CoN 25th Anniversary: 1997-2022
FFVI remake(3D)

Posted: 4th September 2007 16:14

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Chocobo Knight
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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

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Posted: 11th December 2007 10:22

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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. biggrin.gif

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...)
  • Recognize that this project is still intended to NOT be publicly released unless we receive explicit permission from Square-Enix themselves. I reserve the right to be in control of communications in this aspect- with feedback from other group members.
  • No outside advertising for this project that hasn't passed by the Nyxojaele filter. I still maintain this as my own personal project, so I don't want somebody else going on about it behind my back.
  • Works for this project shall be entirely original and created specifically for this project. You still retain your rights to the works, but are not permitted to use them for "other projects" (personal portfolios etc are fine). Additionally, full credit will be given for all works. Please note that it is not acceptable for ANY works to be downloaded from elsewhere- they must all be original works to which you hold the rights.
Positions where help is specifically desired right now:
  • Concept art- Skilled art that maintains the same "feel" as the original game held is desired. Taking influence from (although not duplicating) Amano-sama's art is perfectly fine. Attention to detail is a must.
  • Sound effects- High resolution recording of sound effects is desired- we can downsample later, but can never upsample for an increase in quality. Creativity is a must- how else can one create sound effects? Proficiency with an audio alteration program a plus.
  • 3D models- Skill in both high poly-count & low poly-count in-game models. Cinematic poly-count model skills a plus, but nowhere near necessary. Cinematics will only be added to the game if a sufficient skillset can be acquired for the team.
  • 3D levels- Architectural eye a must. Ability to create full 3d models of the original locations found in game- attention to detail a plus, but since this may be on PSP, we might have to budget our poly-counts.
  • Texture artist- Skill with high quality, low/medium resolution textures- we don't want to be using up boatloads of memory for just textures.
  • GUI artist- Good looking yet simple GUI element graphics are needed- probably on a "skin" basis. That is, there will be more than one GUI "skin" available for the player to select, as is Final Fantasy tradition.
These are just the currently desired positions for the project- if there's something else you think you can offer that will benefit FFVI3D, then please post here and let me know and I'll see if it's a viable option.
</EDIT>

This post has been edited by nyxojaele on 11th December 2007 23:34
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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

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Posted: 11th December 2007 22:44

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I'd love to help but I'm afraid I'm only good with 2D work
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Posted: 11th December 2007 23:32

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Chocobo Knight
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@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
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Posted: 12th December 2007 09:51

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Sorry for sounding rather dim, but what is GUI?
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Posted: 12th December 2007 11:31

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Graphical User Interface
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Posted: 12th December 2007 11:36

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Quote (nyxojaele @ 12th December 2007 11:31)
Graphical User Interface

Oh, the menus and stuffski?
I could prolly help out with them yeah
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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.

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Posted: 12th December 2007 23:43

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@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^^
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Posted: 13th December 2007 00:52
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Gimmie a design and a poly count, I'll see what I can do.

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Posted: 13th December 2007 05:37

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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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Posted: 13th December 2007 06:26

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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.

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Posted: 13th December 2007 10:16

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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
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Posted: 14th December 2007 21:35
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A question suddenly comes up: Which versions are we going for here? Amano's or the sprite/chibi design? Cause they are fairly different from one another.

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Posted: 15th December 2007 01:33

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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
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Posted: 15th December 2007 05:17
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I was referring to the clothing.

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Posted: 15th December 2007 09:59

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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..
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Posted: 16th December 2007 04:10

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Sorry for the delay, my scanner's being stupid right now. I'll have it up soon. @__@

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Posted: 16th December 2007 07:35
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Greetings! I've been following with great interest the progression of this for some time...now this is my chance to strike. wink.gif I've long been a fan of FF VI (my favourite game) and the art of Amano. I'd absolutely love the chance to contribute in any capacity to the conceptual art of your project. Next September I'll be heading off to school for Illustration, and this is something akin to what I'd like to be doing professionally some day!
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
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Posted: 16th December 2007 20:07

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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.

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Posted: 16th December 2007 20:52

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That's a nice Kefka biggrin.gif

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Posted: 3rd January 2008 02:37
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Finishing up the Locke model with the help of Ronin and I'm prolly gonna have him fully mapped and textured hopefully by the end of the week.

This post has been edited by Narratorway on 3rd January 2008 02:37

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Posted: 3rd January 2008 05:17

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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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Posted: 3rd January 2008 06:16

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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?
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Posted: 3rd January 2008 07:50

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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

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Posted: 3rd January 2008 12:57

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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;;
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Posted: 6th February 2008 01:37
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Okay, Ronin's finished up the textures and I did some renders of the final product. Have a gander. Be warned, the image is rather sizable...

This post has been edited by Narratorway on 6th February 2008 01:38

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Posted: 6th February 2008 02:42

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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.
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Posted: 6th February 2008 21:49

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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?

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