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24 réponses à ce sujet

#1
Baaleos

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Is there any expert modellers out there who would be up to the task of creating some weapon/armor models?

I've played final fantasy games for close to 10 years now, and they have some very creative and artistic weapons and armor that I would love to see in NWN on my characters.

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Modifié par Baaleos, 17 janvier 2013 - 02:25 .


#2
DM_Vecna

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I especially like the textures on that green and gold shield.

#3
Sir Adril

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I agree, it would be wicked cool to have some Final Fantasy inspired clothing/armor/weapons in the game. It was one thing that was on my list of things to do, once I figure it out, but I think it's outside my ability for now.

Modifié par Sir Adril, 17 janvier 2013 - 06:19 .


#4
Tiberius_Morguhn

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Poly counts on many of these weapons would be restrictive to what the engine can handle. Just my .02.

#5
Sir Adril

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You're right, it will be tough to make some of them low-poly, but I'll have a play around in 3DS Max and see if I can 'fake it' with lower poly and transparencies, which I suspect is probably the best way to go about it for the really high poly equipment.

#6
Baaleos

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Thx Guys,
Any FF Type content would be much appreciated by all.
I would love to have maybe the armor, or even one or two of the swords on Characters.
I've already got the Legacy of Kain Soul Reaver sword as a Long Sword on my server- it would be epic to have some of these beautiful blades.

#7
NWN_baba yaga

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hmm! From a practical point of view FF stuff and many manga designs are totally useless. Without any kind of magic there is no way that these weapons have a balanced hilt and blade. But cool looking stuff anway.

edit:
the last weapon doesnt looks right at all to me. Looks more like a piece-to-piece work where the designer had no clue what the final vision was like and just drew the long blade on top of the butterfly like weapon...thats to chaotic for my taste for a pseudo weapon of ellegance.  And if that is the scabbard have fun with ripping of your fingers trying to draw it out being ambushed Posted Image

Modifié par NWN_baba yaga, 18 janvier 2013 - 08:01 .


#8
Sir Adril

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Baba Yaga, you're absolutely right, a lot of it is impractical. But, both FF and NWN are video games, so it's possible to make a choice between pure functionality, or aesthetics, that won't significantly impact anything.

In addition to making some of the recognizable items, I might try come up with a few independent designs with a more practical appearance while still keeping that JRPG feel.

#9
NWN_baba yaga

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I agree that video games are there to have this very freedom we dont have in real life and I admire most of the japanese artists for their drawing techniques. It´s just not my style but that´s secondary.
There are many designs that are both fantastic and believable looking which in the end also keep a balance to the original nwn weaponry in general.

#10
Zwerkules

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Is it only me or do most of them look far more like carpet cutters than swords? :P

#11
NWN_baba yaga

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Not alone you are Zwerkules :D

......yes precious....bash dem manga style yes yes...not tasty...filthy little manga style yes precious....

Modifié par NWN_baba yaga, 18 janvier 2013 - 08:24 .


#12
Baaleos

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BTW - The last sword is a gun blade.
The bit on the top edge, near the handle is a guard/shield.

Its just a game - so it doesnt need to make practical sense.
I admire these weapons for their beauty if nothing else.

#13
Tarot Redhand

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If you want to see totally ludicrous weaponry you should check out the 1973 TV series "The Water Margin" (Do a quick check on wikipedia for what it was about).

TR

Modifié par Tarot Redhand, 20 janvier 2013 - 11:46 .


#14
Wall3T

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Baaleos

im excited to see someone trying to finally put this out there :) i made a few airship models awhile back based on (you guessed it) final fantasy.

i drew the inspiration from final fantasy 2 and 9 which had the "classical" airship designs, and theyve worked out pretty well!

i enjoy all the works from the final fantasy genera. in particular ff 12, which has alot to offer in terms of  tileset city builds, head models, armor and weapon pieces

misc.thefullwiki.org/List_of_Final_Fantasy_XII_Weapons

www.youtube.com/watch

th04.deviantart.net/fs70/PRE/f/2012/069/4/1/final_fantasy_xii___fran_by_yeul-d4sdd0q.png

japaneseliterature.files.wordpress.com/2011/04/bangaa.jpg

storage.siliconera.com/wordpress/wp-content/uploads/2008/09/f12h-thumb.jpg

=final%20fantasy%2012%20armor&filters[primary]=images]media.beta.photobucket.com/user/MateuVTK/media/Final%20Fantasy/Final%20Fantasy%2012/JudgeBergan.jpg.html

edit: in that last link feel free to browse through all the images. each one shows what the designers came up with for each character, as well as a few arcadian airship designs

Modifié par oOKyeOo, 19 janvier 2013 - 03:24 .


#15
Sir Adril

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On the subject of airships and the like, I was already considering making a general sci-fi ship placeable pack (so you can put them down on any terrain you like). Should I add some of the spaceships from Final Fantasy to that pack too?

