Posted: 4th September 2007 16:14
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![]() Posts: 100 Joined: 19/8/2007 Awards: ![]() ![]() ![]() |
WE WANT MORE EDGAR
Seriously though, this is awesome. Keep up the good work. :D EDIT: Wow. In my boredom, I google "ffvi 3d" and found quite a lot of articles and stuff about you and your project. Seems you're getting pretty famous. :D This post has been edited by Uwao~! on 4th September 2007 22:11 -------------------- "So imagine Kefka swearing and yelling that he'll take revenge, but doing so in a way that's... somehow... polite and feminine." |
Post #156740
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Posted: 11th December 2007 10:22
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
So, it looks like it's time for me to start getting back into this project here. I know it's been a long time, and I apologize for that- I just needed to get this other thing out of my system. I no longer have the motivation to continue that other project (nor did I really -intend- to finish it), so I feel I can return to FFVI3DPSP without the desire to look elsewhere.
As an update, I've made a design decision to continue using the Irrlicht Engine for the game, but to do the development entirely on the PC instead of the PSP for the time being. The main reason being that it's much easier on me to program directly for the PC during the main part of the development process, and then just "put it on the PSP" later, and only do my debugging for the PSP portion of it ON the PSP. This can now be done because the LTE Game Engine has now become open source, so in theory, I should be able to port over whatever version of Irrlicht I decide to use, into the LTE Game Engine source, to allow me to use it on the PSP as well, of course, taking into consideration that I'll need to avoid any features of the Irrlicht Engine that aren't supported on the PSP. So, development will continue on the PC for the time being, with the eventual intention to port back to the PSP. No promises on that porting, 'mind you, but I'm still going to develop with that intention, avoiding things that can't be done on the PSP, etc.. Quote EDIT: Wow. In my boredom, I google "ffvi 3d" and found quite a lot of articles and stuff about you and your project. Seems you're getting pretty famous. ![]() Wow- I did the same search just after reading your post. I never realized how much word has gotten out about this project... <EDIT> I've also decided that I'm going to start accepting outside help in a limited capacity- since I seriously want to finish this, I'm going to focus my own efforts entirely on the programming aspect- which'll mean that I'll need some outside help for other things. I'll be editing this (and the top) post with additional information about helping out in the future. Take note that this isn't intended to be a next-gen game, so I don't need ultra-high end stuff here. (although it's appreciated, and can definately be used!) Basic NDA/Disclaimer that must be agreed to if you want to help (a more detailed one will be available on request, after I've put it together...)
</EDIT> This post has been edited by nyxojaele on 11th December 2007 23:34 |
Post #160325
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Posted: 11th December 2007 20:07
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Well, I currently have a LOT of free time (though that may change in the next week to merely having a lot of free time *note the lack of caps*), and I'm fairly handy with modeling and texturing. Let me know what'cha want, I'll see what I kin do.
Edit I DO have a certain policy that MUST be met before we do anything. I've been on two or three 3d projects before and on everyone so far, the heads of the project made the big mistake of not setting down a proper scale or framerate for the projects in question, which eventually led to all sorts of madness when people were swapping files. So before I do a DAMN thing: what're the dimensions I'm going to be working with? i.e. feet, centimeters, etc. This post has been edited by Narratorway on 11th December 2007 20:11 -------------------- |
Post #160334
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Posted: 11th December 2007 22:44
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![]() Posts: 470 Joined: 31/5/2006 Awards: ![]() ![]() ![]() |
I'd love to help but I'm afraid I'm only good with 2D work
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Post #160337
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Posted: 11th December 2007 23:32
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
@Narratorway:
FFVI3D, as it stands right now, doesn't have a scale set in stone yet. Everything that has been actually put into the game engine has been arbitrarily sized, just to make it work. You'd notice the old Terra mesh was big enough to cross a river in a couple steps, if you looked closely ;p So, the units of measure to be used are still up for grabs. What program do you use for your modelling? @Dark Paladin Danny: I'm editing the positions available as I just thought of one that may be your thing: GUI graphics. I've also just started a blog for the project. Most of my updates will likely be on there, and it will be a lot more technical, most likely. This thread tho, I will keep updated with major updates- at least for the time being: River Nyxx This post has been edited by nyxojaele on 11th December 2007 23:42 |
Post #160338
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Posted: 12th December 2007 09:51
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![]() Posts: 470 Joined: 31/5/2006 Awards: ![]() ![]() ![]() |
Sorry for sounding rather dim, but what is GUI?
