I just came across this model viewer for FF X and X-3 3D assets. The character models are amazing and really worth taking a look at. If you want an instant education on the right way to make characters, check this out. You'll need the game discs to extract the models.
http://www.yaz0r.net/ffxview.php
Replies
i have ffx and ffx-2 and would love to give this a spin.
also, ffxview doesn't start on my box. no error, not even a process showing up in the taskmanager.
edit:
some more info and pics here: http://www.ga-forum.com/showthread.php?t=67958
The file dumper is intended to work from the iso of the dvd, I got lazy a didn't make a version that could directly handle the dvd disc itself.
To start the viewer, pass a model file by comand line, or just drop the model on it.
yaz0r
Yazor, any word on your KHview release? I noticed you mentioned "maybe later".
Thanks for the great tool, good work.
Yazor, any word on your KHview release? I noticed you mentioned "maybe later".
[/ QUOTE ]
Well, I'm actualy waiting for things to set down a bit after KH2 release this december. It will probably use the same engine or something very similar...
But as Pior said it'd be cool to have an option to see the flats (textures) of the model.
Awesome job so far yaz0r!
If you use the obj converter, it extracts the textures out too.
I can't wait for the KH stuff. I really wanna see how they pulled off the amazing look of KH2 on the PS2. I have a sneaking suspicion of how they got the ultra sharpness.
snowfly: actually there are two models for each of the main characters - one at over 9000 triangles (probably for the ingame cinematics), the other one at around 3000.
i'm surprised at how many bones they have in their game - most main characters come in at over 200 joints. wow. in 2002 we were struggling with a 64 bone limit in unreal warfare on a pc that ran circles around ps2 - if i recall right.
And the DoaX models are already available somewhere XD
The mgs3 ones could be very cool but you can find some screens on the jap xsi's homepage.
I've had a look at some models and they are certainly well crafted :O
I took the time to take a few shots of what I believe is one of the main X characters.
Just note this is for EDUCATIONAL use only. Yazor clearly stated the reason why he did not include an object/texture extractor, I used an external app to do so.
I will also remove anything that is not game screenshot-like (aka textures and wireframes) very soon. I firmly believe this is an incredible occasion to have a look at stellar promade console assets yet I don't want anybody to be in trouble or something.
Remember... Educational only. Get it while it lasts!
Comment t'as fait?
I don't have problems with the screenshots. My point about not making an exporter is mainly about the improper use of the models. By giving too much power over the models, it would have been just a matter of time before people started to miss-use them. And as expected, the models converted with the obj exporter were miss-used and the guy who had made the exporter just pulled the plug....
So, you can keep the shots of the wireframe and even make more of those, I don't mind.
Regarding KH and J3D, one of the main issue that prevent me yet from releasing, is that I would have to rewrite them completly before. Those are test programs, quite badly written (guessing the format as I progressed), and completly user-unfriendly (no interface).
The FFX viewer was in a similar state before I started rewritting it from scratch.
Also, I have to fix the hi-poly versions of the KH models (they use a different way of skinning for those that I didn't quite figured yet). I would be interesting to also add animation to both (J3d is easier to do, dunno for KH).
Anyway, I have still some plans for FFXViewer. I have a new model dumper in the work (need a bit of tweaking before relase) that can handle event specific animation (those nice motion-captured moves).
but in the ffxviewer you can clearly see that their bones never rest. i wonder what might have caused this - downsampling of their animcurves to save on memory?
oh and an mgs viewer would be grand, of course another game with very interesting character artwork that screams for exploration.
MGS would be interesting and I already thought about it (and Jak2/3 for the mater), but it's really a question of time (and I'm lacking a lot of that kind of resource right now..)
Yeah, it sucks that stuff can't be "open" because of people who misuse it; but I've found my own way :P.
it's amazing how all the character textures look like painted by the same artist. the credits for ffx are vague but they clearly must have had more than one character texture artist.
