3D edits everywhere

Hello people!

Before the first Island update I wanted to share with you the last 3D edits we made to the earlier castle rooms.
We didn’t  fixe these issues before because we wanted some extra practice with 3D software. So, we’ll do the same with the Village rooms at some point. 🙂
Distortions, shadow issues, mapping inaccuracies, and even incorrectly assigned textures are a big portion of all the fixes you’ll see. But we took the liberty of adding extra 3D detail to some models, too (mostly doors and 2D elements such as sconces or candelabras).

Notes:

3D21.jpg: That lower bar was there but the plane normals where inverted so it was virtually invisible. It’s not the firtst time I found out certain 3D element was there but invisible due a 3D glitch!
3D23.jpg: Those holes looked somewhat unfinished. I had the impression that adding those frames and remapping the interior of the hole would make the scene look much more polished.

Next weekend I’ll post the preview of the first 2 rooms of Island section. They are almost ready!

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18 responses to “3D edits everywhere”

  1. lys says:

    I love you.

  2. Phelaidar says:

    Wow!
    Can’t believe the game was like that before.
    Amazing work.
    You guys never considered showing this to a game developer?
    I bet a job could be arranged 😉

  3. Nacery says:

    You guys are awesome. It’s incredible how many details are you actually fixing and man, I love the new details in the doors. I know some people don’t actually care for them but for me it was weird to see that Resident Evil 4 doors were so lame comapred to the detailed doors of old Resident Evil games.

    P.D: Yeah I know I have a weird fixation with doors.

  4. Gabriel says:

    Beautiful work, keep it up!

  5. Steven says:

    Very good job!

  6. Dollmaster says:

    OMG that’s AWESOME! You guys have enabled Parallax. Amazing job!

  7. Frank Nitty says:

    Just amazing. Your 3D edits add that extra pop missing in the original and brought more depth to the objects and background. Thank you for your hard work

  8. Lukas says:

    What’s the difference on the treasure chest?

  9. ED2P says:

    Dont stop, please! I need this! This is what this game needs to be relevant again for me!

  10. Kaludio says:

    this is awesome!!!!!! cant wait to see how you guy tackle the island… also i know there is an unused cut scene on the sewerage, are you guys planing on putting it back, it would be a nice touch 😛 …. as always thanks for your time and effort guys 😀

    • albert says:

      Yeah! I’m aware of that unused cutscene but I don’t know how to bring it back 😛
      Anyway, I guess that’s some remaining beta stuff. The developers removed that on purpose I think, but they probably forgot to remove the data. And tt was pretty too similar to Verdugo’s first appearance. I like the final version the most. Using the sound as introduction for an enemy you can’t see… I think that was neat!

  11. V I D A L says:

    I have almost as much fun watching these pics as I had playing the game. lol

  12. Hellboy says:

    Gracias por compartir el gran trabajo que están haciendo. No creo que las barras deberían estar deformes si las tiene todas. Ahora si faltara la del medio y tuviera las 2 barras de la derecha con una deformación hacia la derecha y las 2 de la izquierda con una deformación hacia la izquierda creo que tendría más sentido.

    • albert says:

      De nada!
      Entiendo lo que quieres decir. Como si alguien o algo, hubiese querido pasar a través de las barras.
      El hecho es que me di cuenta de que Capcom quiso hacer algo con esa barra incompleta del medio, pero se les quedó el trabajo como “a medias”. Así que pensé: “Pues deformo un poco las barras y ya está”. Es como si todas ellas hubiesen recibido un golpe contundente de frente con algún objeto (o monstruo).
      Mi decisión fue un poco aleatoria, y supongo que cualquier otra hubiese sido igual de buena (o mala XD).