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FFVII scene

Moutrave
polycounter lvl 8
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Moutrave polycounter lvl 8
Hi,

Wasn't sure about posting this, but I just finished that scene, at last, after dozens of hours both valuable and rich in learning, as well as pretty damn painful. I guess that's to be expected when learning a software (in that case, zbrush) while creating a whole new scene !

AerithHouse_FinalShot_1.png

And for the unlit / lighting only

AerithHouse_FinalShot_DetailLighting.png

AerithHouse_FinalShot_Unlit.png


Pictures come from Unreal 4, video was made with good old matinee and...well that's it ! All textures are just polypaint and tweaked in photoshop a bit when needed... obviously I still have a looot to learn (painfully obvious in the video most especially) but I'm ok with how it turned out, and with how much I've learned during the 200 hours of headaches and "why isn't this exporting properly" issues and other puzzles that I had to figure out on my own (sometimes failing...) while learning to follow that specific workflow.

[ame="https://www.youtube.com/watch?v=yevj4JdgN0k"]here [/ame]



Criticism welcomed and appreciated ! FFVII fans please don't hate me :)

Replies

  • Fuiosg
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    Fuiosg polycounter lvl 5
    oh man, that brings me back. Nice going, really captures it.
  • Moutrave
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    Moutrave polycounter lvl 8
    Thanks, that went well !! Or not ... feedbaack people? Please? :)
  • gsokol
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    gsokol polycounter lvl 14
    Hah, cool!

    At first glance, without having seen this background in a long time...I thought your final was the ref :P

    Placement overall feels spot on. It does feel weird to see the the landmass the house is on as a floating island. I believe you entered the area from the left...so there would probably be solid ground there?

    I think the waterfall is a little noisy...very pixel-y on the edges. Also your sun shafts are a bit strong. In the actual background they are much softer, and actually fade before they really hit the ground...and are much wider. Yours are drowning out the waterfall in the background a little bit, and overall makes that area of the shot a little too hot imo.

    The save icon is a nice touch! Overall digging this...brings me back :)
  • Snafubar7
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    Snafubar7 polycounter lvl 8
    Ah man! I thought of doing something like this, maybe Icicle Inn or the Shinra Mansion.. I love it. I watched your fly-through and the music took me back. For this particular scene, of course I didn't mind the fly-through being so long, but a recruiter might :)

    Love the icon as well.
  • Moutrave
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    Moutrave polycounter lvl 8
    Hey !

    Thanks for the feedback !

    gsokol = you're right my waterfall is not really satisfying...I didn't know what to call its flaws but noisy is pretty accurate :) I struggled with cascade for a long time before I stumbled on a result that seemed "ok-ish" and went to finish up the rest..lloking back it needed more love ! I'll definitely work on particles so i get better with them.

    I should also have made a different material instance for the lightrays, as you point out the fade with the ground is a bit brutal on the foreplan, that's because the material's fade in properties are the same for all and base on camera distance...I'll think of some way to tweak this :)
  • Moutrave
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    Moutrave polycounter lvl 8
    Snafubar7 wrote: »
    Ah man! I thought of doing something like this, maybe Icicle Inn or the Shinra Mansion.. I love it. I watched your fly-through and the music took me back. For this particular scene, of course I didn't mind the fly-through being so long, but a recruiter might :)

    Love the icon as well.

    I would love to see another FFVII scene :p

    Yeah the fly by is waaaay too long, but yeah not looking for employement :p just a happy hobbyist h
  • Moutrave
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    Moutrave polycounter lvl 8
    Well speaking of that cascade...this picture illustrates the "wow i just discovered GPU particles and I want MOAR OF THEM!" effect. But yeah quantity doesn't always make quality ;)

    ShaderComplexity.png
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