I Still Get Nervous Around Verdugo…

Hi everyone! Right now I’m working on the room with the huge drill right before you fight the two El Gigantes. That room is BY FAR the messiest room I’ve worked on so far and almost every model is requiring some form of correction.

So tonight I’m taking a small break to share with you my progress from the rooms where you encounter / fight Verdugo. 🙂 Re-creating the control panels and improving the 3D models was sometimes tedious, but satisfying work.

Hope you enjoy the work in progress!

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21 responses to “I Still Get Nervous Around Verdugo…”

  1. DoomDash says:

    Keep up the good work!

  2. LunarD3ATH says:

    You’re doing a fantastic job. The HD textures are much higher quality and you’re fixing a lot of the smaller, annoying details, as well.

  3. Frank Nitty says:

    Once again u never cease to amaze me. God work guys

    • albert says:

      Thanks 🙂 I used textures from this site when I was doing the old old old texture patch (2008). Even Capcom took a very few amount of textures from this site (maybe just 2 or 3). It’s interesting to see this site is still active!

      • terminento says:

        The site of David Gurrea (the former texture artist for Blade of Darkness) is still up as well. Classic resource, yet still a pretty usefull one:

        • terminento says:

          Can’t be used in commercial games, though, but I found it funny that it is still up after all these years. Sauerbraten (cube 2) uses a bunch of them.

          • Alvare says:

            🙂 I’m seeing some Doom related textures too.
            Btw, if you try Google image searching texture with dimensions 2048×2048. There’s one very cool free texture resource site with high quality seamless stuff.

  4. Alvare says:

    It’s perfect, I wanne stay there now and press all of these buttons. At least I can read what they do? 😛
    Lol I can get why testing can be pretty difficult with Verdugo around so I recommend you buy a rpg from the merchant and kill it when frozen first.

    As for the drill room, yes. The room and ground uv’s are also stretched and turned everywhere.

    Want to bring up something rather interesting. I know how the glow effect works in Re4, from a developers standpoint, and I know why the flames in the drill room f.e. don’t have that intense glow as the Gc version. The effect checks the brightness of one pixel within the 3D world (before the glow was added on each frame). Unfortunately, the brightness detection points are placed too low, so they mostly detect the torch stands themself instead of the geometry of the torch fire. (The opacity of the glow effect is connected to the brightness of the detection point, so when darker geometry overlaps, it will fade out a little by little.)

    • Cris says:

      Haha too bad we can’t add button functionality. 🙂 And yes, I carried an RPG with me specifically for that purpose. And then the first time I tried, I missed! 🙂 That’s interesting information re: the glow effect. Does anyone know how to adjust which pixel is checked? Thanks again for the info!

      • Alvare says:

        Yeah, I wish somehow we could add in new environmental actions for Leon. Like climbing to a safe spot to rest from Verdugo for a bit. Would be funny as hell, same as the door trick. xD

        “And then the first time I tried, I missed!”
        Haha, he’s going on texture tour with you then.

        “That’s interesting information re: the glow effect. Does anyone know how to adjust which pixel is checked? Thanks again for the info!”
        I’m 90% sure it works this way, because I programmed that same glow effect system in another programming language myself. The checking-point is actually just a 3D coordinate set within a script. Possibly initialized once upon starting the room. If only I knew which tools I’d need to alter the scripting..

        • Cris says:

          I tried explaining the project to him, but he basically said that he didn’t care about textures and cut my head off. 🙂

          • Alvare says:

            Maybe Verdugo feels out of place in that beautiful looking environment and more importantly, it might be jealous of Leon’s fabulous haircut. xD

  5. Marius says:

    I’m really impressed how thoroughly you are going over this game with a fine comb. All those little details and imperfections. You guys are truly masters of your work.

  6. Necdilzor says:

    Awesome! Keep up the good work!

  7. Joe S. says:

    Everything is looking fantastic so far. I almost wish more things used/re-used the same textures; so we can see a completed download come out sooner : )

  8. Vick S. Bateman says:

    Amazing work Cris, i was a bit worried for not seeing your update for a month but thank god you are still here to deliver this masterpiece of a work.

    If i have to be a bit critical, and just because this is supposted to be the final revision, that compass/pressure indicator or whatever that is in pic 6 looks out of place. A bit too flat and too pasted over other things to me.

    Hope you can understand my english. ^^

    • Cris says:

      Totally makes sense and I agree. I’ll go back to that when I get tired of the poorly mapped beams, machinery, and fences of the next room. 🙂 Thanks for the feedback!

  9. Diego says:

    OMG, I so want to press those buttons now <3 <3
    What do they do?! 😛

    Very good work!!

  10. L says:

    Honestly just waiting on you before I play Resident Evil 4…

    Capcom really should hire you. Hopefully the exposure will help you in the future.