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Messages - Killerx20

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1
Team Avalanche / Re: Midgar City Information
« on: 2015-03-18 22:52:35 »
Yeah I've been rather busy with work lately. I'd definitely love to be able to model like I used to. I put in improvements here and there though.
The modeling I do is... strange to say the least. I'm not sure how useful my models would be to be honest.

2
Team Avalanche / Re: Midgar Revival
« on: 2014-08-08 21:41:21 »
Like this?
Hah, funny this came up... Have a look at my photobucket http://s36.photobucket.com/user/Killerx20/library/Minecraft%20Midgar
It was a project me and a friend made, I imported my models and rebuilt them from the ground up. This project has a lot more now since that article.

Also, this is what I just did today.. Experimenting with the lights.. Sadly I don't really have much time to do this stuff anymore..

3
Team Avalanche / Re: Midgar Remake
« on: 2014-03-06 22:37:24 »
Oh my oh my...
That's why it looks so familiar  :)
Wonder which app you use for modeling, we could do some exchanging...

So far from my mobile it looks good at first glance
 8)
I use an old quake III mapping program called GTKRadiant to model in, then import the model into 3ds max and touch it up a bit and to render with. Your train station models are far better then mine, you got it down to spec, I modeled mine by eye.

4
Team Avalanche / Re: Midgar Remake
« on: 2014-03-06 11:20:11 »
Bringing this thread back from the dead
I haven't really been doing too much of this but I have some progress






I've basically been porting my model over to Maxwell Renderer, also redid the tower fully to FFVII style again, not CC. The renders of the tower and Midgar are quick renders to check progress while the renders of the Sector 1 station took a little more time.

Only just learning how to use Maxwell, but I love the physical based lighting.

5
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-01-06 20:20:44 »
Happy new year everybody!
Mayo that's looking really good, cant wait to see the lighting from the monitor and buildings put into that!

6
Team Avalanche / Re: [HD Remake] Midgar sewers
« on: 2013-08-26 13:35:03 »
Thats really awesome looking, high quality, highly detailed stuff you have there. And the renderer's lighting is superb. I only wish I could render Midgar to look that good.

7
Team Avalanche / Re: Midgar Remake
« on: 2013-06-05 09:25:55 »
Hey Killerx20,

Just got an idea which could spice up my scenes a little bit: given that your Midgar model is fairly advanced, I was wondering if you could make a bunch of renders in order to build up a panoramic image (360 degrees) that we could use in our scenes as HDR lighting. Would be really neat. I would like to be able to use something like that for the scenes I'm making in sector 5 (thus, that's where from the panoramic view would need to be based, rather at ground level). I think the hurdles would be for you to 1/populate the slums with random junk  2/ find background images for ground and sky, for your own pictures.
Do you think that would be doable? It doesn't have to be right now. I also believe other people would benefit of this concept (for instance, I don't know if SpooX intended to use something like this for making environment lighting of the first fields of the Bombing mission).
Woah hey I'm sorry I forgot to come on and check this in such a long time. I would be glad to render out some images for you to make a panoramic view, just supply me with the information of where you want it to be rendered and such.

8
Team Avalanche / Re: Midgar Remake
« on: 2013-04-26 22:40:40 »
Very nice  :)  Great job on your first animation!
I'm a bit curious about the poly count you have on that model - if you wish to include the slums and so on, won't that become an issue? Besides, I'm guessing a complex lighting will be pretty demanding in terms of computing resources. What kind of powerhouse of a computer do you rely on?
Currently I am at 970,000 polys with everything you see in the video. I have rendered something on here that was 15,000,000 before and it handled rather well so I don't think polys will be an issue, I can be very conservative and optimize things. I just need more motivation haha.
Currently my setup is a AMD Fx-8350, 16 gigs of Kingston Hyperx Blu DDR3 ram at 1600mhz and a Gigabyte GA-990FXA-UD3 Mobo. I just recently upgraded to that, about 4 months ago. The computer I had last was pathetic, but I still did my renders on it.. It used a Core 2 Duo at 1.86ghz and 2 gigs of ram hahaha, renders took FOREVER.

9
Team Avalanche / Re: Midgar Remake
« on: 2013-04-26 05:36:08 »
Glad to see you around, it's been a while  :)
Good job on the underside of the Plate! The view is from the Sector 6, right (then are there plans to include wall market sceneries? That would be very heavy...)? I'm looking forward to seeing your progress!
Yeah this view is from sector 6 and I do want to include everything that is in Midgar like the wall market, the sector 7 slums and so on. Also I have done a render that took 15 hours today.. Its a basic animation that only lasts 30 seconds at 1080p. This scene has no actual lights placed, everything that creates light is from VRay Light Materials, there are no special effects in the scene and I do know I need to light up the plates with lamps and such. Enjoy, its the first time I ever made an animation.
http://www.youtube.com/watch?v=hLzGdhLkBlw

10
Team Avalanche / Re: Midgar Remake
« on: 2013-04-01 01:13:18 »
Hello everybody, long time no see. I have taken a bit of a break from modeling but am now getting back into it.. As of now I have done some minor stuff such as optimizations but have also added all the detail work to the underplate sections.

I do know that I didn't copy the plate supports to the real thing, I may change that in the future.
More to come soon.. I hope =P

11
Team Avalanche / Re: Midgar Remake
« on: 2012-10-11 11:29:52 »
Rev-amping the reactors again. No more floating geometry! Except the english 05/xx/xx/xx etc.... I'll fix that later.



Midgar is simply too large for a sandbox creation, although.... Noen, Killerx20 and I have successfully gotten our Midgars in the CryEngine 3, yes... It was very fun to walk around :P.
It may be large, but if it was fully recreated in sandbox it would be beyond epic. Let me reprhase that.. It would be beyond EPICCCCC!!!
BTW nice job on the reactors, you have come a long way.

12
Team Avalanche / Re: Midgar Remake
« on: 2012-10-06 20:38:39 »
Quick post, check this out. I have been working on it for quite some time now.
http://www.youtube.com/watch?v=DakLTX_p7c8&feature=plcp
Pass it on to people! We are trying to get a lot of recognition on it.

13
Team Avalanche / Re: Midgar Remake
« on: 2012-09-07 04:10:08 »
I know that feeling, working on a 6 year old laptop doesn't make things fast either, the more I add the slower it gets....
Still, my colleagues call it a 'blade-server'

Thanks for the feedback, always welcome and motivating :-)

Some more details:

Theatre is closed


Evening stroll at Midgar's

Might have a slight problem I would like your opinions of....

Right now I'm building Sector 8 mostly based upon the intro movie, this version is different then on the whole Midgar scenes, in that one the theatre etc is not there, basically there are some houses stuffed on the basic plates. Now every plate is more or less industrial, no houses or anything. That doesn't seem quite logical....
Any ideas or suggestions on that?
 8-)
Looks really good, and you are right about sector 8 being the only different plate. The way I see it is, sectors 1-3 are mainly industrial, sectors 4 and 5 are residential and 7-8 are commercial.

14
Team Avalanche / Re: Midgar Remake
« on: 2012-09-06 22:17:27 »
Let me join the competition with some details....

Welcome to Midgars Entertainment

enjoy.

 8)
Looks good man! I like how you are copying ALL the buildings.
And thanks for everybody's feedback! It is greatly appreciated.
The render took almost 3 hours for that single frame... I need a new computer... I'm running almost 10 year old tech.

15
Team Avalanche / Re: Midgar Remake
« on: 2012-08-31 02:08:33 »
Wow! That's certainly impressive... good job!

However, I am a little confused... are you and Sapphire sharing assets or are these 2 different, separate modelling works?
Thanks for the feedback, they are two separate modeling works. We just help each other out with ideas and stuff.

16
Team Avalanche / Re: Midgar Remake
« on: 2012-08-30 21:10:14 »
I'm not here to steal any glory away from my friend, its just that I haven't posted here in a while and wanted to show my progress.. so here it is

The exhaust effects in Sector 0 I made years ago and want to redo them as I think they are ugly.

17
Team Avalanche / Re: Midgar Remake
« on: 2012-06-26 23:32:01 »
errm... chinese characters....???
I know the japanese characters have their origin in chinese, but I was under the impression they are japanese characters. kanji
But of course I'm no expert....:)
 8)
UGH whatever it is!! It could be Shinra language for all I care hahah

18
Team Avalanche / Re: Midgar Remake
« on: 2012-06-25 03:36:43 »
You may want to look at that again buddy :)
Those aren't logos, they are Chinese characters. The Arabic numbers are showing the plates, the Chinese numbers are showing the reactors. Reactor 1 is to the right of plate 1, not the left, you read it clockwise, not counterclockwise.
Your right about one thing, they aren't logos they are Chinese characters that represent numbers yes, I worded it wrong. I have been modeling midgar for the past 10 years. The picture I quoted and that the other person posted was incorrect. See where sector 1 is? The Chinese number to the left of it shows number 8 when the one on the right shows number 1. Think of the intro, when you zoom into the sector 1 train station you see the reactor on the left your about to bomb, notice the number on it? Its incorrect from the one shown in the picture.

19
Team Avalanche / Re: Midgar Remake
« on: 2012-06-21 23:41:48 »
and for a schematic view:


 8)
Hah I like how even square got the schematic wrong, thats from Crisis Core right? Notice how the number 1 reactor shows the number 8 logo. Actually all the reactors logos are wrong =P

20
Team Avalanche / Re: Midgar Remake
« on: 2012-06-21 20:34:14 »
I'm usually very good with maps and orientation but in FF7 i have a lot of problems to situate myself on the map, so this put, where is located the scenes spoox made, that zone with the clock where we bump into Aeris, where we jump into the train, etc? In a lower part of the plate?

