The Island of “guerrilla ganados” (rooms 300 and 301)

Hello!

Finally I reached the Island area!

The first 2 rooms of the last third of the game are specially full of graphical inaccuracies.

For now, I fixed some of them and added detail to the blockiest models (barrels, pipes, doors). There’s still lots of seam and mapping issues here and there if you take a close look in the video. But we’ll take care of them in the next / final stages of the revision. Remember this is still work in progress 🙂

This time, like in the Village area, most of the textures are full re-creations. From now on, the majority of textures you see in the game are quite random (with some exceptions). Some of them were taken directly by Capcom staff but its randomness makes it impossible to find the originals in real life. And some of them are based on textures you can find on the Internet (with patience and a bit of luck ;)). But many times even if we find the original textures, they are not at a high enough resolution to be usable. Consequently, we must re-create them from scratch anyway.

And this time I had to do something “special:” I drew by hand the sacrifice mural painted on the rock. Capcom based it’s design in an actual Aztec sacrifice scene you can find easily on the Internet (again). The original drawing has a bit of a “childish” drawing style and seeing it in HD makes the design less scary than before. We may touch up the faces and hands to look somewhat more creepy…

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36 Responses to The Island of “guerrilla ganados” (rooms 300 and 301)

  1. saad says:

    your work is beyond awesome but can you please improve the texture of the snake that appears in the game it looks very odd so try to make the snake more detailed and realistic, thank you and keep on doing this

    • albert says:

      Hi saad,
      Thanks!
      No worries, we’ll upgrade every single texture of the game. But we are updating only stage textures right now. We’ll improve the rest of the game when all environmental textures are finished (enemies, characters, items, menus…) 🙂

      • Sophia Sparks says:

        Oh, for the drawing, you could try to de-colorize it by 20%, make the bottom also have a disappearing fade like the three other directions, the faces of the characters and the big heart at the center, should have a little Aztec-like feeling to it, since the Aztecs traditionally done heart sacrifices to their gods, which the drawing have a similar theme.

        Finally, add some sort of “painted” detail to it.

        That should do the trick and look like a crude drawing, but with a added style to a already cultural-themed design.

  2. Gabriel says:

    The drawing looks very creepy, the fact that it looks childish makes it even more so.

  3. Phelaidar says:

    Do you guys have a feeling the game was rushed on the last parts?
    I always had the impression not enough care was put on design and quality on textures and models in this last part… and by what you guys have been writing, there seems to be a lot more of mistakes on those maps than in the first ones…

    Great as always!!
    Just two observations, some writings on the wall are too “digital”, maybe actually blurring them, or making them more washed out could make it look more like it was written on those walls (300I 301C), Other thing I’m just thinking, since the wall textures make them look like they are not flat surfaces, the drawing might fit better if it’s lines are not totally fluid on some spots. (and great drawing and pencils btw! =P)

    • Gabriel says:

      Yes, that usually happens in big game releases, the introductory levels will always have more polish than later parts. The Gamecube had a 480p resolution and the developers were able get a way with lots of mistakes or rather cheap tricks without the player noticing them thanks to the blurry resolution. There is no excuse for the guys who made the HD Remaster though.

  4. Sophia Sparks says:

    A great job, as always! 🙂

    OK, you have maybe, mentioned them earlier, but I have to say something on this: The rock slides, cliffs and all-around geometry of the former are AWFUL. It’s not your fault at all, since Capcom seems to have rushed all the exteriors of the Island area, making them look crude and blocky (WAY much more than the others parts of the game).

    Another thing, do you have planned to have the skies textures re-done too? It’s kind of ugly, very blurry.

    Anyways, continue your great job! Kinda find that your re-texturing have ridiculed RE6 mapping and texture works.
    —————————————————–
    P.S.: I just hope you don’t get C&D by Capcom. I see how much work people here, have been done, and get everything erased and seized because of corporative paranoia can be the ultimate bummer. 🙁

  5. Alvare says:

    I had no idea it was that bad. Omg the sandbags, the barrel and the pipes. xD
    Everything looks really good now. The landscape cliffs are still really difficult to get right.

  6. C. says:

    I appreciate all your fine work. I agree with you that the drawing needs to be updated. Right now it does not look old or creepy enough, despite its apparent origins. I think as you said that a few more things could be done. And maybe slightly less color would make it a little nicer overall. Right now it is a touch cartoony for this kind of game.

    Anyway, stunning work on the 3D stuff guys.

