Author Topic: Revised cinematics?  (Read 7247 times)

0 Members and 1 Guest are viewing this topic.

Offline Turnsky

  • FOXFIRE Artisté
  • 211
  • huh?.. Who?.. hey you kids, git off me lawn!
i was just wondering, with the advent of the SCP, and the High poly models, would we soon be seeing revised cinematics to match/surpass the quality models and textures used with the updated models, effects, etc?.
   //Warning\\
---------------------------------------------------------------------------------
do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
and less likely to stab you in the eye with a mechanical pencil
-----------------------------------------------------------------------------------

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
The cutscenes? :shaking:
Freelance Modeler | Amateur Artist

 

Offline Turnsky

  • FOXFIRE Artisté
  • 211
  • huh?.. Who?.. hey you kids, git off me lawn!
The cutscenes? :shaking:

yes, that's what one generally means when "cinematics" are referred.
'cuz as it stands now, the engine exceeds the look of the cutscenes used
   //Warning\\
---------------------------------------------------------------------------------
do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
and less likely to stab you in the eye with a mechanical pencil
-----------------------------------------------------------------------------------

 

Offline FireCrack

  • 210
  • meh...
I dont think we have the models to remake any cutscen in full anyways, but a few are close, like the FS1 endgame and the FS2 intro.
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline Turnsky

  • FOXFIRE Artisté
  • 211
  • huh?.. Who?.. hey you kids, git off me lawn!
I dont think we have the models to remake any cutscen in full anyways, but a few are close, like the FS1 endgame and the FS2 intro.

well, judging by the FS2 cutscenes, the original models from the game itself were used, the first freespace, however, is another issue.. them's nice models even now. :nod:
   //Warning\\
---------------------------------------------------------------------------------
do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
and less likely to stab you in the eye with a mechanical pencil
-----------------------------------------------------------------------------------

 

Offline Black Wolf

  • Twisted Infinities
  • 212
  • Hey! You! Get off-a my cloud!
    • Visit the TI homepage!
Err...

I'm going to go with "No".

Making a decent High poly model seems to take most people upwards of one month. I'd suspect remaking most of the cutscenes would take upwards of a year, moreso on some o fthe more complex ones. (Hallfight... :shaking:)
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 

Offline FireCrack

  • 210
  • meh...
I dont think we have the models to remake any cutscen in full anyways, but a few are close, like the FS1 endgame and the FS2 intro.

well, judging by the FS2 cutscenes, the original models from the game itself were used, the first freespace, however, is another issue.. them's nice models even now. :nod:

The FS1 endgame used ingame models, except the lucy, but VA's still looks better. NAd the explosion decals are kinda borked on that one.


I dont think thered be any reason to redo hallfight.
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline Ransom

  • M. Night Russel
  • 210
  • It will not wait.
    • Rate of Injury
No real reason to in my opinion. They still look good today and I doubt any improvement that could be made on them would be significant enough to justify remaking them.

  

Offline aldo_14

  • Gunnery Control
  • 213
Err...

I'm going to go with "No".

Making a decent High poly model seems to take most people upwards of one month. I'd suspect remaking most of the cutscenes would take upwards of a year, moreso on some o fthe more complex ones. (Hallfight... :shaking:)




I remember reading one of the V employees describing the cutscenes as taking 12-18 man-months to do.
« Last Edit: January 09, 2006, 07:17:07 am by aldo_14 »

 

Offline Turnsky

  • FOXFIRE Artisté
  • 211
  • huh?.. Who?.. hey you kids, git off me lawn!
Err...

I'm going to go with "No".

Making a decent High poly model seems to take most people upwards of one month. I'd suspect remaking most of the cutscenes would take upwards of a year, moreso on some o fthe more complex ones. (Hallfight... :shaking:)


I remember reading one of the V employees describing the cutscenes as taking 12-18 man-months to do.

yegad, that throws that idea out the window.
woulda been nice, tho.
   //Warning\\
---------------------------------------------------------------------------------
do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
and less likely to stab you in the eye with a mechanical pencil
-----------------------------------------------------------------------------------

 

Offline pecenipicek

  • Roast Chicken
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
i have to argue for the cinematics, there are only few minor problems with making them.

lets start with the stuff needed for a cinematic.
-models - we've got most of them thanks to all the HTL'ers
-textures - look above
-most effects - look above
-backgrounds - look above
-creating animations- not that hard to do if you have something to base it off...
-creating most of the effects missing for an animation(beams, engines, stuff like that, defining particles and such...) - not really hard to do.