The good thing about the modeling of final fantasy is that i can finally understand midgar to the detail  :-D
And the lower part of the plate is in sector 4.

21
Team Avalanche / Re: Midgar Remake
« on: 2012-06-21 05:15:00 »
I wanna say it was Spoox who mentioned it, but I can't find where it was. Anyways, I'd say if you're up to the point of filling in the plates, it does seem like all the plates in the original FF7 were essentially the same. The camera angles never really permit for an up close shot of an entire sector, and that's how Square got away with it.

For my 2 cents, I think an efficient way of doing it would be to work on one sector plate, and once you're satisfied, copy it for the other 6 plates, and then vary some things from plate to plate to make it less obvious. This is assuming you are at the point of filling in the plates and not still tweaking other stuff. That being said, it's looking awesome.
They are all the same, have a look at this hi rez image http://i36.photobucket.com/albums/e33/Killerx20/k3VhV.jpg
You can see they basically modeled sector 1 to fit the train station and such then just pasted it on the rest except for the small section of sector 8. Its just that they changed the lighting in each plate a little. I plan on filling two plates and pasting those 4 times each err well one 3 times and the other 4 then just fit in the little piece of sector 8. Simple enough.

22
Team Avalanche / Re: Midgar Remake
« on: 2012-06-20 20:59:52 »
Oh wow I have missed so much! I have returned once again!!

My reactors still need some work to them too, IMO they're the most difficult pieces of geometry i've had to deal with, though i'm quite delighted to see i'm not the only one needing several versions and minor ajustments and optimisations here ;3.





I'm gonna continue work on it ASAP!
Wow warren, I never thought I'd see you again how have you been?
Reactor looks good btw.
Of course we are not all doing the same thing......
We're all just working on different reactors....3 done....5 to go  ;D
 8)
All my reactors are finished and i'm not going to tweak them anymore. I've spent too much time optimizing them although it helped with the render times.
I'm not really sure what to work on next though.. Any ideas?

23
Team Avalanche / Re: Midgar Remake
« on: 2012-06-16 18:41:29 »
All of the currently released stuff is over on moddb.com page but is released in nif form for Fallout.

The last release Tempus intends to release as part of the MakoDawn project will be a public release of all the resource files in an organised package. The reason for delay is probably because he has alot of stuff that needs to be sifted through and organised.

I know modellers/artists can have attachment to their stuff, I have been there and I am sure Neon has his own reason for not wanting to release it but its just really sad that we nobody gets to explore such a wonderful model. When I look at some of those screens from his port to the cry engine, defo sad panda. I had planned on contacting him but with my ties to the MakoDawn mod, I thought it might give the wrong impression.
I know I have an attachment to mine... it will be hard giving it away one day but its for the better right? Better then nothing ever happening to it.

24
Team Avalanche / Re: Midgar Remake
« on: 2012-06-16 03:23:25 »
Talking about Midgar, remodeling and other modelers, do you know the guys who made this?

http://www.youtube.com/watch?v=71FVUv6H374

The face of Cloud model is better than most of the ones i've see in qhimm, at least better than the one made by Millenia.
Also Tifa is somewhat nicely modeled.
Oh yeah I remember that, some little team who was getting into working with the UDK wanted to show off what they could do, just a demo. Although their shinra tower model is wayyy far off of being correct looking and its facing the wrong way since that is the sector 1 train station the tower's back should be showing and not the front. It would have been nice if they continued on that project though as it would be nice to play it.

Awe that is a bit sad, his model was amazing. I certainly have not forgotten :P Although I never had contact with him, I heard that he didn't want to share his model. I agree I would have loved to explore it too.

Just for reference, Tempus' model as a whole is about 8-9k tris IIRC but that is with alot of optimisations. I hope that my inquires haven't started a cascading effect of people worry about tri counts.  :-o
I'm going to ask him what really happened and if he will ever release it. I can understand why he wouldn't want to share it though and he has told me in that past somethings why he wouldn't. BTW how is that resource pack coming? I may find some things in there useful

EDIT
Here is the final optimized reactor, I am happy with it. Going from 40,000 polys to 8,000 is good enough for me.


25
Team Avalanche / Re: Midgar Remake
« on: 2012-06-15 22:47:23 »
Here the wires and missing components in the previous render.
(Rear exhausts, and the entrance, the walkbridge in front, I don't consider it being a part of the reactor)

So it's more like 4500 polys.  ???

 8)
I see how yours is low poly now, it looks good though. I'll post a new render up after I get back home. I really cleaned a lot up and stuff but it still needs more optimization.

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