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Messages - bluelion

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Team Avalanche / Re: [HD Remake] Reactor 5 raid shaft
« on: 2014-03-13 02:11:55 »
Thanks's, your comment helped me very much. It took some days to finish reading your posting :P The matter regarding baking Ambient Occlusion is quite easy, but when I use all objects of my scene while baking AO I have the "shadows" of the pipes at the wall. I think it is better to unselect the pipes, so I would have just the "shadows" at the edges which I use to present dirt or grime. What do you think? In the Node Editor I used the Noise Texture and the AO map together with the nodes you recommended.
Here you see the pure grime texture:


And here you can see how I have connected the nodes in the Node Editor. At the end I mixed the shaders of the grime with my metal / rust texture which I did before and took the grime as the factor.


Last but not least you can see the grime combined with the metal / rust texture.


Is it that way how you understand "grime"?

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Team Avalanche / Re: [HD Remake] Reactor 5 raid shaft
« on: 2014-03-06 00:50:07 »
Yep, I am using Cycles and I started with Cycles more or less directly. In preparation I have watched many YouTube videos and tutorials. So afterwards I got on well with texturing. Ok, I actually do not know all the tricks, but I think I have the basics down pat. Regarding the rivets, yeah you're right, I have overlooked this detail. The world light source ist now disabled and I have extended the invisible walls to the left and added there the fourth light source. This was necessary for the reason that the left side of the shaft was to dark. So now you do not see the light source directly and its reflections. With respect to the last point, it would be nice if you can give me some details how to do the grime and how to bake Ambient Occlusion. BTW: I have used bump mapping at the rust, but I think such effects are not so clearly if you are not willing to zoom in.

Next progress update coming soon...

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Team Avalanche / Re: [HD Remake] Reactor 5 raid shaft
« on: 2014-03-05 01:58:55 »
Just a small progress update. I modelled the invisible objects in my scene like walls and pillars and I started with texturing the walls according to the suggestion in the thread "Sharing resources". I also found this helpful video at YouTube: Realistic Materials with Cycles. The light sources inside the shaft are temporary. The scene is a little bit too dark, but in the original picture it looks like that there are just two light sources.



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Team Avalanche / [HD Remake] Reactor 5 raid shaft
« on: 2014-02-27 16:13:13 »
Hey folks,

as some of you will already know, I am helping now to reconstruct some of the field scenes. I have nearly finished my work for modelling on one scene of Reactor 5 raid shaft (4SBWY_1). Mayo Master sent me the blender file with the correct alignment and the right focal length of the camera, because I have not the PSX version of FF7, which is necessary to get the camera information. Thanks for that! The name of the file is "4SBWY_1", but in the File reconstruction sheet it's called "sbwy4_1". It should be the same file, I do not see there any difference, if I compare it with the file of my steam version. Maybe it has just a different name in the PSX version.

So, here is my current work progress:
   

What I have to do, before I can start with texturing, is to finish modelling the two sockets and adding a cable, which should extend the top right corner. Furthermore I have to play around with subdevision surface and smoothing.

I have one question: The PNG file Mayo Master has sent me has a resolution of 320x224 and the resolution of the camera in the blender file has a resolution of 1600x1120. On what resolution should I render? I've read in other threads to increase the resolution by 4 times. In addition, I noticed that the extracted PNG file of every scene has a individual resolution.

So much for that, you're welcome to provide some feedback.

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Team Avalanche / Re: Sharing resources
« on: 2014-02-26 22:30:32 »
I totally agree, this is a fantastic idea. Especially this will save a lot of time in modelling and texturing the scenes.

BTW: I am nearly ready in modelling my scene and I will start with texturing soon. In the thread where SpooX has posted some pictures of his city scenes, there is one picture with a rusty metal texture. This seems to be the perfect texture for my scene. SpooX, I would really appreciate it, if you could share the texture or if you could give me some hints how do you get the result regarding this picture: Link

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Ok, I would prefer the first scenes sbwy4_1, sbwy4_2, sbwy4_3. My computer is more or less up to date: i7 2600K, 8 GB RAM, GeForce GTX 580. Thanks, I will take your advice regarding the texturing. Next week I will have more time to do all these things.

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Thanks, yeah you're right, modelling the Hardy Daytona and the motorbikes or cars or what ever is exhibited there is the tricky aspect. So, what simpler scenes can you recommend? Regarding the Shinratool, currently I have no PSX version of FF, but it should be possible to get one. Furthermore I think I have no access to download the Shinratool.
Actually I didn't get familiar with rendering settings and texturing and those stuff (step by step ^^). My default setting is Blender Render.

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Hi,
I'm interested to model some scenes. I have made myself familiar with Blender the last days and I started with moddeling of blin1 (Shinra building - Floor 1). I'm not sure whether somebody is modelling the same. I couldn't find any up to date tasklist, last update in thread "3D modelling of field scene screens - Tasklist" was in September 2013.

BTW: Do you have any hint for matching the camera with the background image regarding the coordinate axes?

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The same happened to me, I tried for one week to register with different browsers on different devices, but no way. I used the DSL connection while I was trying to register. A few minutes ago I tried to register over the mobile web of my smart phone and it worked.

@ EQ2Alyza: If you read anytime the message on your youtube channel to register me manually, you can ignore it now.

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