Final Fantasy 7 Models

Final Fantasy 7 Models Rating: 7,3/10 2574 votes

The exploration models were made to be simple and less detailed because it would be a waste of resources (both artistic and performance-wise on the PS1) to have more detailed models when it's a top down zoomed out view at 320x240 or something, which most people would be playing on a 20' or smaller television at that time. This was 1997. They look fine for what they are.The battle models were much more detailed, had proper hands and proportions, and lots more texture detail, since they were meant to be zoomed in and viewed from all sides by a dynamic camera. The exploration models were made to be simple and less detailed because it would be a waste of resources (both artistic and performance-wise on the PS1) to have more detailed models when it's a top down zoomed out view at 320x240 or something, which most people would be playing on a 20' or smaller television at that time. This was 1997.

  1. Final Fantasy 7 Models 10

They look fine for what they are.The battle models were much more detailed, had proper hands and proportions, and lots more texture detail, since they were meant to be zoomed in and viewed from all sides by a dynamic camera. I think the simplicity of the overworld models had many reasons behind them. Think of it a bit like how all the Final Fantasy games from 1 to 5 had simpler character sprites for the overworld and taller, more detailed ones during battles.They probably weren't all that familiar with making 3D games at the time, not with the PS1 architecture. Since the fidelity of the models was going to be low either way, the expressions of the simplified, deformed models are 'easier to read' since you can display them in very cartoonish ways. Much like how they have been doing them with the games prior to it. You'll notice that even FF6, with its larger sprites, still has proportionally large heads.While the quality of these models are very low, I think they were the right choice. The tone of these games changed drastically as soon as they abandoned these deformed proportions.

The exploration models were made to be simple and less detailed because it would be a waste of resources (both artistic and performance-wise on the PS1) to have more detailed models when it's a top down zoomed out view at 320x240 or something, which most people would be playing on a 20' or smaller television at that time. This was 1997. They look fine for what they are.The battle models were much more detailed, had proper hands and proportions, and lots more texture detail, since they were meant to be zoomed in and viewed from all sides by a dynamic camera. The exploration models were made to be simple and less detailed because it would be a waste of resources (both artistic and performance-wise on the PS1) to have more detailed models when it's a top down zoomed out view at 320x240 or something, which most people would be playing on a 20' or smaller television at that time. This was 1997.

Models

They look fine for what they are.The battle models were much more detailed, had proper hands and proportions, and lots more texture detail, since they were meant to be zoomed in and viewed from all sides by a dynamic camera. I remember being really, really impressed by the Japanese FFVII demo which came with Tobal No1. A friend's brother imported Tobal, and we went over to his place to check the demo out. I think it's important to remember that FFVII did some really interesting things back then which other games didn't. Even though the actual field models were really low-poly and had no real textures to speak of, the presentation was pretty advanced. The pre-rendered backgrounds looked much better than any realtime 3D game at that time, and they added animated details to the backdrops as well. Some of the camera angles were pretty cinematic in nature, and some of the scenes even used FMV to make the backgrounds part of a moving scene.

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Final Fantasy 7 Models 10

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