Back to the Village for Some Fresh Air (Part II)

Hello people!

It’s time for a second round of 3D improvements in the Village area. This time I reached the church and the update covers rooms 104, 107, 105, 102, and 108.

I’m showing you just a few of the most apparent improvements I made, but it’s almost impossible to list the countless little details I was able to fix… (mostly mapping and shadow issues). I gave extra 3D detail to the most blocky-looking objects and the objects you are able to see closely (doors, puzzles, etc).

As an extra, I’ve added a final picture showing the differences between the original and the final models and textures for the courtyard church puzzle panel. The original wasn’t that terrible but I thought it was a beautiful comparison to show. 🙂

And now let’s get back to the truck area! Yahooo!!

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39 responses to “Back to the Village for Some Fresh Air (Part II)”

  1. Arthandas says:

    It’s better than porn!
    I love watching those comparisons, I can’t wait for the finished project.

  2. Jeff R says:

    This is so amazing! You are just jamming on this now. It looks like you’ll be done in a couple months. Keep up the good work!

  3. ED2P says:

    awesome

  4. eduardo says:

    nossa, com certeza deu muito trabalho. Mas como sempre está de parabéns pelo ótimo trabalho realizado, mostrando que a comunidade MOD é sempre superior em tudo. Muito obrigado por fazer essa obra de arte.

  5. Steven says:

    Too many Polygons, I’m afraid this wont run on my 980.

    Joking aside, looking better and better with each revision. I love reading and seeing more updates on this site.

    The only constructive feedback I can think of at the moment is about the door on picture 16. The latch things that hold the door bar are lighter color than the rest of the metal of the door. I think maybe a color that matched the doors color might be a good way to blend it in together so its doesn’t break immersion as much. It’s not a big deal considering you hardly look at that door for longer than a few seconds, but its up to you. You’re the perfectionist.

    Keep up the good work you two.

    • albert says:

      Thank you everyone again for your comments!
      Hehe In case someone is worried… I don’t think the polygons are a problem. We didn’t increase the polygon count of everything. We did it just to those things that look really ugly or that you can see really close 🙂
      Mmm… I thought about that too. So, I’ll touch up that at the end if we have the time 😉

  6. Gutiar Player says:

    That thing on picture 16 is great , sometimes Albert and Cris work make much more sense than Capcom stuff in my opinion.

  7. gsm says:

    A small suggestion for the courtyard puzzle panel’s decorative grating:
    https://youtu.be/_NmqRTAcBFM?t=518

    • Kaludio says:

      Capcom used this technique on couple of instances. The mayor example i can think of is the floor on the fight with the two gigantes on the mines…. which they already fixed with 3d models. Proof —> http://imgur.com/a/B23dI – The game doesn’t push that many polygons, not even back on 2005. With a good engine and a better api, modern integrated graphics would have no problem rendering all the polygons on any given scene. However re4UHD is a bad optimized port that uses directx 9, so it banks on the pure horsepower of modern graphics cards to do the heavy lifting of the game, which is probably is used to emulate the console architecture, not rendering polygons. It is safe to say that one could push quite more polygons on the game before seeing a dip in performance. The only down side of using 3d models instead of techniques to simulate depth is the time spent on the 3d process, but Chris and Albert already said that they are only using it when necessary.

      • albert says:

        I think you nailed it. Sometimes I experience some performance issues and I’m afraid all the improvements we are doing are the cause. Then I go back to the original textures and models and I realize that issue is there even with the original assets…

    • albert says:

      Thanks for the suggestion! I may use this technique at some point actually 😉

  8. staale says:

    keep up the great work!

    will there be a guide to how to patch this when its done?

  9. metroidguy says:

    Fucking amazing! Can’t wait for release 😀

  10. Frank Nitty says:

    Wowzers. Great work guys

  11. wasabi says:

    very good job

  12. Guitar Player says:

    And how do you stare wood on metal door ? super glue ?

    Seriously..that thing on picture 16 is perfect in my opinion.

    Use your brain people, not only your eyes…

    • Steven says:

      I was simply offering constructive feedback. As a artist myself I find that constructive feedback is way more interesting to me than when my friends and family just simply say my work is “great.”

      I personally think that the door bar holders on the door in picture 16 stands out too much, but like I previously said in my initial comment, its not a huge concern and not a big deal.

  13. Flávio says:

    Are these changes already available on the current downloads? I installed them but haven’t seen some of the things shown, like pictures 7 and 8 (the hearths on the room with ganados throwing dynamite at you). I think I only have the revised textures, not the revised models. Is that right?

    • albert says:

      Yes, that’s right. These edits are new and they are not included in our demo. Our posts are always of our newest work on the project 😉
      The Village Demo is not the final version but all these changes will be inclued in the future releases.
      Thanks for asking!

  14. Mono says:

    Great guys, little details make everything ! i love the new texture for the stairs, everything looks better and it was already amazing, you nailed it, good luck for the truck part, with a lot of metal shit pipes

  15. Roman says:

    Incredible

  16. terminento says:

    Gotta had it to you, Albert: the use of the term “Origami” to refer to 2d alpha cutouts is cool. I’m gonna use it myself whenever I have to explain opacity maps when teaching 3D Studio 🙂

  17. SilentResident says:

    I am stunned with how talented this HD Mod Team is!

    You guys are talented. Such professional touches there and there! You have motivated me and convinced me that 3D sculpturing and mesh creation is a very rewarding experience.

    By seeing the comparison screenshots of the Before (Capcom) and the After (Your work), I am realizing that the game has a greater potential in the graphics than expected. It truly starts shinning.

  18. BG says:

    Ah, I was waiting for this one. These might be my favorite updates – going back and revising older work with your modern skills and abilities. Being able to edit 3D models sure goes a long way in cleaning stuff up.

    One old example I remember you showing is a tree near the beginning of the game that had a spot where the texture was super warped and blurry in comparison to the rest of the object. I’m curious what you guys ended up doing with that. 🙂

  19. Flávio says:

    Is there any ETA for the castle to be ready? Those awful wall textures inside it are the ones that bother me the most.

  20. Manuel says:

    Wow how much love to resident evil 4, a game like no other, the one i have play nearly 20 times.

    Congrats!!!

  21. Dean says:

    Wow, it’s great!
    Capcom should hire you guys for the remaster of ps4/Xbox one version graphics enhancement.
    Or you guys should approach them to sell this stuff for some cash
    Nice work guys

    • albert says:

      Thanks!
      As far as I know, this PS4/Xbox new version will be a straight port. At least any graphical improvement are shown in the trailer. Anyway, there’s no time for Capcom to include anything relevant into the game if they want to release the game this Fall…

  22. Palito says:

    I think the third pic was nice like how it was before. Now it looks different, before it looked exactly like the original but better

    • albert says:

      Hello!
      Yes, I know what you meam. In fact, I found the original texture Capcom used. so, the picture in the midle on the comparison shot is the exact same thing… but HD!
      Sometimes we conclude that the original is “bad”. This is one of those instances: it was too blocky, plain and bad UV mapped to my eyes.
      I needed to do something about that. And it’s nealy inevitable to use some of our personal taste for some of these edits.
      I think the final version is an improvement over the original, but it wouldn’t be the first time we revise something even further after someone’s comment. So, I’ll think about that! 😉
      Thanks for your feedback!

  23. Guitar Player says:

    “Anyway, there’s no time for Capcom to include anything relevant into the game if they want to release the game this Fall…”

    Poor Playstation players…

    Long live Steam !

  24. Kaludio says:

    Has there been any substantial improvements on the skyboxes now that remapping is possible? if so could you show us some pictures in one of the upcomming updates? it would be really interesting 😀

    • albert says:

      I just fixed the sky in room 105 (Mendez house area). It had a huge mapping issue.
      If you think there is something else “broken” in the sky feel free to post some pictures. It will be really welcomed! 😉