Very nice stuff... if any of you have seen the texture pages for some of the FFX monsters, they're ridiculously tight and well-used... pieces re-used all over the place but it's never obvious or cheap, it just looks awesome. Masterful UV maps and texture painting.
I think it's the bone count that limits them as to how much can be displayed on screen... not so much the polycount. The monster polycounts are insane. Most nearing 10K... but not going over (which might be a limit to their engine, I think).
It's great stuff... but technically there isn't anything new in there that people don't know about. The models are well built, but some have dodgy weighting... but in those instances, they do a good job of hiding them with clevel camera controls.
If you look at some of the Shiva summon animations, you'll see that her knees crash when it gets extremely bent. Yet you never see it in the game because of where the camera is placed.
Their hair techniques are great, though. It's really impressive. And they actually look the time to write in proper alpha sorting into their engines to make it all work.
Also, a lot of the quality in the artwork is down to the artist and art director. The AD defenitely knows what fits and what doesn't.
But yeah, it's all good stuff. Thanks for releasing the viewer. I'd be interested to see the KH/KH2 and FF12 stuff, also.
By the way, am I the only one who finds it odd that they spent so many polies on the eyelashes... yet they didn't include geo for the tear ducts in the eyes?
it was in the summoned aoens folder.
what i found odd in the ffx artwork was how "crappy" jekkt (jecht) was done. he is on screen so often yet looks so lorez in comparison to all the other main cast that it just doesn't fit. for those that didn't play ffx - jecht is some long haired topless guy with lot's of tatoos all over him.
- Their facial topology sucks IMO. They could get much better animation out of them and be way more efficient with some better topology.
- I've noticed quite a bit of texture distortion on their face UVs. It's not very noticeable on their style of textures and it was probably the most "efficent" way to do it considering their very limited texture space.
Other than that, this stuff is at the top of my list. I look at so much of it and think to myself "this is how it should be done". This is a perfect example to show that you don't always need more polys/more res/more tech to make something beautiful.
one of my hommies has a modelviewer for finalfantasy XI..it extracted the textures and everything.. it exported to some wierd format.. i found an importer for max, we had a hayday with that.. i am sure he will soil his shorts when he hears about this..
[/ QUOTE ]
Yes, I made sure he had to change his shorts because of it.
besides, they have a big industry of their own and seem to focus on their market. totally different from e.g. europe. no idea about korea though
apparently english is not a widely learned secondary language in japan. possibly many japanese artists don't feel comfortable to go outside their home turf because they are not really good at english.
besides, they have a big industry of their own and seem to focus on their market. totally different from e.g. europe. no idea about korea though
[/ QUOTE ]
Umm.. maybe, but isnt all the programming done in english?
Or when you say artists you mean -artists-? :P
Amazon.com
image this "in theory" printed in very bold and colorful letters though.
Can you imagine having to learn programming thats not only in another language, but one that uses different characters.. thats full on.
Or maybe not, as all programming to me doesnt make sence.. :O
I'm a little biased about whether or not they speak much english over there as my friend is over there now teaching school students. I get the impression that there is a fair amount of Romaji words in advertising and stuff. And because a lot of 3d technology is developed in the west they wont bother making up japanese words when they already exist..
(that book that I linked too has studd on square, but there are no screenshots of their work that arent in game shots.. all the other developers have shots of Maya etc. or their custom tools)
hmm.. what was this topic about again, i forgot :P
There was a time when people coded directly to machine code. I would call most of the ASCII chart "different characters" (especially on a C64 keyboard, C64 ASCII is quite a bit uglier than PC ASCII).
The gaming market over there has a really wide salary range. You can be making shit money creating nothing by virtual pachinko games or work for a badass company like LEVEL 5, my personal fav. They also have got some really kickass gameschools there. One in Tokyo called TOKYOGAME and another that is right in KONAMI'S building to name a few. I took a look at some "student" work and it was pretty damn impressive.
But, yeah. I think poop's got the right idea. Looking at top quality work up closely and picking it apart in an attempt to sort of "reverse" engineer it is the best way to learn.