Work In Progress / 17 August 2024

FFIXR Tribute | Week 2 - Modular and Unique Assets

Hi all, continuing my personal project on remaking FFIX. This time I'll walk through the modular assets needed to create the environment. First thing first is to figure out how many modular pieces can be split to create the envi. So, I made a quick sketch based on one of the concept art I found last time and try to divide the modular assets.

Based on this simple sketch, the Burmecia environment can be recreated with 3 sets of pillars; 2 with a snake head thingy, and 1 variance for the top ceiling part, 1 type of eye shaped structure, 3 kinds of walls, some variance for the top broken ceiling part, 1 floor tile, 3 kinds of statues; 1 to be scattered around, and 2 unique ones.

Now that we've determined all the modular pieces, it's time to get to modeling. I like using Zbrush to conceptualize the models and then do a quick retopo and UV to bake all the details. There's nothing notable with these pieces, outside maybe the top ceiling pieces. I decided to create 5 alternatives for that piece so I can scatter them in engine later.

With the modular pieces done, it's time to work on the statues. Just a note, the Burmecians are a race of ratlike people of Final Fantasy IX. So, I started with the zbrush base male as a ref and quickly sculpted a rat like features into them. Also used zSpheres to quickly do a rough rig and pose the char into the position as the reference suggested.

The next one I did was the mid sized statue. This one is a bit more straight forward as it's in some sort of T-pose.

 Last but not least, is the main statue of the King(?) of Burmecia. 

Last but not least, is to work on the scene scale. I'm using the concept art as a base on how tall these assets should be. Fortunately they used a zidane model as a base reference.

for Zidane, I found a base model someone ripped from the PSX game. I scaled it proportionately with the zbrush base male mesh, and then use it as a scale guide. 

So here's all the modular assets in engine.

That would be it for this week's update. Next week I'll walk through my initial unreal setup for this project. It's been since I properly dive into the new tools announced. Till then!