we have most of the things we need. its simply a matter of arranging it all. but, i agree, 6 months at the minimum for getting it all together.

we shall see in the end, if one of the more enthusiastic 3D artists here decide to tackle with it. i'd love to, but my animation skills are 0 :nervous: and when school starts i dont know if  i'll even have time for normal doing my normal 3d stuff
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline aldo_14

  • Gunnery Control
  • 213
i have to argue for the cinematics, there are only few minor problems with making them.

lets start with the stuff needed for a cinematic.
-models - we've got most of them thanks to all the HTL'ers
-textures - look above
-most effects - look above
-backgrounds - look above
-creating animations- not that hard to do if you have something to base it off...
-creating most of the effects missing for an animation(beams, engines, stuff like that, defining particles and such...) - not really hard to do.

we have most of the things we need. its simply a matter of arranging it all. but, i agree, 6 months at the minimum for getting it all together.

we shall see in the end, if one of the more enthusiastic 3D artists here decide to tackle with it. i'd love to, but my animation skills are 0 :nervous: and when school starts i dont know if i'll even have time for normal doing my normal 3d stuff

Um, no offense or owt, but if your animation skills are zero, how would you know about the difficulty of animating anything, let alone what would have to be a professional quality piece of cgi?

It's not just plonking down a set of left-right movement keyframes, after all.  Especially not for when it comes to anything involving rigging models.......

 

Offline knn

  • 28
How about remaking just parts? E.g. the Hallfight doesn't have much ship action in it, but we could remake the beginning and leave the rest. FS1 endgame is a completely different thing, we have all or most of the models, all we'd have to do would be the background and the effects. The hardest part would be redoing all the ship/camera movement.
Then there's Colossus. It'd be cool to see a version with the HTL C. Just have to change the parts where the ship model appears, and possibly the beginning with the fleet (Inferno has a cbanim like that, not hard to do).
Would be cool but a lot of work too
"Don't try to be a great man, just be a man and let history make its own judgments." -- Zefram Cochrane

 

Offline aldo_14

  • Gunnery Control
  • 213
I thought the beginning of Hallfight was pretty bloody nice, myself.  Tres atmospheric.

 

Offline pecenipicek

  • Roast Chicken
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
none taken aldo :)

i tried to animate a few things myself in cinema 4D, its just the problem that the way i'd try to animate it, it'd take a year at least :p

if we go by cinema 4D, you dont have an excuse to actually animate keyframe by keyframe :P

knn, spot on.

also, as for hallfight, is it me, or is it the cinematic with most detail in the ships that appear there if only for a brief moment
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 
If it wasn't for the nebula and lightning, Bosch's third monologue wouldn't be so bad for a remake.

 

Offline aldo_14

  • Gunnery Control
  • 213
none taken aldo :)

i tried to animate a few things myself in cinema 4D, its just the problem that the way i'd try to animate it, it'd take a year at least :p

if we go by cinema 4D, you dont have an excuse to actually animate keyframe by keyframe :P

knn, spot on.

also, as for hallfight, is it me, or is it the cinematic with most detail in the ships that appear there if only for a brief moment

I think Hallfight has the best lighting rather than detail; IIRC it uses light+dark contrast pretty heavily - combined with the higher resolution bumpmaps et al for the stock models, it has the best effect, although I don't think there are higher poly models there.  Albiet I could be wrong; I know at the very least there was a high poly Typhon, which AFAIK only occurs in one of the Silent Threat hidden anis.

 

Offline knn

  • 28
If it wasn't for the nebula and lightning, Bosch's third monologue wouldn't be so bad for a remake.

Actually, remaking it ingame (the ship flying through nebula part) would be easier, now that we have ingame cutscene sexps
"Don't try to be a great man, just be a man and let history make its own judgments." -- Zefram Cochrane

 

Offline pecenipicek

  • Roast Chicken
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
wasnt the third monologue with them being chased by a ravana or?
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Flipside

  • əp!sd!l£
  • 212
To be honest, I wouldn't touch the cinematics with a barge pole. That's one of those projects that would open you up and swallow you whole, even with more modern technology.

If people DID want to take on cinematics, then I'd recommend leaving it till the very very last thing you look at, else other, quite frankly, more important stuff will fall by the wayside. This is from experience ;)