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Messages - Knil

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Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-01-01 19:43:18 »
^^^^

SS48 and 96 are both very good. I do like the shadows casting in the corner more on 48 but I do like the softer shadows on 96 with the Welcome pipe. I couldn't complain with either one being in game.

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From the tasklist thread...You can get the background images from there.

I didn't see the LGP files tab below when I looked at it last night... Found it, ty

3
Is there anyone here who could help me get started on getting the BG from the flevel.lpg? I want to start modeling scenes but I want to do it right so areas that are animated also get in. I understand the LGP tools but I'm lost as to actually grab the image. I noticed using palmer that it has bug, is there a way around this with modeling the scene?

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Graphical / Re: Rigging or Modeling first
« on: 2012-05-25 08:01:35 »
65000 polys? Pretty sure even top of the line games don't run that many polys on one character. I believe Tidus was only 800 to  1000 polys... maybe smaller. Thanks for the response. XD

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Graphical / Re: [REL] Custom HQ Aerith
« on: 2012-05-24 16:52:40 »
Can I give some input? I think this models looks fantastic! The only thing hat stands our is her face for some reason. Maybe it's just me but I feel her face has no emotion. The smile seems oddly placed there. Have you ever played Majora's Mask?



^I feel it's the mouth or something and don't use this image as a comparison, I was trying to give you an idea as to what I'm seeing. This looks like an image from crisis core or something and I know you're probably going for an "original look", but can you see how her mouth is? It almost needs to be thicker and I'm not suggesting massive lips or anything but maybe more definition and less of a smile... a "softened smile."


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Graphical / Re: Rigging or Modeling first
« on: 2012-05-24 16:39:36 »
So is there a limit to the amount of polys/tris in the model you can have with Aali's custom driver? And when rigging, are there any common bugs or mistakes I should look out for?

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Releases / Re: New RedXIII model
« on: 2012-05-12 05:21:35 »
Honestly from the distance in game I think the texture would look great. Fur or not. :P good work!

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Releases / Re: New RedXIII model
« on: 2012-05-10 08:05:16 »
This looks a lot better. You should present a "zero fur" texture model and see which one is more appealing ;)

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Releases / Re: New RedXIII model
« on: 2012-05-09 17:21:55 »
I think the poly count would need to be raised to make this look a lot better. It honestly looks mushy and it's a little hard on the eyes. I personally thought the brighter coat was a better look.

http://www.coolorama.com/wp-content/uploads/2011/02/52ac2825b2red21.jpg1.jpg

If you could raise the fur definition to a brighter tone, I think it would soften the overall look and be more presentable. I double taked now and I see the look the texture is going for, but I still think it would be too dark for in game.

I went into photoshop for about 5 min, I wanted to give you a quick idea to what I meant about brighter coat and softening those dark lines.



The top left photo of red XIII shows his bracers have a lot less shine and they actually looks like bracers instead of fiery bracers

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Team Avalanche / Re: *OFFICAL* Battle Scene Reconstruction
« on: 2010-12-11 02:40:18 »
I'll see what I can do. I have no idea how to even put this into the game so this may take some time. I was hoping I could pass my work off to someone else and allow them to handle that area. IS 2048 x 2048 too big? Should I keep it at 512 x 512?

Update 2- I thought I would change my image up. I'm gonna head to bed for tonight but ill be sure to try and test this stuff out tomorrow.

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Team Avalanche / Re: *OFFICAL* Battle Scene Reconstruction
« on: 2010-12-10 22:37:10 »
Edit - I just got your email. Thanks for the feedback!

Ok, so what are the rules when making a texture because I re-read the first post and I couldn't find anything where it says I must match brick for brick. I'm not trying to be difficult, I just thought adding a little bit of variation and keeping the exact amount of rows and making the player search the scene more rather than just noticing how flat it is.

Here is a lighter version.

close up



original


Some of my questions were not answered. I'm not sure how large the file can be, right now im working with a 2048 x 2048 png. To me that's really high but maybe it's ok for this work. I'm new to this place so I apologize if I'm asking rather easy questions I may have missed.

Here are the set with a blue tone

up close


original

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Team Avalanche / Re: *OFFICAL* Battle Scene Reconstruction
« on: 2010-12-10 15:01:27 »
Is this too much of a change?



This is kind of what I was trying to explain. A darker mood for a darker environment.

Here is a better close up. The resolution of the PNG 2048 x 2048 but it's compressed in these views. Not sure on the maximum res we can have.


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Team Avalanche / Re: *OFFICAL* Battle Scene Reconstruction
« on: 2010-12-10 03:25:05 »
^ True. I can't remember what the texture looked like in the original but from the background scenery, the color doesn't match, lighting wise and color wise. The texture should look great without lighting and lighting should only make the texture look even better once lighting is placed.


Also, I would like to add, the light fixtures in the battle scene are orange so there should be tint in general on the bricks.

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Team Avalanche / Re: *OFFICAL* Battle Scene Reconstruction
« on: 2010-12-10 02:01:32 »
Instead of the grey bricks I think you should do a sort of rusty blend of a dark brown and red. I won't look so out place like right now. Maybe the bricks should be smaller too. Also, have some irregularities. I know there is so much you can do to a texture before it looks like it's repeating but im sure it's something that can be done.



Is there a way I could get the textures from you guys and texture them myself? I dont have the programs or knowledge to rip them but I do know how to photoshop if you need something done.

If you want, I'll work on that brick image, just pm me the image file.

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