Regenerator Cell (Room 326)


This week I’m showing you the remastered result of a small and dark area. I really enjoyed redoing everything because the original was quite a mess (again…).

Lots of cables and all the chains are now 3D.

I added windows in the cells because you can see them in the previous room. They are all closed to justify the absence of light coming from outside, of course. What you can see in the comparison images is just an idea. I don’t know if the final windows will look like that or if they will be in all the cells or not. They should at least be present in the first cell (because those are the ones you can see from the outside) but I added them in all 4 cells (my assumption is that doesn’t make sense for only one cell to have them).

I also added a specular effect on the splattered blood and on the final door. As you can see in the video, the specular effect now is much more noticeable than in previous videos because I edited the default specular textures used in the entire game. Now it’s not necessary to force the camera angle to notice the effect! You just need to walk by and you see the effect clearly πŸ™‚

I also improved something else, which I’ll explain in a future “technical issues” update. Let’s see if someone notices the improvement in the video. πŸ˜›

And finally a small anecdote: the wall you see in image 326H.jpg is in front of the bus stop I used everyday to go back to my previous home XD.

I hope you like the work in progress pictures and video. Don’t hesitate to comment on them!


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54 responses to “Regenerator Cell (Room 326)”

  1. LV-426 says:

    Awesome stuff! Any idea what’s in that creepy squirming bag?

  2. Ouroboros-Man56 says:

    Nice work! It looks amazing!

  3. eric says:

    very nice work again !!

  4. Sergey Tokarev says:

    “Let’s see if someone notices the improvement in the video”
    Crushed whites/ambient color and probably some lighting pop-in fixes, am I right? πŸ˜›

    • albert says:

      Hehe, Yes and no. Certainly, the pop-in issue is fixed, but I was referring to a new improvement πŸ˜‰

      • Sergey Tokarev says:

        Well, the difference must be subtle, but I think fluorescent lamp at the entrance of this room are brighter now (bloom effect?). Maybe something about flashlight… some parts of this room are very dark now.
        Anyway, fantastic job as usual. Looking forward to a next update πŸ™‚

  5. Nick Travers says:

    Finally made a donation today. The end of the castle looks like it is in sight and I’m so excited to play it!

  6. dionys says:

    very nice !

  7. Mardok says:

    You added some kind of bloom effect on glow tube?

  8. Vlad says:

    amazing work! what 3d program do you use?

  9. amir says:

    Amazing details Thank you for sharing this with us,
    I’m really excited for reading your new posts and viewing your screenshots. πŸ™‚
    Keep your great works.

  10. Suzuki says:

    Let me guess… Bump Mapping?

    • albert says:

      Nope. Bump mapping is not a new thing πŸ˜‰
      It’s very subtle. Only people really used to the game could notice the difference. Not texture ralated hehe

  11. Smith says:

    Is it the lighting from Leon’s flashlight? Shadows maybe?

  12. Boris says:

    Could it be something to with the depth of field? Great work again btw.

  13. Alvare says:

    Let me guess.. The film grain is tweaked?

  14. Mike says:

    Leon Hair has life with Tactical Vest, is that it the secret? :p

    BTW: Awesome work like always. ^^

  15. LV-426 says:

    Is there some movement of the chains that wasn’t there before?

  16. Frank Nitty says:

    Amazing work once again

  17. Izcariel says:

    Que bastinazo
    Me encanta entrar al blog cada varias semanas y ver el progreso y la diferencia tan brutal entre las texturas originales y las nuevas.
    Buen trabajo!

  18. abi008 says:

    Could be enhanced lights from lamps from start of your video?

    • albert says:

      Hehe no. I think the only way of find it out is to play the game and then emulate every movement I did in the video. Then, you’ll notice the difference at some point ;P

  19. Toby says:

    The flashlight now works like a real flashlight πŸ™‚

    • albert says:

      Warmer warmer!! Could you elaborate? haha πŸ™‚

      • Toby says:

        Flashlight lights where you look πŸ™‚
        Im sorry but english is not my native language.

