Dump and Foundry Areas (rooms 310 and 311)

Hello everyone!

I’ve been dealing with lots of trash the last few weeks. It’s been a tedious and quite thankless job, but someone had to do it!

The piles of trash were the most time-consuming things to re-create… behind the UV remapping work all the walls needed.

Both rooms are a mess: trash and dirt everywhere. With the original low-resolution textures, most modeling inaccuracies were hidden. But when using  HD textures all those little graphical issues became rather apparent. So, almost 50% of the room received some kind of 3D edit by the end!

I hope you like these work in progress pictures.

Have a great weekend!

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20 responses to “Dump and Foundry Areas (rooms 310 and 311)”

  1. Alvare says:

    Great job once again. 😀

  2. DarkSamus says:

    I for one am very grateful that you dealt with the trash.
    Great work Albert

  3. Schadenfreude says:

    Such dedication to even a pile of trash, it brings tears to my eyes 🙂

    Man, the original textures suck.

  4. X6205 says:

    When i look at this amazing footage i honestly pitty those poor console users..

  5. Alvare says:

    Couple of things I’d like to point out from looking closer at the video:

    0:04Stretched or no UV on concrete floor part.
    0:21 Ashley’s arm goes through the garbage.
    0:21 Also through the fence piece.
    0:26 Flickering from z-fighting
    5:33 Same overlapping geometry on the window frame of the control room (left)

    • albert says:

      Thank you! We’ll take care of those things in the next revision stage 😉
      0:26 I’d say that’s actually a vibrating working machine ¿?

      • Alvare says:

        Oh.. sorry!
        Got that one about the machine wrong then.

        I have no doubt you’ll fix them. 🙂

        • albert says:

          No problem! All feedback is always helpfull for us and that’s one of the reasons we share this work in progress stuff 🙂

          • Palito says:

            And sometimes the rifle goes through some things too but I guess that’s normal since it’s a big weapon…

  6. Frank Nitty says:

    OMG, I am so grateful for your HD graphical improvements. I am definitely waiting til this project is finished before I finally replay Resident Evil 4 Ultimate Edition, which I can attest your addon can rightfully proclaim it as the HD version that Capcom withheld from the PC community. Thanks again for all u do to contribute.

  7. Kaludio says:

    wow looking at the hd pictures feels like wearing glasses for the first time xD

  8. Nacery says:

    Love all the hard work you are putting in this project. (and those remodeled dooors!)

  9. Colmillo says:

    The hard work and attention to detail in this project is amazing. You’re making loads of great progress, keep it up 😀

  10. Akiba91 says:

    Hi! I’m following you from the first release of the village, and I’m really happy to see that this project is going on and is going on so well!
    I was curious about one thing, do you think that you’ll be able to do something about the lighting of the game?
    The bigger problem, by looking at the game running, is that everything is too flat.. do you think that you’ll try for example to bake better shadows on the items, or to retouch the lighting system in some way?

    • albert says:

      Hello Akiba and thank you for your words and questions 🙂
      Unfortunatelly we can’t edit the lighting system of this game. This is beyond our knowledge.
      But we can add manually some shadows here and there (they would be actually polygons using black transparencies) but that’s it.
      Let’s wait and see if someone else is able to do something about this!

      • Akiba91 says:

        If you want any help just ask about it!
        I’m the author of this mod: http://www.nexusmods.com/fallout4/mods/8841/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fcomments%2F%3Fmod_id%3D8841%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D3712185&pUp=1
        and I know well about baking/editing textures and modeling.
        The idea of adding black polygons for shadows is great, but as I said on surfaces that don’t tile, you can do baking so the shadows will be printed on the textures perfectly 😉
        For the lightning system maybe the one who helped you with the tool for the 3d editing, can help you with that!

        • albert says:

          I’m sure he’ll let us know if he find out a way of improving the light of the game 🙂

          And thank you for your offer! (Great work BTW!) The ammount of 3D edits we are doing in this project is quite limited. We are just editing the worst looking models and improving all mapping issues we find. But thank you anyway!
          About baking textures… I’m sure it’s possible in a few instances, but overall, a single texture is applied in dozens of places and contexts in the same room. And the 3D models file system of this game and the transparency hierarchy is quite complex. So, I’m guessing baking textures would imply a complete re-creation and restructuring of most of the 3D models and file system of the room. Consequently, lots of hours of work just for one room.
          As Alvare said, this would be something amazing to explore once our work is finished 😉

  11. Alpha_94 says:

    Fantastic job, this project is epic

  12. Alvare says:

    I think this is something really cool to try and look into after all the current process is done. We’ll see then. I don’t think the game has flat lighting though. You should’ve seen the Biohazard 4 port from years back.

  13. Guitar Player says: