game until the layering in the game fits the desired result. All that needs to be done afterwards is to make one final render (with lots of samples for high quality), then use the layer cuts from the rough renders as alpha masks on the final render to generate the layers in high quality quickly. Add post-processing effects (light glows, god rays, etc.) and there you have it. 

124
Team Avalanche / Re: Midgar City Information
« on: 2015-02-13 05:00:00 »
Holy...that guy has so many near-render-worthy scenes that could be added to the Team Avalanche project. Anyone contacted him?
Well, yeah. For that matter he did post his scenes here, such as this time. And for some reason, he simply left without reply. I'm pretty much resigned about it now.

125
Team Avalanche / Re: Midgar City Information
« on: 2015-02-12 23:27:32 »
Coming back to thhe scene you're working on with the elevator, I would do it seperately, unless your able to animate the reflections of the elevator itself as well. Looking at how the scene (in FFVII) is build up the layers are clearly seperating the elevator from the background. You would be better of to create the backdrop in 2d rather then building the whole of Midgar for this scene alone.
I completely agree with this. Besides, even if you could animate the reflections of the elevator itself (as having the elevator actually moving in 3d space using QGears), I think it would make no difference between a 2d backdrop providing the enviro light, and actual 3d objects providing light sources (namely because of how far from the elevator these light sources are).

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 26