As work continues, new types of environments are getting revised. This time it’s underground caves. As you might imagine, getting the rock wall textures to flow smoothly together has been a challenge, but so far I’m pleased with the results. These shots are work-in-progress, of course.
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Great work 🙂
looking great.. incredible improvement, the new textures fit perfectly in the game!
any plans on releasing a 2nd demo?
wow =D
Hey, Albert! Did you go to the Medieval Combat World Championship tournament? Since you said you were travelling to get some textures, I thought you’d be headed to Belmonte
Hello! No I didn’t go there but the trip was a complete success. I found everything I was looking for and even found a few unexpected surprises 😀
I need to do 2 more travels and I’ll got all original textures Capcom made by themselves in the best resolution possible.
The castle is plenty of those textures. I’ll explain where they come from as soon as we reach those areas. The village has a few of those textures too, specially in the church area. I’ll explain those aswell when all church area (inside and outside) is finished 😉
Cool!
I feel really curious about those!
Great job! 🙂
Check this picture:
http://i.imgur.com/9UwevoL.jpg
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[IMG]http://i.imgur.com/9UwevoL.jpg[/IMG]
Hi Mohsen – thanks for putting together those screenshots and for the feedback! As I do more of the natural textures, I’ll keep a closer eye out, especially for color matching. Thanks again!
I’m sorry to say that I don’t like the first screenshot, don’t want to sound rude, I love all you have been doing but natural caves usually don’t have gravel, instead the floor has been softened by water erosion.
http://static.panoramio.com/photos/large/45969237.jpg
Hi Nacery! Thank you very much for the feedback. This was actually a difficult decision to make — in the original game, what you see is that the ground textures have noticeable seams throughout. There is an oddly shaped larger central ground texture for the middle of each larger room, with two different transition textures that repeat around the central texture. The transition textures don’t come together with the central texture in a consistent fashion, resulting in really obvious seams. In order to minimize the seams, I went with a more gravely texture. I also think it’s plausible that the gravel resulted from some of the construction done in the cave (the black stone pathways, the stairs, the little alcoves where some of the candles are, etc.). 🙂 And some wet caves do have gravel floors 🙂 Of course, this is beside the point. The main reason for the change was to reduce the seams. If time allows, of course, this can be revisited. For now I hope the rationale makes sense. I also realize I should have made this a part of the original post, so thanks again for mentioning!
It’s good to know there i’s a good reason for doing it. Keep on the good work 🙂
Awsome work guys! Just want to say about the first picture, please don’t understand me wrong but, it would be more better if you guys can edit this water corners like beach style or add sands. The Second reguest is about re-animated the water meshes. Is it possible re-crate them? Like the first treasure room place and giant Salazar robot room.
Hi there! We actually went back again already and revised this section to match the original more. 🙂 Thanks for taking the time to provide feedback!