#16
Sir Adril

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I got the modeling done for the first Final Fantasy weapon I'm going to do. Next up, I have to figure out how to get it into the game. It's a big picture, so I'll link you to deviantart instead.

Buster Sword Pt 1: http://fav.me/d5ry5cd

Cloud's Buster Sword from Advent Children splits into multiple parts, so it seemed like a good place to start. Characters could wield each piece separately, handing them out to henchmen and other members of their party. I'll be making some scripts to allow it to be assembled and disassembled I think. Since there's some difference in size between the elements, I figured I could make them different classes of weapon too.

Modifié par Sir Adril, 19 janvier 2013 - 06:17 .


#17
Baaleos

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Hi All
@ Sir Adril - thats a great start.
I wish I could contribute more to the work - but I just lack the skill required for modelling.

I just found some new pictures for an upcoming Final Fantasy Game
(Lightning Returns)

Note- I'd love to see Odin (the horse, and human form as a creature in nwn - epic)

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#18
Sir Adril

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I'm loving that wrought/woven looking shield.

Oddly enough, I was wondering how I was going to make a ridable werehorse/pony for my module. Apparently, Squaresoft is down with that idea. That makes me more confident with my idea, going forward.

I love how Odin looks as a horse :D

I think for someone with more skills than me, Sleipnir (whether his Final Fantasy form, or more true to the original Norse mythology) would be an epic addition to the 'monsters', if he hasn't been done already.

Modifié par Sir Adril, 19 janvier 2013 - 04:05 .


#19
Sir Adril

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After a bit of reading around, I've discovered that I'm really pushing the limits of the system with using more than 300 polys for the weapon as a whole, so I threw the pieces into override to give it a whirl in a test module with ~20 NPCs using them on combat dummies. It crawled a bit, enough to see with the naked eye, so I used a quick and dirty poly reduction to see how big a difference it made. Cutting down from 480 to about 400 made an enormous difference in performance. Lesson learned for an amateur. I'm going to have to step back to the first model and simplify to cut a few more polys though, since there was still visually noticeable frame rate lag compared to that same number of NPCs armed with something simpler. If I can get this first element down to 300 polys, it'll at least be within the CEP's 'weapon ceiling' for poly count.

#20
Zwerkules

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While you are already talking about poly count for weapons, I'd like to ask if anybody knows what's the recommended poly count for a creature. The dryad looks like a drunk falmenco dancer to me and I'd like to replace that model, but my model doesn't even have a head yet and the poly count is over 1800 polies already. Would 2300 polygons be too much for a creature?

#21
Sir Adril

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Hi Zwerkules, the advice I'm following is from the Custom Content Guide v 2.01

The advice it gives for creatures is:
  • Herd/Swarm Creatures - creatures that appear in quantities greater than 12 - no more than 700 polygons
  • Group Creatures - creatures that appear in quantities greater than 4, but less than 12 - no more than 1200 polygons
  • Single Creatures - creatures deployed in groups less than 4 - no more than 1500 polygons
  • Unique Creatures - deployed alone with very few attendant creatures - no more than 3000 polygons.
I hope that helps :)

#22
Failed.Bard

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Considering PCs using newer higher poly body parts will easily exceed 5000 polys total, I think by far the bigger lag causer is the game having to cram the animations into the pitifully small memory amount allocated for them.
Quite a few of the horses are only 1000-1200 polys, and most people will still get a visible stutter from those when they come into view. It's not the poly count doing it, it's the 6-8 megs of custom animations attached to them.

#23
Rolo Kipp

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<bringing in...>

Not exactly a guideline, but I double the CCG recommendations. My divine avatars (The Crone, etc) and eastern-style dragons will all be aiming for the 5K-6K range. Where they are unique creatures not surrounded by mobs of others, I don't yet have problems.


Likewise, the head reference project aims for 300-400 poly replacement heads, and if successful, improved body-parts will likewise be updated.

Optimizing the anim keys is crucial, however. It's not how *long* your anim is, but how complex.

Cestus' Starry Rift skyball is thousands of frames long to make it synchronize with dawn/dusk game time, but it only has 4 anim keys. SmoOoth as silk.

So what FB said :-)

<...the heavies>

#24
NWN_baba yaga

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the aboleth creature has around 10000 polys and i never had any lag with one or 2 on a screen but the horses are definately bringing my FPS down for quite a moment. And that only with one horse that comes into view so a battle with horses oh no... So i think the guess that animations are the cause of heavy lag is on spot.

@Zwerkules
Project Q has a nice new dryad added in their 1.5 update as i recall.

#25
Rolo Kipp

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<holding his small duffel...>

Yup yup.
The limit is not in what the modern GFX cards can handle (polys) but in what the aurora engine can handle (the anims). Of course, it's not *quite* that simple, as the anims are key to the polys, but that's the core of it. The more sub-objects with more anim keys, the worse it gets.

Hmmm... optimizing the horses might be a good long-term project. Had no idea they were so laggy (rarely use them).

Anyway, enough from me on this branch off the OP ;-)

<...and looking with envy at the neighbor's huge suitcases>