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Resident Evil 4 HD Project - Progress Thread

dhonk

Member
As a 3d artist, seeing PBR thrown around as a buzzword is upsetting. PBR is a shader system! This retexture project is not changing shader.

It's just fantastically high quality photosourced diffuse textures. :)
 
I assuming the last one. People generally don't put masonry on the ceiling unless it's decorative.
If so, then we agree, and it's been fixed already. :) boom! :)

there's a good post by Albert in the comment section of the post on the site explaining why it ended up that way to begin with.
 

Shin-Ra

Junior Member
Beautiful work matching the original assets wherever possible and tastefully adding where it makes sense to.

bKboUu.jpg

Only the wall should stay brighter up to the top to match the ceiling illumination and maybe the brightest spot on the ceiling should be directly above the torch.
 
Beautiful work matching the original assets wherever possible and tastefully adding where it makes sense to.



Only the wall should stay brighter up to the top to match the ceiling illumination and maybe the brightest spot on the ceiling should be directly above the torch.

I agree - in the end it may not be possible because there are limits to what we can edit / control, though, but we can try. :) Thanks!
 

Nessus

Member
It amazes me how good the fire effects were in this game. They still look better than a lot/most modern games IMO.

Also can't wait for this project to be done and ready.
 
Today I’m posting an update from my work on the first room where you control Ashley.

I was going to post this last night, but I found out about Mr. Iwata's death and so I spent the evening talking with folks about it and thinking about the impact he had on the industry.

I hope you enjoy this work in progress. Thank you, and you can follow the work on re4hd.com.


Omg the new sconce model.

https://www.youtube.com/watch?v=GA-drxCYPT4

It's like a real 3d object now! So great.
Thanks! It's been great to see where subtle, but meaningful improvements can be made. :)
 

Nyoro SF

Member
The sexy shots return. I seriously can't wait until it's done.

This texture though:

Looks like the original was stretched... maybe correct it by doing a singular proper width of each circular indent instead of recreating the original look?
 
The sexy shots return. I seriously can't wait until it's done.

This texture though:


Looks like the original was stretched... maybe correct it by doing a singular proper width of each circular indent instead of recreating the original look?

Thanks for the feedback! I'll make note of this and as time allows I'll re-evaluate what makes the most sense. For me this one is right on the edge of being not stretched enough to warrant deviating from the original (the original real-world indents were more elliptical and not perfect circles either), but we'll see. Thanks again!
 

Alo81

Low Poly Gynecologist
The UV and model edits are still so cool to me. It really shows you two are going the extra mile. It's very impressive.

This looks significantly better with your tweak

And this one:

That seems like one of those moments I have a lot in games. I'll see geometry and think "Oh man, that looks great" then get close and see how how its a flat texture and doesn't look so hot up close. But when I have moments where I see stuff like that, get close and there is real geometry! I always get a smile. It adds a little more believablity to the world.
 

finley83

Banned
I hope you don't get bored of me always replying just to say the new shots look amazing, but the new shots look amazing. As a huge fan of RE4 I'm really grateful for all the effort you continue to put into this!
 

BreakAtmo

Member
071301.jpg


Resident Evil/Rugrats crossover confirmed.

Seriously this is fucking amazing and I can't wait for the complete project. Capcom should pay you guys like half a million and use the textures for an official free patch. And then use them for a new PS4 port. And then Sony should make a Vita 2 and they should port it to that too. I want RE4 on everything. More everything than it already is.
 

disap.ed

Member
Oh, which image are you referring to? (There are a few ceilings in this update.)

22C2.jpg


I assuming the last one. People generally don't put masonry on the ceiling unless it's decorative.

If so, then we agree, and it's been fixed already. :) boom! :)

there's a good post by Albert in the comment section of the post on the site explaining why it ended up that way to begin with.

Aah, ninja'd hard.
 
I have RE4 waiting in my steam queue and I've never played it, as in ever, on anything.

