![]() But basically they had more people working on this and even having most of development in hawaii (actually in the NES days it was quite common for square to move the development team to the US to work with NASIR when his work visa expired.). Layout line mockup Model render Final pass Sheet with specs You can find more about FF9's art here. It's important to note the T-posed character models as they used them to test the scale of the scene. They would have the layouts be 3D modeled with the character models in there as well but then get another guy to actually add detail/texture/light. By the time they got to FF9 the process became more streamlined and stretched out. ![]() So it was quite fast in the early 3D era. Keep in mind Squaresoft pumped out FF7,FF8, and FF9 in a span of like 3 years. Some details are changed or left out, but the point was there was a visual plan that could be described to anyone on the team without having to do anything beyond a line sketch. It seems they would get a 2D artist to draw every background in good perspective then just model over it to the layout. As for Squaresoft themselves back in the ps1 hey day, they did something similar except with perspective and camera angles. These backgrounds ended up being pretty basic, but this project was mostly a learning experience in perfecting a pipeline. The idea behind the workflow is that I never have to go back to the 3D program after doing 1 or 2 renders since everything is lined up to the grid I gave to the modeller. here's what 2 maps look like before a render: jail, restarant I basically gave it to a modeller friend who knew nothing about rpgmaker or even how top down angles worked, so I gave him really quick images that illustrated important points in big capital letters and here's what they look like after: jail, restarant After I get a modeled scene I texture, light it then render it. Still the con is you actually have to learn 3D modeling, texturing, and lighting which can take some time. But in essence it kind of teaches you to worry about pass-abilities first than the map's look. You do have to plan it out before making them though. In some ways I find 3D backgrounds to be a faster workflow than tilesets because it has the pro of repeatable elements and yet you can turn them into different angles making a thousand possibilities for say a single barrel you only made once. But it's pretty amazing that an RM game that is complete actually had that + duel systems and such. I suspect since Bryce was designed for landscaping so there wasn't much Lun could do when it came to interiors (or just time constraints). The Way used prerendered backgrounds for most outdoor areas using some old program called Bryce. I think it showcases that it can be done on rpgmaker reliably well. Though the backgrounds were rushed in about a week. The game: Siestarena that I submitted to that indie contest awhile back uses 3D prerender backgrounds and 2D sprites. This is something that very few people do! (Seems to be a mainstay for the Street Fighter franchise, but I could be wrong.) Do you think it's interesting? Is it something you want to do? Have you done this, or at least attempted? If so, share with us! Also, do you have any resources or tips that could ease it for us? If so, also share! I don't expect this thread to flourish, though. ![]() How many of you have already attempted something similar? be it the Prerendered backgrounds on 3D characters such as in Resident Evil 3D backgrounds with 2D characters such as in Breath of Fire 3 or a mixture of prerendered characters and backgrounds such as GaGa Frontier (that was a typo but I found it too funny to fix) And also, when did you actually model 3D characters to use as base for the games' sprites? SaGa Frontier's characters were, according to Kazuko Shibuya, rendered in 3D and then touched up pixel-level! Then there are the fighting games' sprites, which are done on top of pre-rendered model animations, in some cases. ![]() Always floating in my deep fascination for PS1 era RPGs, time of prerendered 3D backgrounds and 2D character sprites. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |