Mini-Update – Eye Correction

A few of you noticed the eyes were too bright on the revised Ganado in the cabin. I’ve corrected this:

[ngg src=”galleries” ids=”19″ display=”basic_thumbnail” thumbnail_width=”240″ thumbnail_height=”160″ thumbnail_crop=”0″ show_slideshow_link=”0″ template=”/var/www/wp-content/plugins/nextgen-gallery/products/photocrati_nextgen/modules/ngglegacy/view/gallery.php”]Thanks, everyone!

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3 responses to “Mini-Update – Eye Correction”

  1. Alexis says:

    Yours and Albert’s work is great! Keep it up.

    Also, I thought it’d share something you’re probably already aware of, regarding the bump maps. I noticed Voodooman had made some posts on the steam forums about the alpha being the specular control. I am 99% sure that is incorrect.

    The bump maps are stored in a format that was native to the Gamecube’s GPU. They are essentially normal maps with duplicated channels. When you look at one of the bump maps, the RGB channels are identical, and the Alpha is unique. If you were to convert a RE4 bump map into a tangent space normal, you would fill the blue channel with white, and move the alpha channel into the green channel’s output… Reversing the method if converting a standard normal map to a RE4 bump.

    Anyways, Sorry for the wall of text, I just wanna make sure you guys get the most out of the way the engine handles it’s assets!

    • crisdecuba says:

      Thank you very much for the info — we want to get the most out of it too, so I appreciate you taking the time to explain!

  2. Javier says:

    Amazing work bro! Keep it up!