Author Topic: New Field backgrounds/CG Cutscenes thread  (Read 180993 times)

Kudistos Megistos

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #300 on: 2010-03-22 13:42:33 »
Almost done as much as i am planning to do.



Ooooh, that's looking quite nice. Obviously, it needs to be roughed up a little (Midgar trains aren't in very good condition), but that can be done when everything is finally textured (I think).

willis936

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #301 on: 2010-03-22 22:32:24 »
Oh my wow.  I don't remember what fills those white spaces?  Does the game run an animation behind it?

sl1982

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #302 on: 2010-03-23 02:34:49 »
Nah it has some stuff back there buck i cant make out what it is so i left it out.

sl1982

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #303 on: 2010-03-23 17:52:56 »


Modelling done. If someone wants to take up the challenge of texturing it and figuring out the lighting a bit better let me know. Now back to ff13

Timu Sumisu

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #304 on: 2010-03-23 18:25:13 »
work on the back wall ><

sl1982

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #305 on: 2010-03-23 18:29:00 »
work on the back wall ><

Go away, it can be textured.

Otokoshi

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #306 on: 2010-03-23 18:40:02 »
Fantastic job, looks great.

willis936

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #307 on: 2010-03-25 19:39:50 »
Slightly off topic but:
http://thenextweb.com/lifehacks/2010/03/24/blow-sneak-peak-photoshop-5/

This just blew my everlovin mind out of the water.  I think if someone bothers to buy this they'd have the opportunity to rework the original images with decent final products.

Timber

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #308 on: 2010-03-25 22:15:38 »
Slightly off topic but:
http://thenextweb.com/lifehacks/2010/03/24/blow-sneak-peak-photoshop-5/

This just blew my everlovin mind out of the water.  I think if someone bothers to buy this they'd have the opportunity to rework the original images with decent final products.

I don't see how content-aware fill would help improve the originals?

willis936

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #309 on: 2010-03-25 22:44:30 »
I'm still on the fence on whether to believe this vid.  There are some pretty amazing statistical algorithms out there but the video doesn't seem too incredibly believable.  We'll have to wait for CS5 I guess.

The reason I found it pertinent is because upscaling and using fractals tends to produce blurry images, but using this type of technique on the image multiple times holds the hope for decent restoration.  Of course it won't ever be as good as remodelling and retexturing everything.  I'm just looking to find a way to save the artists a ten thousand hour job.  ;D

obesebear

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #310 on: 2010-03-26 02:01:56 »
I've seen this "smart fill" displayed with a different program a year or so ago.  So it's legit.  The photoshop guys are just now catching up.

sl1982

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #311 on: 2010-03-26 03:16:36 »
Back on topic guys

BloodShot

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #312 on: 2010-03-27 17:08:28 »
Just for an idea of what you guys have to do - around how many backgrounds are there in the game exactly?
« Last Edit: 2010-03-28 19:01:45 by bloodshot »

sl1982

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #313 on: 2010-03-27 17:12:34 »
Around 700

Kudistos Megistos

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #314 on: 2010-03-27 17:47:52 »
Around 700

Really? It's that many?

Does that include scenes with very similar backgrounds or are there 700 completely different backgrounds in the game?

sl1982

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #315 on: 2010-03-27 19:50:25 »
Not too sure. I havn't looked at all of them. But there are quite a few.

Cloud1000

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #316 on: 2010-03-27 20:25:23 »
well hopefully with the new CS5 photoshop things will be easier for ya guys that have it  8-) at least for the battle scenes Id say its best to start with the "achievable goals" I think there is only 100 battle scenes or so.  ;D But ya do as ya like If i were experienced enough I would for sure help ya out with this.

idl12

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #317 on: 2010-03-31 04:29:43 »
just out curiosity, how are you guys gonna do the backgrounds with animations in them, would you just leave a space where they take place and the game loads them in separately? Oh and i'm hoping to contribute soon, but blender can be a bitch!!

sl1982

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #318 on: 2010-03-31 04:38:42 »
Palmer takes into account the animations. Just need to modify a few things in the renders and do a bit of photoshop magic and the animations work. I have the door closed and opened on the train scene.

BlitzNCS

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #319 on: 2010-03-31 13:55:20 »
I'll probably use After Effects for some of the effects'y things on the BGs, like smoke animation, since that's probably the best way to do it short of hand-painting every frame in photoshop

Changeling

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #320 on: 2010-04-01 07:25:49 »
Around 700

Really? It's that many?

Does that include scenes with very similar backgrounds or are there 700 completely different backgrounds in the game?

This is absolutely excellent.  Thank you so much for doing this guys.

*applause*

alloy

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #321 on: 2010-04-01 15:33:48 »
Yeah 700 sounds like a lot but of course they arent all unique. 
Dont think people are gonna have to make 700 different areas.
You build one model and render a bunch different angles.
Of course the game does have a lot of interior areas..(caves, houses.. etc) which are unique.
But still the same process.
Most of the work goes into making a good high quality model of the area and
the renders take a hell of a lot less time to setup after the model is completed.


pyrozen

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #322 on: 2010-04-01 19:50:01 »
as long as the major traveled areas get done, i think the project will be heading in the right direction. Focus on the opening cine to grab people attention, then hit all of the major town centers (Kalm, Rocket Town, Cosmo, etc...) that way you get a nice sample in the largest dose. Fact is, many areas are only visited once and could be done last (or not even at all) and no one would realy mind.
No sense in painting the back of the stair case, right?

just my 2 cents.

Timber

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #323 on: 2010-04-02 10:12:47 »
as long as the major traveled areas get done, i think the project will be heading in the right direction. Focus on the opening cine to grab people attention, then hit all of the major town centers (Kalm, Rocket Town, Cosmo, etc...) that way you get a nice sample in the largest dose. Fact is, many areas are only visited once and could be done last (or not even at all) and no one would realy mind.
No sense in painting the back of the stair case, right?

just my 2 cents.

That's a really good point. I suppose a good priority list would be:

1. Places that need to be visited repeatedly during the story.
2. Places that need to be visited once during the story.
3. Places that don't need to be visited during the story.

I wonder what the most visited field screen is? The bridge of the Highwind probably.

halkun

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Re: New Field backgrounds/CG Cutscenes thread
« Reply #324 on: 2010-04-02 11:20:10 »
as long as the major traveled areas get done, i think the project will be heading in the right direction. Focus on the opening cine to grab people attention, then hit all of the major town centers (Kalm, Rocket Town, Cosmo, etc...) that way you get a nice sample in the largest dose. Fact is, many areas are only visited once and could be done last (or not even at all) and no one would realy mind.
No sense in painting the back of the stair case, right?

just my 2 cents.

That's a really good point. I suppose a good priority list would be:

1. Places that need to be visited repeatedly during the story.
2. Places that need to be visited once during the story.
3. Places that don't need to be visited during the story.

I wonder what the most visited field screen is? The bridge of the Highwind probably.

The most visited scene is the opening train platform. Even if you hate the game and only played it once, you have seen it.