        • albert says:

          In the original, it remained dark when you aim up and down. Now, the light from Leon’s flashlight goes up and down πŸ™‚
          It’s like this in some areas (Mike huge battle area for example) but they forgot to add this feature to Leon’s flashlight in a few other areas…

          • Alvare says:

            Nice find guys. ^__^

          • Sergey Tokarev says:

            Nice find. By the way, how’s the game running with all fixes, Albert? I mean, stability-wise (VRAM, Ram usage). Does game crash sometimes or anything?
            You can answer these questions in ‘Technical issues – part 2’. I think it would be interesting to read.

          • albert says:

            I don’t notice any performance impact while playing with updated models and textures. As fas as we know, the only difference is the ammount of VRAM needed. Cris did some testing in the past using Village textures. But we’ll need to try it again when enemies and character’s textures are redone
            Most fps slowdowns I notice were already there using original textures… In my videos you’ll notice additinal slowdowns because the video capture software is working at the same time.

            And no, no crashes at all after applying 4GB patch! πŸ˜‰

          • DarkSamus says:

            When you guys release the Castle section, I will run some tests running at 3840x2160p, 2560x1440p and 1920x1080p.
            I will test 30fps and 60fps modes with all the above resolutions.

          • albert says:

            That would be really helpful. I don’t know about Cris but I can’t play at higher than 1080 resolutions
            Thank you!

          • Vick S. Bateman says:

            Albert while i appreciate the hard work spent in those fixes, i think that this time it’s for the worst, as the illuminated areas from the flashlight, and the “shadow’s dark area position over surfaces” (hope you can understand what i mean) looks now in any comparison less atmospheric and even realistic than the original. It’s a combination of the light distance augmented because of the pop in fix and what it seems to be a change of defaut flashlight position, but I’d just love to play in this room with your texture and 3D edits with original lighting. Again, hope you can understand my english

          • albert says:

            Thank you for sharing your thoughts. I’m not sure I understood them completelly. But I just did the following lighting edits:

            – The pop-in issue: In this room it was terribly noticeable (please, play the game in this area and you’ll see what I mean. Then, compare it with the video I uploaded).
            The pop-in light fix is unnoticeable at close distances. What I mean is that all differences in the comparison shots are caused by the camera angle while I took the screenshots. They are not exactly the same (In fact you can read a note in certain screenshots that explains that). If I haven’t fix any lighting value, the lighting in the comparisson shots would have been exactly the same.

            – The flashlight now moves when you aim up and down. This generates a more realistic feeling when you aim up and down. Before that, the flashlight was lighting up forwards even if you aim the ceiling.

            In brief: No worries. The screenshots lighting changes are caused by the differences in the camera angle! πŸ˜‰

            I hope this explanatiom helps!!

          • Vick S. Bateman says:

            Thanks for the answer Albert.
            So the pop-in fix clearly wasn’t the “problem” here, what i meant was that in pic 3, for example, i find more pleasing to the eye (and from an horror perspective) how light and shadows interact with the bedside table in the original version, and same goes for pic 4, 10 or the last one.
            I’ve made a pic to actually shows what i mean:

            But as you already said it’s possible to achieve the same lighting, so no problem.
            And thanks for your hard work, as always

          • Vick S. Bateman says:

            Here’s the link for full resolution btw, i forgot how bad tinypic is:

          • albert says:

            Thank you for the graphical clarification πŸ˜‰ That’s what I thought!
            So, don’t worry! You’ll see by yourself the lighting is the same when we release the project πŸ˜€
            It’s hard to get identical comparison shots hehe

      • Sergey Tokarev says:

        Did you activated real-time shadows somehow πŸ˜›

  20. RezA says:

    Nice work; You’re doing great πŸ˜€
    What will you do for blood effects?
    It would be great with some effects like Evil Within!

  21. Welsh says:

    Looks fantastic!

  22. Adam says:

    First off – wow this is awesome! Been a long time re4 player but completely on the wii. Just downloaded the PC version, my god does it need your textures! I know it’s a silly question really but when is your goal for having the entire project completed?

    • albert says:

      Thank you Adam!
      We don’t have any estimate date in mind. We are just focused on making progress with no pressures πŸ™‚