Psycho Leon! (Room 325)

Hello again!

This week’s update will cover room 325: the ancient ruins where Leon shows his “love” for Ada.

This place has plenty of textures based on pictures that Capcom took during their travel to Europe (a brief break after lots of rooms using quite generic textures. I guess that’s why I always loved this small area :)). Fortunately I was able to find most of them. And the rest are re-creations as usual.

I gave some 3D volume to the windows and beams at the end of the room (They were simple 2D surfaces with an opacity channel) and fixed some inaccuracies here and there.

The door at the end was originally too brightly highlighted. Its 3D model was stored separately using its own lighting values. That’s why it doesn’t react to Leon’s flashlight the same way the rest of the room’s models do. I fixed that and I also placed the door knobs at a normal height…

Please, fell free to share your thoughts about these work in progress comparison shots and video! 🙂

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29 Responses to Psycho Leon! (Room 325)

  1. Gee says:

    Those sculptures, where did you find the reference to remake them?
    Own art or you found the design in madrid?

    Amazing job modeling them!

    • albert says:

      Hello!
      “Restoration” means we found the original place/texture. If you read “Re-creation” then it was remade from scratch using other source pictures and textures. Both scenarios require heavy Photoshop edits to make the texture to look as close to the original as possible.
      There are textures from Wales, Segovia and Barcelona in this room.
      Thanks!! 🙂

  2. Paulo says:

    Hey, guys. I’ve been a silent follower of your work since 2014. I really apreciate your passion (a little bit obsession too) into putting the time and effort into this.
    And it shows. It’s curious to see not only the game getting better, but your skills growing in the process.
    Image 325D is quite remarkable (they all are, but this one caught my attention).
    I tend to check the site quite frequently, and it’s always a treat when you guys post new images.
    Thank you for your commitment.

    Paulo

    • albert says:

      Hi Paulo!
      Thanks to you for your patience and for following us! It’s been a while since we started this hehe. And yes, I also can feel some of our earlier textures can’t compete with the latest ones!
      I’m not sure if “obsession” would be the right word. Maybe “obsessive love” haha ;P

  3. Alvare says:

    Perfect. 🙂

  4. LV-426 says:

    That figure embedded in the stone block – I always used to think it was a body fossilized in the stone, like one of the corpses from Pompeii. Very cool to see this area given so much care. If memory serves, the next area is one of the creepier rooms in the game.

  5. Vlad says:

    Good job as always

  6. Cris Without H says:

    I must say, while this is obviously a superb work, screenshots from the other areas of the game look more interesting, simply because rocks are dull ^^” Still, this is an amazing work.
    As for the door knobs… I like to think Salazar at one point wanted all the knobs on the Island and in the Castle to be lowered for his convenience.
    Because he can.

    • albert says:

      Haha that’s a good reason those doorknobs were that low. I didn’t think about that XD
      Yeah… rocks are not as interesting as XVI century or art nouveau architecture 😛
      Thanks!

  7. Dago says:

    Todo muy bien como siempre, cada vez se superan más a ustedes mismos a la hora de hacer este trabajo =)
    Quizas como detalle menor en el aspecto de la caja de madera, imagino que al estar hecha de una madera gruesa deberia tener visibles los bordes, que siempre resaltara alguna madera que queda por encima de las demás no?. como en esta imagen solo para darle un poco más de realismo.

    https://upload.wikimedia.org/wikipedia/en/f/f6/Wood_Box.jpg

    Como quiera ya es un excelente trabajo, saludos chicos 😉

    • albert says:

      Gracias!
      Sabes? Había pensado en eso una vez publicado el post… porque claro… por donde demonios se abre la caja sino?? hehe
      Tomo nota para futura revisión! 😉

  8. Frannz says:

    Fantastic as always.
    After all this great work, I bet you guys will probably go back to the start of the game and find a lot of new stuff to change and fix now that you are even better at this, and given how perfectionists you seem to be. =P

  9. mofailed says:

    Nice, you guys have been all over to get this thing done. Good for you I hope you enjoyed all the travels to locations.

  10. Leon says:

    Hi.
    Thanks for all!

    please use hd characters texture in resident evil 4 remastered ps4 by capcom.

    please visit Leon in this link:
    http://www.eurogamer.net/articles/digitalfoundry-2016-resident-evil-4-remastered-face-off

    thanks.

    • albert says:

      Hello!
      Yes, we are awre PS4 used a few higher resolution character and enemies textures. No worries. We’ll also re-create those textures! 😉

      • Alvare says:

        You already did a better job than Capcom did on your first try. (Less appearant seams). I have no doubt they’ll all look amazing.

        • albert says:

          Thanks! I have a question for PS4/XBO players… Which textures were updated in the last port? As far as I know, they updated some Leon’s textures and some villagers’. Did they improve something else?

          • Frannz says:

            As I remember, they claimed the PS4/XBO version had “new high-res texures”, but aside from the facial textures, other textures looked like up-sampled textures with Photoshop filters and noise added in.

          • albert says:

            Yep, it seems it has the same stage textures UHD has. But I was wondering if they updated some other enemy textures other than the villagers’ (bosses, cultists, militia…)

            Using UHD stage textures is a colossal error IMO. Some of the new textures don’t match at all the 3D model. Just take a close look at the tower window in the village or the blue optical recognition door after beating Mendez. It looks like a quick fanmade mod

  11. eric says:

    Very nice work as always!!!!!
    it’s perfect .

  12. Smith says:

    Very nice you’re getting close to the end and I can’t wait for the character model upgrades. 🙂

  13. metroidguy says:

    Incredible work guys. I’m constantly checking the page out, rarely leaving a comment but I just wanted you guys to know I’ve been following since the first post! 😀

  14. BG says:

    Textures on the pillar in 325E look a lil wobbly and off-center. (Particularly towards the middle)

    • albert says:

      Hi!
      I’m taking note of this! But I think that was made on purpose to enfasize the idea this is and old, ancient and unsteady structure. With all that sand falling it’s almost like everything is about to collapse.
      Thank you!

  15. Jodeth says:

    Amazing work, as always. Thank you guys for your consistent effort. Capcom is gonna be so butthurt when this project is finished. Heck.. they’re probably butthurt right now! Haha 😛

  16. therealest says:

    Hey Albert and Cris, spectacular work as usual. One small critique (because I know you guys value fan input): The double doors in the last picture could be lightened in color and maybe a bit greener/tan/warmer. All I’m saying is that the color of the double doors is a bit dark and doesn’t blend as well with the sandy environment as the original.

    Again, great work nonetheless.

    • albert says:

      Hello!
      I fixed a lighting issue with that door (it looked too bright even at long distances) and in the process the colours changed. In fact, the new colours are the real ones.
      Thanks to your comment I can see why Capcom changed them. I don’t understand why they dind’t just edit the texture colours instead of manually alter 3D model global colour…

      So, we just need to touch up the texture to make it match with the original 🙂
      Thanks for the feedback!

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