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Messages - Schala Zeal

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31
Kajar Laboratories / Re: Heightmaps
« on: July 14, 2020, 11:58:17 pm »
Awesome! Are you rendering these in a program?

32
Kajar Laboratories / Re: Heightmaps
« on: July 12, 2020, 05:59:12 pm »
Oh wow! Nice job! Uhm... if possible, can I have it in 4097x4097?

33
Kajar Laboratories / Re: Heightmaps
« on: July 11, 2020, 08:36:49 pm »
I see. Well, I was able to cover up the holes with patches a bit roughly, but rendered out, you can't really notice them

34
Kajar Laboratories / Re: Heightmaps
« on: July 07, 2020, 04:58:26 am »
@cymorg: I'm a beginner-to-intermediate with Blender 2.8's shader nodes. Since posting this, I tried my best making my own heightmaps by doing the following:

- Set the render colouring profile from Filmic to Standard for more accuracy
- Set the render output format to OpenEXR with full 32-bit float for the same reason
- Set the camera mode to orthographic and placing it above the map mesh pointing down at it like a bird's eye view
- Positioned and scaled the map mesh to be sitting on the grid of the viewport
- In the shader editor, created the material seen in the attached screenshot. Blender takes the Z axis positions of the mesh's geometry and multiplies them by 0.225, feeding it directly into the material surface output, as lighting or shadows are irrelevant here. This produces a colouring effect where the bottom of the mesh is all black, but as it gets higher, turns brighter shades of grey up to the highest points, which are white.
- I got the 0.225 multiplier value by plugging the multiply node into a 'greater than' node which had a value of 1. Then I slid the multiply value to a point where you first start seeing white. This operation tells Blender that the highest point on the mesh should be white and not a lesser shade of grey.
- For Unity heightmap import, I rendered with a 4097x4097 resolution. It is the highest heightmap res that Unity currently supports.

Granted, Stringray's heightmaps look a bit more precise, though lower res. Maybe I need a color adjustment?

Also, Stingray, do you have anything for the Zeal floating isles, like a variant of the model without the tunnels or holes cut in them? I want to build more suitable models for the various buildings, etc.

35
Fan Art / Re: 3d Epoch
« on: June 11, 2020, 06:58:51 pm »
Thank you sooo much!! I'll give these lots of love and improvements. Already gave the 12000 BC map a nice icey material I made


36
Fan Art / Re: Razzly / 3D
« on: June 11, 2020, 03:22:14 pm »
What software did you use for this?

37
Fan Art / Re: 3d Epoch
« on: June 11, 2020, 03:20:37 pm »
Appreciated. If I use them, I'll be sure to credit

EDIT: Some of these models I am absolutely drooling over! I really want to incorporate them into my VRChat 12000 BC project! O_O Granted, I would like to edit some things such as UV unwrap the Mammon machine and clean up the Zeal islands

38
Chrono Cross Modification / Re: Chrono Cross Backgrounds
« on: May 30, 2020, 06:00:30 am »
I did find a youtube video where someone ran the Cross FMVs through a neural network AI that was able to make it 4k. Perhaps the backgrounds were done the same?

https://www.youtube.com/watch?v=DH5hl1fho2s

39
Fan Art / Re: Starky / 3D
« on: May 26, 2020, 04:45:22 am »
Redshift? Never heard of that one before.

40
Kajar Laboratories / Heightmaps
« on: May 25, 2020, 08:15:30 pm »
My isolation project is to 3D model Zeal for VRChat or something similar (yes, VRChat has competition but it's not as popular) and for the most part, I can manage it. I'm almost done with the skyway stations, I have a good idea for the Mammon machine, but what I'm struggling to approach is how to do the actual landmass of Zeal, and possibly select surface landmasses like Mt. Woe and such.

Normally, this would be done by generating it from what's called a heightmap. A heightmap is a bird's eye view of some landscape and the height info is represented by black, white, and shades of gray in between. (black = lowest height, white = highest) Though, I could do it the hard (hopefully not necessary) way of 3D sculpting it.

As amazing as the fan works of Chrono Trigger I've seen are, I've never seen anyone make anything remotely similar to a heightmap of either the Zenan continent, Zeal, whatever. The CT Resurrection crew I'm sure is pretty hit or miss. I'm posting this in the hopes someone can point me to some resources.

I'd really appreciate any effort and by the time this is all done, I hope it pays off for a lot of fans to have a nostalgic place in VR to hang out, role-play, whatever. For now, here's a render of the in-progress skyway hub



41
Fan Art / Re: Starky / 3D
« on: May 22, 2020, 05:44:55 am »
Blender and Substance Painter, if I had to guess? I mean it looks good, but as a 3D modeler myself, I'm always open to new knowledge.

42
Fan Art / Re: Artworks from Deviantart and others
« on: April 04, 2020, 07:21:42 am »
I made this for one of my favorite streamers, DesertPogona. I took Lopieloo's Schala model on DeviantArt and heavily modified it, along with doing a hastily modeled Zeal-ish room for atmosphere and importing a few of my previous fan pieces of Desert for a funny scene. This one still render took a good half hour before I just stopped it at 98% and screencapped it cause he was about to showcase the art and I wanted in.


43
News Submissions / Re: Dragon Quest XI! Featuring... Schala!?
« on: March 17, 2020, 07:29:26 am »
My reaction exactly when I played Dragon Quest 11. I was like "Holy shit, it's me...."

44
Fan Art / Re: Lavos (one eyed tick), you wanted a 3D Mammon machine?
« on: March 03, 2020, 03:57:12 pm »
Eh I just remember seeing a stream of a Mario World hack called Call of Cthulu, and the streamer saying the structure of the levels is non-euclidean... As in it physically does not make sense. It's like that picture of the 4 flights of stairs that somehow loop

45
General Discussion / Re: God, I Miss This Place
« on: February 27, 2020, 01:52:39 am »
I... do not know. My dad wants to make it about a baby-fied version of an ex girlfriend of his or something.

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