This isn’t a standard update in the sense that I’m not sharing new screenshots. We have two items of news to share: one good, one temporarily not-so-good.
Here is the really fast version:
1. The good: We have determined that we will release the Castle section once the remaining revisions are complete. We expect that this can happen within the next 3-5 months.
2. The not-so-good: Due to personal circumstances, I (Cris) will need to pause my work on the project for the next few months. Regardless, the project will continue via Albert’s efforts until I can return.
Here are a few more details re: #2:
I have been made aware by my employer that my position in the company is most likely going to be eliminated in January next year
As a result, I need to focus on finding a new job either with my current employer or with another company
Additionally, I need to complete some certifications within my field that will hopefully make me more marketable if I do end up needing to find a job with another company
At the same time, I’m seeing this time period as an opportunity to pursue a few business ideas that I’ve been thinking about for some time
Regardless of how this pans out (whether it’s a new job at my current company, a new company, or something else entirely) I strongly look forward to returning to the project once my job and income situation has been sorted out
Albert will continue working on the project as he has been, without interruption (his next update is coming in the next 1-2 days, and I think you’ll like it :))
You will still see me commenting from time to time, responding to emails, updating certain pages on the site, and other minor activities.
I’m sorry for having to step back temporarily. If you have any questions, please let me know. And thank you, everyone, for your encouragement these past 2 years.
This room will drive me crazy…
Here go 2 huge comparison renders!
After seeing them, I’ll ask you to take a look at every single detail of the entire place. Then, you’ll understand why this and the next room are the most challenging areas in the entire game!
I’m at the 40% of remastering process of this room, by the way, but I wanted to let you know this specific area is taking my sanity to the edge XD
Today’s update covers the last big confrontation against Militia Ganados. This area contains quite generic textures and plain geometry. This makes inaccuracies quite easy to detect and to solve (for a change…).
There was a specific issue in this room that bothered me a lot. I was able to fix it… sort of…
Again, here’s a challenge for you: to find out what’s the issue I fixed 😉 (you’ll need to watch the video)
I also removed the incorrect red tone you can see in the original Ultimate HD version. Certain rooms have it, and it’s really simple to remove it to obtain the original GC colours. This issue was also partially responsible of the overexposed whites in certain areas, by the way.
Other than that, all I’ve done is the usual: lots and lots of texture re-creations, a few texture restorations, and 3D edits everywhere! Fiesta, fiesta!!
Enjoy the work in progress pictures and video! We look forward to your feedback!
Hi everyone! After a really busy work week I’m happy to share progress from the Novistador nest right next to the 2 El Gigantes. In general the Novistadors make me uneasy, and so I get anxious about this room each time I play through the game. It’s not particularly difficult, but swarms of gigantic bugs are pretty much my worst nightmare. 🙂
As always, your feedback is welcome, and if you have any questions just let us know
This week I’m showing you the remastered result of a small and dark area. I really enjoyed redoing everything because the original was quite a mess (again…).
Lots of cables and all the chains are now 3D.
I added windows in the cells because you can see them in the previous room. They are all closed to justify the absence of light coming from outside, of course. What you can see in the comparison images is just an idea. I don’t know if the final windows will look like that or if they will be in all the cells or not. They should at least be present in the first cell (because those are the ones you can see from the outside) but I added them in all 4 cells (my assumption is that doesn’t make sense for only one cell to have them).
I also added a specular effect on the splattered blood and on the final door. As you can see in the video, the specular effect now is much more noticeable than in previous videos because I edited the default specular textures used in the entire game. Now it’s not necessary to force the camera angle to notice the effect! You just need to walk by and you see the effect clearly 🙂
I also improved something else, which I’ll explain in a future “technical issues” update. Let’s see if someone notices the improvement in the video. 😛
And finally a small anecdote: the wall you see in image 326H.jpg is in front of the bus stop I used everyday to go back to my previous home XD.
I hope you like the work in progress pictures and video. Don’t hesitate to comment on them!
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! 🙂