Reunion with an Old Friend (rooms 316 & 317)

Hello everybody!

This week’s update covers rooms 216 and 217. This area is full of cutscenes. Remember, we’ll update the character and enemy textures after we finish all the environtmental stuff. And talking about that… This is the first time I tried editing a character cutscene model (Krauser) and it was a success! I just fixed a little bug (see picture 317B.jpg) but I’m guessing this is an indication we can fix/update other character /enemy models as well when needed. 🙂

The rest of the work has been as usual: Some original source pictures were found, but the vast majority of textures have been re-created. And I added some extra 3D detail here and there.

That specular effect at the end of the video (last picture) will be improved. I’m doing some test and research about how to improve the effect. It depends on the number of polygons in the model, its geometry, the vertices being welded or not… Anyway, it won’t look as good as many current gen games, of course, but the graphic engine of this game has some potential.

I hope you like the work in progress pictures and video! 😉

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35 responses to “Reunion with an Old Friend (rooms 316 & 317)”

  1. Boris says:

    I think the flaky paint and the rust on the doors looks fantastic. Speaking of doors, the only nitpick I have is the one in the last picture. I feel like the specular effect would work better if the texture looked more reflective, like if it was more shiny and metallic. You mentioned that you would improve it anyway but I know you guys value feedback on everything. Thanks for all your hard work on this project. I can’t wait to play through the castle.

  2. Leonardo Oliveira says:

    Ficou lindo o trabalho, imagine como ficará na próxima revisão, como foi feito na Vila. Ótimo trabalho!

  3. Gee says:

    I’m alaways stunned with your work. Please don’t give up, its great!

  4. Alvare says:

    I love you guys. Great work. Lol, I check here everyday except today (playing Uncharted 4).. and this happens. xD
    Absolutely great comparisons and great news that you can fix character models too. The shadow change is weird man. From pure black to opacity. It looks amazing. 🙂

    I think we should give them a break there. It looks exactly like the original. Also, better when in motion too.
    There is just no way possible to make it more reflective than that. Unless you got an idea for an alternative instead of using specular map.

    • Boris says:

      I’m no texture modder, so I have no idea what the limitations are for Chris and Albert. I am more than happy to embrace the final results since they are always a massive improvement regardless. However, I know they are perfectionists and so I am obligated to mention something that I think could be improved, even if it can’t be.

      • Alvare says:

        Oh okay, I understand. Sorry. Yes they are perfectionists in a very good way. 😀
        I’m pretty sure they’ll manage to fix it. This goes somewhat beyond texture modding though. This is actually creating a new gloss texture that’s black and white and altering the model of the door to get the effect right.

        “I’m doing some test… -the vertices being welded or not…”
        That sounds really weird. How the heck does it work? xD

        • albert says:

          Hahha yes, it’s something really simple but effective. Here’s a graphic that will show the difference between a cube having welded and unwelded vertices:

          The specular effect using a custom specular map reacts the same way 😉

          • Alvare says:

            Ah okay. I would call them smoothing groups. I guess that in Re4, everything that’s welded is in the same smoothing group?

          • albert says:

            I think so! And yes, visually is the same result. Smoothing grups won’t affect any imported stage re4 model because of the unwelded (or broken) vertices.
            We need to weld the vertices first. Then we can control the look of the shadows… hummm thanks! That gave me an idea to simplify somewhat the process haha ;P

      • albert says:

        No problem! I think you’ll be quite pleased when I post next update hehe 😉

        • Alvare says:

          The mid-term result looks best in my opinion. Because it adds in more new detail. Especially at corners of a wall. Nothing in real life has a perfect sharp edge at 90 degree angle.
          At some of you updates i even thought you gave the concrete walls a more rounded edge. It looks amazing, because the texture can support it.
          I recommend trying it on wooden surfaces like doors and beams too.

  5. Cris Without H says:

    Does the update on the models mean some more polygons, perhaps?

    • albert says:

      I was thinking in inaccuracies and adding more polygons only when it’s really needed (character’s models, for example, since you are seeing them the whole time)

      • Cris Without H says:

        I won’t lie, I’m totally green when it comes to modding, let alone modding a game like this. So, does it mean the models we see in normal gameplay would be improved with more polygons and the ones in the cutscenes would be simply fixed? I think the ones used in cutscenes are fairly well done (I also assumed these are the same as the ones used in gameplay, but again, I don’t know how it works in this game), but it’s always nice to see an improvement. Then again, the things you guys are able to do with textures alone are impressive. I often get this photo-realistic impression from ordinary textures that you guys make. And most of them are just work in progress, too. Why can’t Capcom just hire you like they did with the guys from the RE2 Remake project?

