Island Improvements (Part I) + Assignment Ada (Part I)

Hello everybody and Happy New Year!

This is the first post of 2018… time passes quickly… but nothing will stops us! So, let’s continue with the progress updates!

Now I’m focusing on the lighting and effect improvements for Island areas (along with some additional model and texture upgrades). As some of you already know, we learned how to edit the lighting and effects as we reached the final areas of the game. This means that prior rooms didn’t receive these kind of edits. I’m also taking the opportunity to apply these improvements to the Assignment Ada mini-game at the same time.

The first two areas were the worst and the most time-consuming, but the amount of work required for the rest of the areas is much lower! I think the entirety of my efforts in the Island section will be finished very soon and then I’ll start the character / enemy remaster process.

And what have I done in every room? Here’s a summarized list:

Room 300/405:

  • Dozens of additional 3D adjustments (seam correction, poor mapping, transparency conflicts, and clipping issues)
  • New shadows here and there
  • Improved water and fire effects
  • Corrected lighting (no more pop-in issues, consistent shadowing triggers reaching characters and enemies, some relocated and adjusted lights)
  • I added the flashlight-ON feature in Ada’s minigame. As you can see when you force the camera angle, Ada’s flashlight is on. So, now it casts light. That’s why the in the comparison shots the remastered side looks brighter than the original. This is something you only notice in these comparison shots but, it won’t change the gameplay  experience. Capcom simply copy-pasted the lighting files from Leon’s room to Ada’s room, but they forgot to add the flashlight light source…
  • Fixed pop-in effects at a distance. (ISLAND_REV_1_3.jpg)
  • Colour corrected the Iluminados mirrors, applied a specular effect+bumpmap on them, and improved the level of detail of the 3D model

Room 301/406:

  • Same as previous room
  • Now you can see all the missing lights and effects when you look at the previous area in the distance. (ISLAND_REV_1_5.jpg)
  • A new light bulb was added in the ceiling, just after the Iluminados door (in the original there is a super intense light source coming from nowhere). (ISLAND_REV_1_C.jpg)

Room 303:

  • All pipes 3D models have been re-created — there were too many mapping issues and it was easier to remake them from scratch
  • Some additional 3D and texture improvements
  • Improved puddle water effect
  • Adjusted lighting

Room 304:

  • Some additional 3D and texture improvements — for example, the bottles are now modeled in more detail thanks to a more efficient *.SMD and *.bin file structure
  • Thinner dust effect around the windows in the downstairs area
  • Adjusted lighting

Room 305:

  • Some additional 3D and texture improvements
  • Some shadow adjustments
  • Adjusted lighting

Room 306/410:

  • Some additional 3D and texture improvements (I hate pipes!!)
  • Some improved lights and effects


  • I’ve ported all the improved and recurrent models from other rooms into these areas. So, if one specific model has been improved in a certain area, it has been / will be ported everywhere else in the game where the same model appears
  • All environmental colours have been corrected to match the original Gamecube/Wii version of the game, as usual by removing the infamous broken effect that makes everything look more yellow / red and slightly overexposed
  • I’m adjusting, on a room by room basis, the film grain effect to match the HD resolution of the game (the grain looks ok but it was generated for SD resolutions and in the HD ports it looks too big and blurry in certain areas).
  • Some items are slightly misplaced — we’ll try to fix them all all over the game because it’s quite easy to do and it’s not time consuming at all

And here are the comparison shots and the first Assignment Ada video covering the first 3 areas of the minigame. I hope you enjoy them!

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85 responses to “Island Improvements (Part I) + Assignment Ada (Part I)”

  1. Abz786 says:

    woohooo! Great job guys! love the amount of screenshots here, i always love looking at them! cant wait for the character / enemy remasters, hopefully you can share them soon!

    • albert says:

      Haha yes, I thought there wouldn’t be too much to show because they are rehashed/already remastered rooms but I was wrong

  2. Snake says:

    Happy new year to all staff members ! Keep up your fantastic work ^^

  3. Andrew says:


    You mentioned film grain and it got me thinking: will the film grain removal mod still work,

    or will some other kind of work around be needed? I get that game developers want to be more “cinematic” but I personally hate how they don’t let it be an option to be ticked off-especially in RE’s case. RE Revelations 2 grain removal mod made everything so much sharper, and that’s how I prefer a video game.

    Anywho, looking great as always. Was curious if some of those large pipes in picture F and the various boxes on the shelves in picture U would have meshes. They look a bit flat, but still a huge improvement over the original regardless.

    Glad the progress summary was updated, the hype is building

    • albert says:

      The film grain removal mod will be unistalled because we include the file that includes the grain texture again
      That texture is needed not only for the grain effect but for other effects all over the game. It’s not a good idea to make that textire 100% transparent because you are eliminating some other effects like ambient dust around some windows.
      But there’s a way of deactivating it as I mentioned somewhere in the past.
      – Open every uncompressed udas file you find inside st1,2,3,4,5 folders (you must decompress the udas.lfs files to simply udas) in a hexadecimal editor.
      – Search and replace hex string “01 04 72 00” to “00 00 00 00” and the grain effect will be gone.
      We/anyone else can easily prepare a mod that include these moded udas files once our project is complete 🙂

      About the pipes in “F”. Do you mean the ones in the background right? I stopped at that point because that area is huuuuge and there were way too many polygons… In fact that’s not a pipe. It’s like a long fusebox with a circular shape on top of that that turns to the left. So it’s really a flat structure hehe. And since it’s something you don’t see in front of your nose I decided to keep it this way. But I’m taking note of that just in case. You know… sometimes I think something is not possible/necessary but people feedback makes me change my mind XD

      About “U”. The boxes are modeled but yes, they need more depth


      • Andrew says:

        Gotcha, thank you for the heads up and the “how to” for use in the future, I’ll save that for later. In Revelations 2 you do unlock a filter upon beating the game that gets rid of the film grain, but the trade-off is this slight green tinting that’s quite irksome. The mod works like a charm with no apparent loss to post-processing or what have you, newer game engine probably helps in that regard.

        Yes, those two, “F” seemed like something else, but “pipe” was the best descriptor. Thought it was some kind of insulation, but I think you’re correct with it being a fuse box. Looks fine anyway as a marked improvement, was mostly curious, so thanks for filling me in on both instances.

        I’m betting you guys are around a year away from completion based off your logged numbers. Once all the weapons are done being worked on a compilation video of all the reloading animations side-by-side with their old graphics counterparts would be a cool idea if you guys need to bang your head against something else besides your passion project, but still feel like working on something. Everyone loves some goo reloading porn.

        Keep on keeping on

        • albert says:

          Hehe I can’t say how much time we’ll need to fully complete the project. I’d rather no speculate about that just in case and to avoid extra psychological pressure 😉

  4. ItchyTasty says:

    Nice to see some updates in the New Year 🙂 Great job!

    The only small critique that stands out to me is the texture mapping looks a little skewed on that red building with the stairs.

    Now that you’ve mentioned character updates coming soon, I’m noticing how bad Ada’s alt costume textures are. Can’t wait to see all those updates in the future!

    • albert says:

      And yes, you are right about the mapping. And maybe a little too saturated too… if we take into consideration it’s something the player can’t reach at all

  5. DarkSteel says:

    Awesome work as always.

  6. DarkShinobu says:

    Buenisimo lo de la direccion real de las luces y su efecto en los personajes, veo que le estas haciendo esos retoques que aunque mínimos pero ayudaran muchísimo al ambiente, gracias por todo y el update Albert! 😉

    • albert says:

      Gracias a ti también por el apoyo! :))
      Sí, a veces los retoques son tan sutiles que si no los explico seguro que pasan desapercibidos, pero por el simple placer de poder hacerlo lo hacemos hehe

  7. Ascaron says:

    You guys really do an amazing job! Keep going, ánimo!

  8. Cant wait to see how Leon looks in the new RE game, I am scared says:

    Great job as always, I am loving those upgrades! There is one thing that just crossed my mind tho, its the water problem. Its not really a problem, but whatever you do, the water just keeps its „old game“ look and feel. And I just realised, the Church area, when you are on your way to the El Gigante area (jumping over those wooden bridges where Blue Medallions are hanging) you can see the beautiful remastered water, and I just thought, would it be possible to port that water texture/effect to all the other rooms where needed?

    • albert says:

      Hehe I see you too noticed that water in the church lake. It’s not remastered. It was like that in the original GC/Wii versions too.
      That’s a completely different water effect and it doesn’t look good everywhere because it generates a “ghost” effect and a distortion effect at the edges of the screen. It’s quite difficult to explain with words but in brief: what looks ok in one room it can look terrible in other areas… it all depend on the lighting of the place, the distance you see the effect and other factors. I try to apply the best effects case by case, room by room.
      In the church area case it’s just a distortion effect over a inverted sky model, It’s not reflecting the sky, it’s just there’s another sky under the water XD

      Thank you for the feedback!

  9. E.P.D. Gaffney. says:

    Not slowing down I see. And so many screenshots as well. Not sure I can handle all this excitement.

  10. Marco says:

    Me parece increible que no hayan abandonado el proyecto a medio camino por todo el esfuerzo que implica.
    ¡Excelente trabajo como siempre!
    No sé si sea mi imaginación, pero puedo notar que la textura utilizada en el fuego de la explosión está ligeramente pixelada (minuto 6:28) , ¿será que no han retocado esa parte todavía?

    • albert says:

      Muchas gracias!
      Exactamente, aunque hemos hecho algún retoque mínimo a las texturas del fuego y explosiones, la intención es rehacerlas desde cero.

  11. Bonk says:

    Hey guys, what kind of texture does the game use for the film grain? I’m assuming it’s a noise texture that is animated by a shader or something?

    Think it would be possible to make that texture user replaceable?
    I’ve got a grain texture I made ages ago that I really like for use with an old SweetFX Grain shader (Unfortunately the shader has some kind of bug that makes the grain shader bug out after about 30 minutes. Making the effect break.)

    Examples of this shader in use with Revelations

    The texture in question: (As a .png and as an L8 ;luminance 8bit; DDS

    • albert says:

      Yes, it’s a simple grain texture, smaller than the one you posted. My idea is to keep the original texture and just edit the effect configuration which makes the grain bigger or smaller and by doing it this way it allows me to adjust it room by room 🙂
      But it’s not a final decission.
      Thank you for the ideas!!

      • Bonk says:

        It looks good in the shots. Is there any evidence with the way you do this, that causes any problems like a mirrored pattern effect as it animations or does it still appear uniform in motion? (Sorry Youtube video too compressed to see it really)

        Keep up the good work! I check this place multiple times a month and have been following since the beginning. So excited!

  12. Max says:

    Excellent work, but do you have to redesign this?

    Also, i have a theory
    i think back then when Capcom makes RE4, they purposely lowered the textures because the gamecube and ps2 can’t handle that much data or they have to rushed RE4 to the public as quick as they can

    • albert says:

      Yes, I added that plastic because there’s actually a piece of plastic in the upper part of the original texture 😉
      And this way I conceal easily any brick position discontinuity along the other visible 4 faces 🙂

      I’m almost sure they lowered the resolution on purpose because of performance reasons. In fact, some areas have the same textures but at different sizes

  13. iguanabeyourdog says:

    hola, llevo practicamente desde que empezasteis siguiendo el proyecto y nunca me habia animado a comentar, ya que no creo que tenga nada que aportaros, pero hoy he decidido hacerlo para que al menos entendais lo que este trabajo supone para muchos de nosotros.
    Cada fin de semana entro esperando ver un nuevo progreso, y es que me parece un trabajo tan perfeccionista, que quiero remarcar cada decision y detalle que habeis puesto en el, tanto en un principio buscando las texturas originales en hd, hasta ahora, con la implementacion de mas poligonos y el punto de las nuevas sombras.
    Curiosamente la isla es la zona que menos me gusta del juego, para mi siempre fue la menos inspirada, como si estuviera hecha con prisa, pero os esta quedando increible. Esa vinoteca en el juego original era un completo horror, los fondos, el sistema de tuberias donde tenias que ponerle imaginacion a las cosas para saber lo que eran… ahora todo tiene forma, cada pieza esta ahi y casi puedes tocarla!
    Estoy deseando que llegue el momento en el que retoqueis los modelos de personajes.
    Solo espero que Capcom se haga eco de este proyecto y os lo remunerice de alguna forma sacandolo de manera oficial o que se yo, pero habeis hecho lo que ellos nunca fueron capaces de hacer, encima con un mimo, un respeto y una atencion por el detalle que creo que jamas podrian lograr. De verdad espero que os reconozcan todo esto porque practicamente habeis rehecho el juego entero, incluso arreglando sus chapuzas que ahora despues de ver vuestro trabajo se acentuan aun mas.
    Por mi parte nada mas, solo daros apoyo y fuerza porque el seguir este proyecto se ha convertido en algo muy importante para muchos de nosotros.

    • albert says:

      Pues muchas gracias por haberte animado a hacerlo! Siempre es una motivación extra 🙂
      Y gracias por tus comentarios. Son la clase de palabras que nos dan qué pensar y que nos alegra profundamente ya que hay ciertos arreglos que pensamos que pasarán desapercibidos, pero no, siempre hay alguien que los disfruta y aprecia y eso nos anima a seguir con este nivel de autoexigencia.
      A diferencia de Capcom, nosotros no tenemos “deadline” y eso es una ayuda que ellos no tuvieron en su día. Aunque como dices, nos encantaría que nos dieran algún tipo de apoyo oficial, pero mi sueño sería que llevaran todas estas mejoras que hacemos a un verdadero remaster (hasta ahora solo han hecho ports) para consolas de nueva generación pero en usando un nuevo motor gráfico de manera que toda la iluminación y efectos fueran rehechos de cero 😛
      Muchas gracias de nuevo y un saludo desde Barcelona!!

  14. Hammer says:

    Y digo yo… cuando acabéis el proyecto, ¿no habéis pensado en dar también unas clases de interpretación y doblar a los enemigos en condiciones? Porque ya sería lo único que os faltaría por hacer.
    Pensadlo; encima de lo gráfico, no habría más traducciones de diccionario de las que “puedes correr, pero no puedes escondir” cuando las oyes. Estos enemigos, más que los Ganado, tenían que llamarse los Perdido…

    En fin, tonterías aparte, secundo lo que tantos otros han dicho. Un trabajo tremendo que todo un clásico como este juego se merece, y con una atención al detalle envidiable; no se os escapa nada.
    Mucho ánimo y seguid así; estoy deseando ver qué tal os quedan los personajes.


    • albert says:

      Haha, o “Los Googletrans”. Este maravilloso doblaje es lo que le da encanto al juego XD

      Pues muchas gracias! Seguiremos con el mismo empeño! 🙂

  15. Arthur says:

    I never bothered to comment before so I figured I should start doing it for this new year.
    I think what surprise me the most about this project is the sheer determination you guys have. Most fans project tend to die pretty quickly or take forever to update, but the fact that you take the time to update at least once a month even after all this time mean the world to me.
    Resident Evil 4 is my favorite video game of all time, I can’t wait for this mod to be completed.
    You guy are fucking amazing. Good luck with the rest of the project !

    • albert says:

      Thanks a lot! This is something I never thought it would be possible: To work on the same project during so many years. Now it’s like a routine, just like my work, friends and family. No signs of burnout so far 🙂

  16. Marius Johnsen says:

    Fantastic update. I like the plastic sheet on top of the bricks, it gives some nice contrast to the white straps.
    The wine bottles look really good, they were such an eye sore in the original game.

    You put a huge smile on my face when i saw the red herb image that guys are fixing floating model issues. Hover-items annoy me so much in video games, simply cause they take away my immersion.

    Really looking forward to seeing a character remaster update comparison.

    • albert says:

      Thank you for the feedback!
      I agree some misplaced items such as treasure chests clipping cabinets models are quite distracting!

  17. Roman says:

    Wow…..Awesome progress!

  18. V I D A L says:

    Hope you guys had a good break!
    Fantastic work as always!

  19. Redzer0 says:

    wow, looking through lots of before and after for this island map, the developers are either got lazy or just don’t have enough time.

    will you be doing a Silent Hill HD if this is done?

    • albert says:

      I’d say it was a combination of deadlines and hardware limitations.
      We still have no idea what we will do after this is finished. I guess a vacations will be among the first options haha

  20. Y.Z. says:

    I know it’s still WIP and all, but the revised version looks kinda weird and feels more like anamorphic street art/”3D trick art” with this weird, “fake depth” effect going on. I think maybe you should just model the shelves and stuff in their entirely – if, of course, you can afford to with the polygon limitations. If you already have, well… add even MORE depth to it.

    …What happened to the “stain” details on the wall to the right (including the “fake entrance” of sorts) in your WIP revision? Whether you just forgot, or felt that they were somehow “superfluous”, I really think they should be added back (with the exception of the “fake entrance”, of course, unless you make it a locked/broken door or something).

    Also, maybe you should add some polygon shadows to these specific parts of said wall, due to the inherent limitations of RE4’s lighting engine and how unrealistic the revised wall looks compared to the original combined lighting and textures for it:

    • albert says:

      Thank you again for the feedback!
      Yes, those models in the shelves need more depth as I mentioned in a previous response, So, it’s in my list 🙂

      About the wall details, it’s just I remapped the entire wall and now the portion with that hole is in another place, but the texture re-creation is 100% faithful. It’s just it’s not in the same exact place. I did it this way precisely because I wanted to avoid that distortioned window ;-P

      And finally, it’s easy to add some shadows there. I agree the red light shouldn’t reach the wall after the column!

  21. abi008 says:

    Great work as always!
    You probably noticed this but in this section of the game, shadows casted on characters looks better than in the rest of the game. Since you managed to mess around with different effects like water and lights, maybe you could look up this part of the room for some clues on how shadows are casted and apply to rest of the game.

    • albert says:

      Thank you!
      And yes we are aware of this and even some cutscenes use this king of shadows. But if there are more than 4-5 enemies/characters at the same time, the game crashes. So it’s impossible to use it ingame. And even when it’s possible, it doesn’t match the stage models with precision. Sometimes it’s hidden under the floor totally or partially. So, it doesn’t look good at all…

  22. SpookyFox says:

    Cuanto va pesando el mod en la actualidad? Hay un lugar en la página (del que no me he enterado) en donde se pueda ver algo al respecto?.

    PD: Sigo su trabajo por un par de años ya y lo sigo esperando expectante! Sigan con su buen trabajo!

    • albert says:

      Gracias! Pues ahora mismo no puedo comprobarlo, pero intentamos optimizar al máximo el peso de los archivos con varios métodos. Como transformar los tga a dds, hacer que la llamada a cientos de texturas repetidas sean redireccionadas a una sola, o “limpiar” todos archivos que hay dentro de los UDAS de las carpetas stx\ Lo creais o no, la mayoría de archivos contienen todos los datos y texturas de la versión Gamceube/Wii. Una cantidad de datos inútil que el juego no carga ni necesita para nada y que nadie se molestó en quitar durante el proceso de porteo del juego. Y eso lo estamos quitando nosotros. Así que aun no puedo hacer un cálculo preciso.

      Gracias por la paciencia! Así lo haremos!! 🙂

  23. NEGAARMAX says:

    Todos estos cambios se ven realmente increibles y hacen que me emocione, pero a la vez que tema, digo ese detalle de ver las estructuras con modelos 3D y mas detallados a través de las ventanas.. creo que ameritaran a una revisión extra en especial en la parte del castillo retrasando un poco el release final :,v

    • albert says:

      Ui no te preocupes, lo que se ve a través de esa ventana no es más que un render del área de la torre de control. Es 2D :P. Y alrededor unas cuantas estructuras super básicas en forma de bloques y cilindros con unas texturas decentes que antes no tenía. La parte del castillo poco tiene que se pueda mejorar ya que sobretodo se ven árboles y montañas de fondo. Una zona con fábricas como la isla es mucho más compleja.

      • NEGAARMAX says:

        Wow enserio, realmente parecen 3D en especial en el video, entonces continúen por el mismo camino

  24. Giovani Maiolino says:

    hey there! I’m loving the mod so far, but I have two questions since I only recently discovered it, one is about these updates: are they available to download or will you guys release all of the content regarding Separate Ways, Assignment Ada and the Island (also, with the mentioned character updates) in one post in the future?

    The second thing is not actually a question, it’s an issue. I installed both the releases available here, starting by the village and then the castle, though in my gameplay everything was going amazingly well until I faced the castle ganados. All of their sounds are gone! Only footsteps are there but still, I get killed several times because their behind me and there is no laugh to warn me about that. Can you help me fixing this? Ultimately, I checked the local files with steam and it removed the mod, thus bringing the ganados’ sounds back, but after I played with this gorgeous mod, the game looks so old and bad rendered without it that I’m actually considering to play hardcore against mute ganados (only in the castle though, villagers and soldiers from the island are still with their voices).
    Appreciate any support you can give me. Thanks for this beautiful piece of work and please keep doing it that way!

    • albert says:

      Hello! And thanks for the commnets and feedback!

      About the releases, there will be future releases including these visual improvements. Right now we are just showing images and videos bacuse it takes some time to prepare releases. But we’ll announce it in advance when we make any decision about what we’ll make public 😉

      About the sound issues:

      Firts of all, use winrar to uncompress the Castle pack. We are aware some other software like 7-zip is having problems with one specific file (not sound related)

      And –after the castle installation– make sure the following files are inside BIO4\Snd\ folder:


      and if you also see em11.xgs, please, delete this one. We included it in the pack and it’s unnecessary. Its presence shouldn’t generate any issues but who knows…

      Let’ me know if everuthing is ok. We added em11.xwb to fix a Garrador sound issue and it works just fine in most computers


      • Giovani Maiolino says:

        Hello! Thank you for pointing out the file I needed, it turns out it was just gone, so I used the backup one. I had some crashes but the I just re-patched the game and it works now. But I’m not playing until you guys release the Island textures, heh!

  25. Vini says:

    Nice job man. Beautiful !!!!

  26. user says:

    Hello, I see that the project is near the end, I do not comment much, but I’m always visiting the site and seeing the fantastic work being done, I was wondering if it’s possible to add the silencer to the game, since you guys can add items to the game I think it would be a good idea, the silencer is something that I really can not understand why it was removed, it is possible to add it with modified exes or cheat engine, but I think it would be interesting if the game itself provided the silencer to the player. I know that it would probably be impossible to buy it or sell it through the merchant, and that would be just an item left on the map, but for me that would already be good enough. I do not always have time to read all the comments, so apologize me if someone already asked this, considering that no one has asked yet, what do you guys think?

  27. Antonio says:

    Hola es la primera vez que me animo a comentar, he venido visitando el sitio desde hace un tiempo atrás y así poder estar pendiendo de los nuevos avances, me da mucho gusto que aún siguen sacando adelante este proyecto y no lo hayan dejado de lado, se que es muy difícil para ustedes, ya que tienen una vida propia pero simplemente darle las gracias por todo esto, realmente estoy muy emocionado por lo que están haciendo con este magnifico juego. Muchas personas estamos atentos del buen trabajo que están haciendo, simplemente desearles lo mejor a ustedes 🙂

    • albert says:

      Hola! Y gracias a ti también por tomarte la molestia de escribirnos. Ciertamente está llevando su tiempo por el poco tiempo libre del que disponemos pero seguimos a buen ritmo y disfrutando de ello, y ya tenemos ganas de poder compartir más contenido con todo el mundo!
      Un saludo y gracias de nuevo 😀

  28. Frank Nitty says:

    I know I’m late to the party but great work once again guys

  29. Tony B says:

    I suggest you guys do more social media advertising on YouTube, Twitter, ECT.. More people need to know. Not only will you get more donations making it easier to get back your expenses it will more importantly get your names out there and possibly get hired by a good gaming studio.

    I already donated twice and considering doing it a third time. All you guys watching and commenting please donate as much as you can! They are really working hard on this!

    • albert says:

      Thank you Tony for the support!
      We’d love to do this but we must use our scarse free time making progress. I hope we can do more social media adv when the project is at the final stage of completion! 🙂

  30. cikame says:

    Does that mean you have to make edits to all your previous work? That seems a little heartbreaking :P, it seems like an enormous task but you make it sound like it isn’t.
    Since character models were already high res compared to the environments it’s clear where most of the work needed to go, but i’ve always been super excited to see what kind of updates you would make to them since learning you were going to. The updates you guys have been making to the environments has been incredible but drawing humans seems like an entirely different skill, are you also secretly really good at that too? Are you a little worried about the process?

    • albert says:

      Hehe we are constantly making edits to our previous work. The ammount of work we have to do to the already revised areas isn’t that time consuming as it seems. And the more we work on this, the faster we are.
      Village areas just need some shadows here and there; Castle areas need some effect/light final adjustments and some shadows too. And this is what I’m doing right now with the Island section, but this one will take a little more time because we didn’t do any light/effect edits during the first revison (As I mentioned, we learned about this when I was revison the final areas of the Island). Anyway, as I said, now I’m faster than before with this kind of edits.
      About the characters, I don’t think re-creating skin/faces/clothes/organic textures and touching-up their 3D models will be a problem 😉
      In brief: No, I’m not worried 🙂

  31. Sean says:

    Hey Albert & Chris! Great stuff! I always try to post little nitpicks on you guys, but your work is so amazing!! Damn!

    Heres just a few minor tiny little things I noticed:

    – In Picture D the typewriter looks a lot darker (less lit up) which makes it harder to see the details in it, but probably not noticeable in-game

    – The bricks in Picture Q look very similar in color/shade where as in the original the bricks are of various shads of red or pink, any chance you might be able to mix up the bricks a little more?? its not a big deal tho

    – I noticed some white lines (possibly tearing) in the beginning of the video at 0:12, 0:14, and 0:17 seconds, though you probably cant fix that?

    Thats about all I can say, everything else is damn near perfect IMO 🙂

    • Sean says:

      One thing I forgot to mention, I thought you guys were going to mix up the crates so the labels are not all parallel copies? like cant you rotate the boxes/crates a bit so they dont look identical?

      Sorry, I dont mean to nitpick such awesome work! 🙂

    • albert says:

      Hello again (and thank you again for the feedback ;))
      – Typewriter: It must be because the specular effect is slightly different and the “before” image was taken in a specific angle that makes it to shine more than in the “after” image. Also, I removed the reddish tone filter which made everything slightly brighter. I guess the combination of both factors made it to look darker.
      – Bricks: Agree, they should be a little more variated in colour/brightness. It’s easy to fix.
      – White lines: Could you post a screenshot showing that? I can’t see it. Thanks!
      – Rotated crates: Yep. I did it here and there but I probably forgot to do it in some specific places (like in the typewriter area, right?). Again, it’s not a problem to fix that 🙂

  32. HHH207 says:

    Thanks for this great update.
    I want to ask you about something. In the photo below, the pipes on the wall is too flat and there is a cut in the wall, please fix this and add parallax ( i hope i think used correct term) to the pipes on it.

    • albert says:

      Oh! they are cables, not pipes and they are all over the entire room and ,unfortunatelly, this area has already too many polygons and the parallax method would look even worse from certain camera angles.
      I’m taking note of this anyway just in case we can do something about this during the final revision. About the seam issue, is not a problem to fix it 😉

    • cikame says:

      I think there’s going to be a lot of that across the game still, they’ve added more polygonal detail to certain parts of the environments and fixed a lot of seams, but there may still be unfixable seams and small details which don’t get the 3D model treatment.

      Are you refering to normal maps as a way of increasing depth to the pipes on the wall? I’m not sure how much of that is possible to edit as i’m not even sure if the game uses normal/bump mapping on environment textures as they’re so low detail, i found a video of the effect modded in but it’s kind of extreme

  33. Ernesto León says:

    gran trabajo como siempre, pero tengo una duda, en la captura de pantalla donde se ve la mesa del buhonero, soy yo o en el juego original esta si proyecta sombra?

    otra cosa, al modificarse los modelos de las armas solo se harán más pulidos o se basarán en modelos reales? tambien tengo duda en cuanto a los casquillos que estas expulsan al disparar, se variaran dependiendo del arma? saludos

    • albert says:

      Efectivamente, en el original cada pata proyecta una sombra, que en realidad son 4 planos 3D negros con transparencia estirados en direcciones algo más que discutibles.
      En la versión revisada no se ve la proyección de 2 de las patas porque la mesa en si ya proyecta sombra sobre el suelo. En esta imagen se ve más claro lo que quiero decir:
      La pata de abajo a la derecha, en el original proyecta sombra, en la revisión no, porque la mesa ya cubre de sombra toda la zona.

      En cuanto a las armas, las puliremos teniendo en cuenta el diseño original del juego, pero usando texturas más realistas. Es decir, no modificaremos un ápice el diseño del arma aunque éste no exista en el mundo real. Simplemente haremos que las texturas sí parezcan del mundo real. Los casquillos aun no lo hemos pensado. Imagino que no invertiremos gran esfuerzo en ello puesto que es prácticamente imperceptible. Como mucho mejoraremos sus texturas, pero no tenemos el conocimiento armamentístico suficiente para saber cómo es el casquillo de cada arma. Si alguien tiene la oportunidad de guiarnos en ese sentido, no sería complicado asignar un casquillo diferente para cada arma 😉


      • Ernesto León says:

        yo tengo esos conocimientos, posteo las fotos de los casquillos aquí mismo?

        • albert says:

          Perfecto, muchas gracias!!
          Sí, puedes hacerlo por aquí o a través del formulario “Contact us”, como te resulte más cómodo 🙂
          Los aficionados y entendidos del tema estarán encantados de este tipo de detalles!

  34. fadingsignal says:

    I’ve never played Resident Evil 4 (only 1, 2 and 5) but I donated anyway! As soon as this is done I’m definitely going to play it! Truly amazing work. The dedication and adherence to the original artwork is really wonderful.

  35. Max says:

    So what now?

  36. isaac pavon says:

    guys, amazing work!
    can’t wait until it’s finished so I can play it all over again. by the way, I’m gay.

  37. BG says:

    Wow, what’s up with the red building in ISLAND_REV_1_G.jpg? It’s literally just a rectangle lol. Is it a far-away detail?

    • Alvare says:

      I presume it’s a very low quality lod. But not acceptable for 2018.

    • albert says:

      Hehe it was a far-away detail during the Leon’s main campaign. But you can clearly see it during the Assignment Ada minigame. It’s simply horrendous XD
      I still want to improve it a little more: better mapping and thinner and metalic-blueish handrail

  38. Anderson Lino dos Santos says:

    Guys incridible work, nice, no words for this work thank you so much i will test it.

  39. iguanabeyourdog says:

    ha pasado algo chicos? llevais desde el 15 sin subir nada >-< espero que esteis bien y que no hayais tenido ningun problema con el proyecto. Mucho animo

    • albert says:


      No creas, si te fijas en las fechas de publicación de cada post verás que no ha pasado tanto tiempo. Y de hecho, ya tengo preparado un post nuevo. Solo hay que pulirlo gramaticalmente (Cris se encarga de ello XD)

      Aunque a veces tardemos en publicar no significa que hayamos hecho menos trabajo, sino que los resultados no son lo bastante espectaculares o evidentes como para crear un post. Hay muchos mini-trabajos que quitan mucho tiempo cuyo resultado no llama tanto la atención como el retoque de texturas y modelos, pero claro, también consume tiempo y hay que hacerlo igualmente. Por ejemplo, la optimización del sistema de archivos del juego, la conversión del formato de las texturas para que pesen menos, la configuración del mipmapping para que luzcan mejor a distancia y un montón de miniretoques que hacemos simplemente porque somos unos obsesivos XD

      En ese sentido es una pena porque estoy seguro que muchos de los arreglos que hacemos pasarán desapercibidos a menos que los citemos explícitamente.

      Gracias por seguirnos y la paciencia!!

      • iguanabeyourdog says:

        genial entonces! nos teniais acostumbrados a nuevos post por semana y solo queria saber, la verdad que tiemblo muchas veces porque capcom os diga algo o haya algun problema. Estoy deseando ver el nuevo post!

        • albert says:

          Hehe, tranquilo! Están al tanto de lo que hacemos y no hay problema alguno. Al fin y al cabo, para poder usar los archivos que ofrecemos la gente tiene que haberse comprado el juego antes 🙂