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 - Ulpian

Pages: [1]
1
Team Avalanche / Re: [HD Remake] Sector 6 Slums
« on: 2013-01-12 10:33:15 »
Hi there,

I'm alive and well but currently between university exams and military obligations. I haven't forgotten this project and found the latest BG work of Mayo Master, SpooX and now-returned Timu quite inspiring. Hope to see more in the future as well as extend my own contributions.

Wishing you all a great start in 2013


Ulpian

2
Team Avalanche / Re: [HD Remake] Sector 6 Slums
« on: 2012-10-22 19:58:58 »
Well it's quite interesting you'd spot that, Covarr: when creating the fence, I actually modeled it down to the intertwined chain links (instead of relying on some poly plane with textured transparency as the original apparently used):



...alas, there is little chance one will notice those details from the aerial view even at full resolution.

@Nightmarish: the left leg on the swings you mean? it's already slightly bent but will work on that, thanks.

3
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2012-10-22 18:40:52 »
Well thanks for the props MM :) no reason to feel humble in any case, I think you're doing a pretty good job yourself.

So what field scene are you going for exactly? Loved the trivia on the Easter lily. The model could, IMHO, benefit from some of the following improvements:

- A more oval-shaped and overall curvier form for the petals. The curved tip here looks fine, but the rest of the petal seems a bit too straight and rectangular-shaped.
- I believe petals and leaves are a great opportunity to use material translucence. Doing so might help making them less plastic-looking.

(I'm basing those suggestions on this picture:)



The rest (especially the pot and dirt) seems fairly impeccable to me.

4
Team Avalanche / Re: [HD Remake] Sector 6 Slums
« on: 2012-10-21 21:32:47 »
'Evening all, here's a quick WIP preview of the next scene. Will probably do the lights, textures and the rest of the modelling next week-end.




Original:


5
Team Avalanche / Re: [HD Remake] Sector 6 Slums
« on: 2012-10-14 20:16:39 »
Glad you all like v5.0, and really appreciated the kudos (including the ones in french). I'm looking forward to remaking some more scenes, though it does feel like very tiny steps within an overall massive (and criminally understaffed) project.

Ulpian

6
Team Avalanche / Re: [HD Remake] Sector 6 Slums
« on: 2012-10-11 16:14:42 »
Couldn't have improved it without you guys, thanks a bunch.  It really was necessary to go all the way to 500% but I do share the view that the latest version pretty much qualifies as done & dusted now.

@anaho: the random planks lying around you mean? I did a dynamic simulation letting three dozen of them fall and pile up on the ground, then duplicated the result here and there. The "stairs" are done by hand though.

Ulpian

7
Team Avalanche / Re: [HD Remake] Sector 6 Slums
« on: 2012-10-11 03:04:29 »
Thanks again for the comments guys, looks like we’re near the end of this scene :)

Here’s the 500% version (in massive 3200x2800 pixels) in which the road has a less bumpy - yet dirty - look (has to be seen up close I guess) and finer textures. Lots of post-render additions including the cracks; also fixed the wood texture.



Here’s a fake screenshot to show the level of detail while fully zoomed:



And here’s the editor:



Cheers,

Ulpian


P.S. @Mayo Master: Something along the lines of "la critique est aisée, l’art est difficile" I assume ;)

8
Team Avalanche / Re: Sector 6 Slums [HD Remake]
« on: 2012-10-09 15:27:42 »
Latest changes, hopefully this qualifies as the final version :)

-   Reduced bump map on the road again (though I do find the original one slightly too smooth)
-   Environment lighting overall brighter
-   Lots of post-processing adjustments



Here’s the original again for good measure



And here's how an in-game screenshot would appear:

(click to zoom)


vs.



Cheers,

Ulpian

9
Team Avalanche / Re: Sector 6 Slums [HD Remake]
« on: 2012-10-09 03:25:21 »
Hi all, thanks again for your pointers and kind words, much appreciated :)

-   Fixed lanes and bottom entrance’s light, as per Rayved’s and Timu’s comments
-   Following Mayo Master’s considerations on high-res rendering, refined and reduced bump map everywhere and tweaked textures overall so that they look somehow decent up close; accordingly did a render at 300% of the original background size rather than 200%
-   Touched up a few textures in post-processing

(click for 1920x1680 resolution in all its glory)


By the way, I’m not sure I understand the point of a potential 5x5 render: isn’t the native FFVII resolution 320x240? 500% resizing only makes sense when playing in a 1600x1400 window, which seems quite a lot. A mere 300% resizing of every field screen background lets one already play at '720p' quality, if I’m not mistaken.


10
Team Avalanche / Re: Sector 6 Slums [HD Remake]
« on: 2012-10-08 11:06:24 »
Thanks for the feedback guys, it's been quite helpful so far :)
As per your recommendations, here's version 2.0 with less bumpy/reflective roads and more saturated colors overall:



(Apps used are Maya/mental-ray + Photoshop)

Ulpian

11
Team Avalanche / [HD Remake] Sector 6 Slums
« on: 2012-10-07 23:10:04 »
Hi there!
Had a bit of FFVII nostalgia the other day and stumbled upon your brilliant HD overhaul project. I'm not much of an artist, but here's a remake of a Sector 6 field scene I managed to create:

Original


Remake (click for full size)


Looking forward to your comments and recommendations :)

Ulpian

----------------------------------

[EDIT] new versions









Pages: [1]