        • Alvare says:

          “I also assumed these are the same as the ones used in gameplay”
          No. All character models in-game are low poly compared to the cutscene ones. The low detailed model made Leon look ‘ugly’ and ‘angry’ in-game. xD

          “Why can’t Capcom just hire you like they did with the guys from the RE2 Remake project?”
          So many people have said this already, including me at the start. Point is, the project wouldn’t simply be THIS ambitious. Unlike being an artist at Capcom, Albert and Cris can do this within unlimited time. In their free time, whenever they feel like it. 😉

          • Cris Without H says:

            Well, I never thought Leon looked ugly or angry in the game. In fact, he seemed to be oddly calm for me. Then again, 90% of the time, I was seeing his back ^^
            I guess. At least these guys have started accepting donations. I mean, I would probably donate some, but being a jobless guy from a post-soviet country, that’s not really an option T-T
            I just wish their work was more appreciated and recognised, because they put way more effort into this HD stuff than Capcom ever did.

          • Alvare says:

            “Well, I never thought Leon looked ugly…”
            Lol. He really does tho, compared to the cutscenes. Funny thing is, the cutscene model, even if his face looks better, actually has more inaccuracies than the in-game model. Leon’s hair clips through the back of his head a little, and Leon’s neck clips through his shirt when jacket is removed from what I’ve seen.

            “I just wish their work was more appreciated and recognized,”
            Oh believe me they are. 🙂
            Too bad you’re jobless. Hope you find something that suits you soon.

  6. X6205 says:

    Very impressive work.. Thanks to you guys, will receive this classic very modern, polished look. I´m looking forward to final product. Hopefully sooner than RE2 remake 😉

  7. Donel Bueno says:

    Impressive as always, congratulations.

    What is the resolution of the original environmental textures compared to the modded ones? The modded textures look to be of higher resolution than in many modern games.

    • albert says:

      It’s up to 16x the original size (but 8x is the most used size). This means —for example— if the original texture is 128×128 it will be redone at 1024×1024 or 2048×2048 😉

      • Harban Vasselbakk says:

        Oh! But that’s actually 64 times the resolution of the original textures (1024×1024)/(128×128) or 256 times the original resolution (2048×2048)/(128×128).

        • Cris says:

          In terms of the total number of pixels, yes. But we’ve always referred to it based on the width / height dimensions of the texture. Thanks!

          • Harban Vasselbakk says:

            Sure! But 64 times is more intuitive, gives a more accurate description, and sounds more impressive. You should go for it 🙂

            They do it with 4K, and that pretty much sets the standard.

  8. Frank Nitty says:

    U guys never cease to amaze. It’s great news that the graphic texture upgrades can be applied to cut scenes as well. Awesome work as usual

  9. That1Gamer says:

    It’s good to see you’re still dedicated to the project 😀 the summary says everything in the castle is “in progress” so it feels like the end is close. Is there a deadline yet or is it still not determined?

    • That1Gamer says:

      The cut scenes look too good to be true. It’s like it was remade from scratch, I can’t wait to see it with the updated characters and models 😀

    • albert says:

      We could make a approximation but we rather not sharing any date because that would give us extra psychological pressure. I hope you understand!
      And thank you for your comments!! 🙂

  10. Kaludio says:

    this updates look better and better with every iteration. the videos are one of my favorite parts of the updates. However somethings that bothers me a bit is the fog, and the grain filter. The fog obstructs the view form the hd textures, plus it clips the walls whenever the character looks at a wall perpendicularly. The grains on the grain filter are also quite big, good enough for 420p but i looks exaggerated and weird on 1080p. i know there is a mod t disable the grain filter, but is there a way to disable the fog clouds? if so i think it would be grate to showcase the texture and 3d models on the update videos. Thanks for your time and effort guys.

    • albert says:

      Thank you! And yes, that fog is somewhat distracting haha. And it is possible to remove it. But the fog textures are used in several contexts. For example, the old piece of cloth/flag hanged in the singpost in the very first area of the game is one of those fog textures O.o

  11. Cris Without H says:

    I noticed that Krauser’s arms bend oddly during the cutscene. Like, when he talks about kidnapping Ashley. His forearms bend oddly.

  12. Colmillo says:

    Glad to see you’re still doing great with this project – I love these textures, they’re amazingly detailed, yet accurate to the original and they fit really well with the atmosphere of the game 😀 Thanks for working so hard on this project, keep up the good work <3

  13. Brandon says:

    Just downloaded this, and looking at all the pictures.. it looks AMAZING

    you guys did an awesome job.. keep up the great work!

  14. Guitar Player says:

    All those “HD” textures projects and official game remaster can not compete with this project, made by two guys who respect people.

  15. Roland2 says:

    The 3d chain looks really badass and adds a lot to the atmosphere. Great idea albert.