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Messages - anaho

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76
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2012-11-18 16:42:15 »
Bad render times? Turn of raytracing in the shading panel and use buffer shadows.

77
Team Avalanche / Re: [HD Remake] Sector 6 Slums
« on: 2012-10-11 10:57:17 »
Your materials are the tits XD  Love the rusty metal and concrete. How did you distribute the rubble? By hand or via script/plug-in?

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I think the only person that can extract the camera data directly from game to 3DSMAX is (still) Spoox.
And personally I also think that the internal renderer of Blender is fine for the style of Final Fantasy VII.

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Oh and by the way: I generally abuse the project from view unwrapping. It is a bad habit but since these renders will only be viewed from one angle the speedup you get from doing that is quite dramatic...

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Just be aware that the egde-crease modifier most likely wont be exported in case you ever decide to render your scenes in a different render engine outside of Blender.
On the modeling side of things I am course willing to help, but everything seems very fine to me. What could be improved are the two towels. maybe apply (bake )the cloth modifier as it is now, subdivide a couple of times and simply sculpt over them. Should not take too long IMO.
What I did for image aligning was a bit of a pain but proved to work quite well to my surprise once I got it figured out:
1.) Get a copy of 3DSMAX trial and sketchup pro (?) trial
2.) Align scene in Sketchup and export to .3ds ( that should include the camera positions)
3.) Open scene in 3ds
4.) Get the scripts http://www.blender.org/forum/viewtopic.php?t=17168&sid=3bd6896ffa9be3121ce142f22e941432
I sticked to the Blender 2.52 version, the newer ones never reliably worked for me. Run the 3dsmax script ( it says only 2010 but it worked at least up to 2012). That exports the scene and cam data to a format Blender can read.
5.) Get Blender 2.52 and install the script in the link. This will give you a button under the World or Scene options ( sorry doing this by heart) that says import scene. You select the scene you exported from 3DSMAX and voila you get the cam data in Blender.
6.) Since 2.52 is pretty dated and very unstable I suggest you open your nice and new 2.64 at the same time and paste the camera location and rotation and FOV values from the 2.52 scene to a scene in 2.64. This will give you all you need.
7.) Open up the image of the filed scene in Blender and press Z for wire frame mode. Ensure that the FOV is right as you need to manually tweak it a bit. Rotation and location are always matching though.
8.) I then split the window in two halfs. one the right I stay in wireframe mode to ensure that stuff matches up. On the right is normal 3DView with regular shaded view.

This might sound way more difficult than it is. Once you know what these exporters do it does not take longer than 10 min at best. But really paste the camera values and do not work with the imported camera. I got really weird termination and Z-fighting errors using it, esp. with AO turned on.

81
@MayoMaster

Metal objects should not cast white specular highlights but be tainted with their diffuse color ( only a little brighter). This is easy and quick to fix in Blender and will take away some of that "plastic" look.
And do at least one inset with control edges  on the right "puck" to fix the shading issues.
And to Spoox: Thanks for the camera locations you gave me the other day !

82
@ spoox

I see your point and understand that you want to keep it . I am talking about 3DSMAX for a change, not Blender ;)
In the non bombing mission gallery you basically described how to set up a scene in 3DS Max and provided some maxscript code that he should import for that specific scene.
The scene I want to create is ITMIN1a. Would it be possible that you provide the "data" for that scene ( or vertex/ camera location or whatever it is called ;) ) to import in maxscript if it does not take too long ?


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No, that was my request for a Blender importer ( that didnt quite work).
I want to know if the importer he made for 3DSMax was ever made available to others.

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Hello,
where exactly can it be found ? I am want to do a few backgrounds again but this time I definitely will not match it by eyeball again ;)

85
update from me
i tried to obtain the hq fmv dvd, but someone else got it....
i have not been able to use my left hand for about 6 weeks now due to an accident in sports
thus i highly doubt i will finish anything anytime soon -- being one handed sucks XD
this means that someone else should do the reactor, and i didnt like the direction it was heading anyway
there is an .fbx up for grabs for autodesk users

86
How do render that partly visible wireframe in Blender? Two separte renderlayers with one object set to wire and the other solid and them merge them in Gimp/ Photoshop?
How do you get the fade-out of the wireframe? Just by deleting the wireframe render?

Junele1: Had to delete the sculpted sidepanels as these were 180MB of just geometry data. It is still not finished, but I think that it is hardly noticeable ehen not looking at the original.
http://www.mediafire.com/?gf2qhnthpimtrmr

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Also that outdoor Shinra evelevator begs to be released ;)

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Just my 2 cents: That 59th floor is nice! Does it match the original render or did you just eyeball it? Would be cool if this was open, of course.
I plan to release everything btw I am just bottlenecked by my bandwith. Yeah, I know Third World is great and at all that ;)
And another thing: If you plan to use that in a game engine be aware that the texturing is as cheap as it gets and some objects dont even have UVs. Also I went a bit crazy with the subdivisions.
You can greatly reduce the render time by giong to the World Panel and under Gather lower the sampling rate. Or untick AO completely for quick renders.

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5min1_2a  dhttp://www.mediafire.com/?2zoxvmaot26zfxb

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I have been thinking about doing the same thing just in case something happens to me.
The .blend files are about 200MB and since megaupload is down i dont know where to upload them.
Any idea?

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Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2012-01-25 20:42:53 »
I can send you the script but it is buggy (or Blender 2.52 is).
First of all it only works with Blender 2.52. Than I got strange geometrical problems from objects that were exported and the camera seemed unreliable. I only use it to get the camera values in Blender and thats it.
So there would practically be no point in exporting the model.

BTW did you read my (late) reply in my request-for-an-exporter-thread?

93
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2012-01-25 19:13:41 »
I am aware of that but you know that I dont have the correct camera values. Chances are that the modell will not match only in size when viewed at another angle. I didnt try it though.

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Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2012-01-25 18:17:54 »
I don´t want to sound unfriendly but this is a gallery. Please ask it somewhere appropriate.

95
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2012-01-25 15:51:18 »
You can try them of course. It is just not finished yet. This has been done to one of my WIPs before: http://www.youtube.com/watch?v=dYuwFf6iAsE

Here is the image: http://imageshack.us/photo/my-images/214/0001awo.png/

Please ask someone else how to do it exactly. I really dont know. I just create things.

96
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2012-01-25 14:48:30 »
No of course it is not out . This scene is only like 10% done so far, maybe even less. Final scene will just be an image as the game does not have a video in that scene. This is just proof of concept so to say.

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Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2012-01-23 15:05:35 »
Just to have a little update:


Been going back and forth on this, that is why there is so little progress. The original was "very detailled" in that small resolution but when you look at it under close inspection, most of it is A) just textures and B) blatantly reused.
Apart from that you cant really see what is what so I just model something in place. Note that the door at the end  has 10x more polygons than the whole scene so far. It will be summer until this is finished if I continue at that quality.
Hope you like it.

100
Thanks for the effort again, Spoox.
This seems "to run" on Blender 2.61 64 run on WIN7 64.
It successfully creates a mesh and a camera in the Outliner.
However, if you leave everything as is you see nothing.
You can fix that by selecting the walkmesh and under "Object", then "Transform" and select "Geometry to Origin". This places it to the default origin.
## Actually that behavior might be correct, as the walkmesh´s origin might not have been (0,0,0)???##

However, it appears to be very, very big and the rotation is of IMHO.
Also I think it looks weird. (sse attached picture)

The camera is successfully created but is huuuge as well. And you dont see the walkmesh looking through it ( you can do that by hitting Numpad 0). It is located: X:2742.157 Y:4146.049 Z:-1892.855 
Rotation: X:125.665° Y:0° Z:-214.062  Focal Length: 143.394

I have a 3DSMAX Script that transfers whole .max scenes to Blender. This includes the camera as well. Maybe you want it?

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