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Post #160351
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Posted: 12th December 2007 11:31
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Graphical User Interface
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Post #160352
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Posted: 12th December 2007 11:36
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![]() Posts: 470 Joined: 31/5/2006 Awards: ![]() ![]() ![]() |
Quote (nyxojaele @ 12th December 2007 11:31) Graphical User Interface Oh, the menus and stuffski? I could prolly help out with them yeah |
Post #160353
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Posted: 12th December 2007 20:17
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Quote (nyxojaele @ 11th December 2007 16:32) What program do you use for your modeling? All my 3d work is in Maya. Anything you need, it can probably do. And I'm telling you man, you'll want to set a universal dimension. Especially when you're converting a tile based game like FFVI to 3D. Sure it hasn't been a problem for you so far, but it's also been a solo deal up until now. Getting a team together to collaborate with is going to change things, I guarantee it. In the end it's your call. All I know is, of all the projects I've been on, not setting down clearly defined dimensions ended up causing a lot of unnecessary problems. -------------------- |
Post #160363
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Posted: 12th December 2007 23:43
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
@Dark Paladin Danny
No offense, but I'm not looking for somebody who "could prolly help out"- I want somebody who seriously wants to do the work required. @Narratorway Ah yes Maya- I'll take a look at what plugins are available for Maya for the Irrlicht engine- there must be something, I'm sure of it. Haha- I never said that I didn't INTEND to set a universal dimension at some point- just everything that's been getting done so far hasn't had anything even remotely like a need for any sort of measuring system. But now that I'll have people who'll need it- this is a good time to come up with something. So, I don't recall off the top of my head- when you're looking at the default "new project" in Maya, approximately how many "units" can you see before moving your camera? I want to use that as a method of determining how to scale things. I've seen some of your models that are based on your own characters, and they're pretty dern good- but do you have anything that's based off of somebody else's characters? I'd like to see that if possible^^ |
Post #160369
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Posted: 13th December 2007 00:52
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Post #160371
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Posted: 13th December 2007 05:37
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![]() Posts: 125 Joined: 22/12/2006 Awards: ![]() ![]() ![]() |
Wow. I am in support of your endeavor. Though since I have absolutely no experience in 3d art, all my support is going to have to be of the moral type. But if you want, I can help by putting a link to your blog/site in my webcomic page... that may help get more people aware in your work.
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Post #160378
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Posted: 13th December 2007 06:26
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![]() Posts: 221 Joined: 2/10/2005 Awards: ![]() ![]() ![]() |
Well, I'm not sure how much you'd like my art, but I'm willing to help out in the concept art department. I love character design. ^__~
I'll see if I can scribble you a sample. -------------------- "Some fight for justice. Some fight for law . . . . . .Cecil, what will you fight for?" ~KluYa |
Post #160381
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Posted: 13th December 2007 10:16
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Quote (Narratorway @ 13th December 2007 00:52) Gimmie a design and a poly count, I'll see what I can do. Okay, let's shoot for 2500 - 3000 polys per character. There's no point in making something just to see how good you are- might as well do something that can be used, ne? So how about doing up a model of Locke? There should be plenty of materials for reference on the net ^^ @orinocou: Feel free- I love the idea of various FFVI projects helping each other out^^ Just don't make it anything too big, please ^-^ @Ronin: I'd like to see some of your work, to see if it suits the project. This post has been edited by nyxojaele on 14th December 2007 11:34 |
Post #160384
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Posted: 14th December 2007 21:35
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Post #160433
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Posted: 15th December 2007 01:33
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Well, I'm personally of the opinion that staying too true to Amano's original art would make it look too "arabian"- so I'd like to have something anime-esque. You saw the shots I did of my hi-res Terra model no? Maybe something along those lines- I was quite happy with it. And as you can see, it's not very "chibi" persay- but I'm open to experimentation.
I definately don't want it too "realistic" tho-- final fantasy 8+ are starting to get too.... not pretty, no more.. haha |
Post #160437
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Posted: 15th December 2007 05:17
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Post #160438
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Posted: 15th December 2007 09:59
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Hmm, well in that aspect, I'd like to try and stay pretty true-to-form if possible. Afterall, especially when you're talking about SNES games, about 95% of character recognition is the clothing.
So I feel that keeping the same clothing look/style as was depicted in the game would be best- - if I recall correctly, Amano's art had drastically different clothing styles.. I'd have to pull out my Amano art book again.. |
Post #160446
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Posted: 16th December 2007 04:10
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![]() Posts: 221 Joined: 2/10/2005 Awards: ![]() ![]() ![]() |
Sorry for the delay, my scanner's being stupid right now. I'll have it up soon. @__@
-------------------- "Some fight for justice. Some fight for law . . . . . .Cecil, what will you fight for?" ~KluYa |
Post #160477
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Posted: 16th December 2007 07:35
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![]() Posts: 1 Joined: 16/12/2007 ![]() |
Greetings! I've been following with great interest the progression of this for some time...now this is my chance to strike.
![]() If you're still looking for help in the conceptual stage, and you'd like to have a sample of my work (I'd love to take a shot at something specific you have in mind to judge my competence), let me know! This post has been edited by Attarissiyas on 16th December 2007 07:37 |
Post #160480
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Posted: 16th December 2007 20:07
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![]() Posts: 221 Joined: 2/10/2005 Awards: ![]() ![]() ![]() |
Ok, I'm still trying to figure out what's going on with my scanner. I've still got something for you. I actually forgot I even did this. It's a piece I did of kefka.
Showing Here... Hopefully, that'll give you an idea of what I can do while I beat my scanner into submission. -------------------- "Some fight for justice. Some fight for law . . . . . .Cecil, what will you fight for?" ~KluYa |
Post #160496
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Posted: 16th December 2007 20:52
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![]() Posts: 1,405 Joined: 17/1/2003 Awards: ![]() ![]() ![]() |
That's a nice Kefka
![]() -------------------- "I fell off the mountain of words at around the 10,000ft mark. Tell my family...they owe me money." -Narratorway "If you retort against this, so help me God I'll shove any part of your anatomy I can find into some other part. Figuratively, of course." - Josh "We have more, can deliver tuesday." - Del S Good old CoN |
Post #160498
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Posted: 3rd January 2008 02:37
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Post #161087
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Posted: 3rd January 2008 05:17
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Hmm, that looks like it's shaping up nicely from the last image I saw^^ I look forward to the next iteration^^
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Post #161091
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Posted: 3rd January 2008 06:16
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![]() Posts: 197 Joined: 22/12/2006 Awards: ![]() ![]() ![]() |
This is just an opinion, but I think Locke's rather skinny looking. His head appears a bit too large in relation to his shoulders, making him look younger than his canon age of 25.
On a different note, will Celes be designed in the bathing suit and cape costume, or the yellow tights and black tank top one? |
Post #161094
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Posted: 3rd January 2008 07:50
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![]() Posts: 221 Joined: 2/10/2005 Awards: ![]() ![]() ![]() |
Quote (Frozen_Aura @ 3rd January 2008 01:16) This is just an opinion, but I think Locke's rather skinny looking. His head appears a bit too large in relation to his shoulders, making him look younger than his canon age of 25. On a different note, will Celes be designed in the bathing suit and cape costume, or the yellow tights and black tank top one? You're not the only one that thinks he looks too skinny. As far as I understand, certain proportions will be fixed later. As for Celes, I'm going to try making these designs as artistically close as possible to the original Amano designs. If we get as far as Celes, she'll probably look similar to Amano's version. Edit: By the way. The head looks big because the models I'm making are 6 heads tall. In reality, people are around 10 or so heads tall. However, because we're supposed to be doing this for the PSP, or so I hear, I wanted to make sure that we could easily see the face, and be able to recognize the emotions on there. Fun fact: The 3D character models in Final Fantasy III DS are about 4 heads tall. Proportions are fun. This post has been edited by Ronin on 3rd January 2008 13:28 -------------------- "Some fight for justice. Some fight for law . . . . . .Cecil, what will you fight for?" ~KluYa |
Post #161095
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Posted: 3rd January 2008 12:57
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
I was thinking something similar, but I'm waiting until they guys have something more "complete" before I start critiquing it..
I've always hated critics of my own works while I'm still working on the most part of it;; |
Post #161097
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Posted: 6th February 2008 01:37
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Post #162332
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Posted: 6th February 2008 02:42
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![]() Posts: 197 Joined: 22/12/2006 Awards: ![]() ![]() ![]() |
The details look good, but the head still looks too big. So do his eyes for that matter.
On the positive side, the phoenix image on his jacket is an excellent touch. |
Post #162342
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Posted: 6th February 2008 21:49
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![]() Posts: 970 Joined: 23/4/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
He looks a bit Tim Burton-ish, what with the sunken eyes, pouty lips, and lanky legs. But the detail in the clothing is awesome, especially considering it was taken from Amano's random, slightly tacky rendering.
Altogether pretty cool looking, but he looks rather different from the Terra rend, don't you think? -------------------- I fear my heart and fear my soul Life goes on, it surely will, Without me and I wonder: Will I ever see light again? Life goes on... |
Post #162349
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