  7. Alvare says:

    You guys are doing great. And I see now that there’s much, much to do in these areas.
    Krauser’s fighting area has always been really nice though. xD

    I will donate another 10 dollars within this new week to support you.
    Pretty sure you’ll return to this area later to fix the landscape’s uv stretching and blocky-ness.

    • Alvare says:

      Dat wall in the video. 13:00

      😛

      • albert says:

        Hahah yes, it’s 4x the original one (I found it in another room) but still too low res.
        I didn’t improve it further because I don’t know what to do with that in terms of 3D-ing it or not. We’ll polish it in the next revision stage

        Thank you again for your support and comments 😀

        • Alvare says:

          It looks tough to model in 3D. But it does look out of place nonetheless it’s 4x version. Maybe simplify it’s purpose, add three walls (dead end) and only add simple pipe constructions between these walls.

    • albert says:

      Great news! Thanks for the link
      I’m seeing some people is worried about Capcom potentialy c & d this project. No worries, they are aware of what we are doing and they pinned the thread we started on Steam forums 🙂

      • X6205 says:

        What they should do is donate every month to your project and when it´s done, pay you royally and release it as official update to PC version on Steam and also use it for new RE4 HD release on PS4 + X1.

  8. Frank Nitty says:

    Your improvements toward fixing the game are like nite and day compared to what mess Capcom left in the original. Damn that’s what I call a major facelift

  9. Lukas says:

    When you get around to the characters, enemies, etc. I think every single one of those should be revised and not just the worst ones (like with the environments). With improved character models, the entire game will look so much better.

    • albert says:

      We are not sure if we can edit the characters/enemies 3D models without any side effect yet.
      I think we shouldn’t touch those unless we are 100% sure the edits are 100% stable 😉

  10. smisk says:

    Holy crap, this looks incredible! I vaguely remember hearing about this a year or so ago, glad to hear things are still progressing. I’ll definitely throw you guys a few bucks at some point 🙂

  11. Kyle says:

    Ever thought of making a “what are these textures” posts? Crowdsource the texture finding so that you don’t have to do so much work?

    • albert says:

      Hello Kyle!
      I thought about it in the past but… finding the source material is part of the fun for us! 🙂
      On the other hand, there are some materials in the Island area (mostly lab stuff, control panels, heavy machines…) hard to identify and find replacement source material.
      So, I don’t rule out that possibility for specific cases 😉

      • Lukas says:

        I’ve found like 4 textures for this project without you even asking so… it doesn’t sound like a bad idea to me… :^)

  12. re4gc says:

    I love your work – I’m really looking forward to the complete release. Up until then, I’m playing on my GC. My plea: Even if you have to rebuild the entire island, please do something about that 2D-sprite-looking texture thing floating in various rock formations around the island – the one you see dead center in 0:48 in your video. It kinda looks like a smiley rock man, and it’s atrocious even in the GC release. It is reused in various places as a kind of ‘shield’ to prevent the player looking behind the scenes.

  13. Re6Joke says:

    Congratulation for this hard work.

  14. togan says:

    Congrats albert & cris on making it to the Final Stages of this CLASSIC GAME!!!
    Must such an “culture” shock coming from Medieval Castle to Modern era Landscapes O.O
    I only have issue with Room 301D the Pipe seems off in your Re-Creation…here is photo to
    show what I mean:
    [img]http://i.imgur.com/E12Dh3u.jpg[/img]

    Cannot wait to see what you do with Character Models

    KEEP UP THE AMAZING WORK GUYS!!! =)

    • albert says:

      Hello togan!
      I completelly forgot answer you! … Sorry!
      Could you elaborate a little futher? I think I don’t understand the problem you see in the rounded pipes.
      Thanks!

      • togan says:

        Don’t fret the late response albert…I can tell you are busy making great strides in finishing this HD Project.

        As for the Pipe, did you look at my LINKED IMAGE. Basically just make the “Ends” or Junction of Pipe more OCTAGONAL,not so Round/SPHERICAL. As you can clearly see in Left Side Original Textures part of Image,the End of Pipe is very “rigid”;with strong defined 8 sides OCTAGON at end of Pipe. When you compare the Right Side Re-creation Image, the end of Pipe is very Round and smooth like Circle with no “Sides” in sight O

        • albert says:

          Ah! yes, that’s what I understood but… It’s not the texture what gives that octogonal shape. I edited the model on purpose to avoid that blocky look XD
          It’s just one of those instances my eyes got hurt when I saw in front of my nose a very “low-poly” model. So, I just gave more polygons to the pipe 🙂

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