Really looking forward to it but ever since I found out about this project I've been holding on as I'd really like it to be as perfect as possible. So I'll be patient!

Great work you are doing, can't wait to see the finished product.
 

Alo81

Low Poly Gynecologist
Hey Cris, does Albert read this thread? If not I'd want to be sure he knows how excited we all are for this. I'm sure that knowing people are passionate for your work helps you want to work more. Just wanna be sure he knows we appreciate his work as well as yours!
 
Hey Cris, does Albert read this thread? If not I'd want to be sure he knows how excited we all are for this. I'm sure that knowing people are passionate for your work helps you want to work more. Just wanna be sure he knows we appreciate his work as well as yours!
Not sure if he frequents GAF, but I'll convey the sentiment and send him the link in case he'd like to peruse. :)
 
Hey crisdecuba, I'm really impressed with this project, and I can't wait to play it. I'm actually refraining from playing my Steam copy of RE4 until this is done. But I have one thing I'd like to point out. I'd like to hear your opinion on the issue, because I'm not going to assume that you haven't already thought of what I'm going to say.

Basically, the contrast/levels on your textures don't agree with the originals in many cases. I think they should be adjusted to more closely match. As an example, I quickly did this adjustment:

KlhdLqd.jpg

(it's not perfect, just an example)

Aside from the original levels giving a greater appearance of depth in many cases, the specifics of the colors are a large component of the game's atmosphere. There are a lot of problems with the graphics on the technology side, but the atmosphere is one thing about RE4 that is basically perfect, so I'd suggest that it's probably a straight downgrade (in atmosphere) in any case where you don't adhere to it.

I've been doing texture work as a hobby for a long time and I've created my own HD re-textures from time to time, and the lesson I've learned that helps me the most is: I'm probably not a better artist than the people who created the textures in the first place. I can't assume that any creative decision I make is more appropriate than what the original texture artists did. So I'm especially insistent on following the original colors as closely as possible, because it's the only part of the art that wouldn't have been limited by technology or resources. Unlike the limitations on the quality of the texture itself, there was nothing stopping the artists from picking the colors they wanted, so I'm typically going to take that as gospel and work from there.
 
Hey crisdecuba, I'm really impressed with this project, and I can't wait to play it. I'm actually refraining from playing my Steam copy of RE4 until this is done. But I have one thing I'd like to point out. I'd like to hear your opinion on the issue, because I'm not going to assume that you haven't already thought of what I'm going to say.

Basically, the contrast/levels on your textures don't agree with the originals in many cases. I think they should be adjusted to more closely match. As an example, I quickly did this adjustment:

KlhdLqd.jpg

(it's not perfect, just an example)

Aside from the original levels giving a greater appearance of depth in many cases, the specifics of the colors are a large component of the game's atmosphere. There are a lot of problems with the graphics on the technology side, but the atmosphere is one thing about RE4 that is basically perfect, so I'd suggest that it's probably a straight downgrade (in atmosphere) in any case where you don't adhere to it.

I've been doing texture work as a hobby for a long time and I've created my own HD re-textures from time to time, and the lesson I've learned that helps me the most is: I'm probably not a better artist than the people who created the textures in the first place. I can't assume that any creative decision I make is more appropriate than what the original texture artists did. So I'm especially insistent on following the original colors as closely as possible, because it's the only part of the art that wouldn't have been limited by technology or resources. Unlike the limitations on the quality of the texture itself, there was nothing stopping the artists from picking the colors they wanted, so I'm typically going to take that as gospel and work from there.
Thank you very much for your feedback, and I appreciate you taking the time to put together the comparison shot. I agree in that instance that an adjustment would be helpful. What I've learned in working on this project with Albert is that even though our guiding principle is to match the original textures, sometimes what we initially come up with doesn't match the original as much as it could (be it in terms of contrast or color).

And so we worked out a system that I think works well. 1) Albert takes the first pass and revises textures based on real world sources and based on his prior work. 2) I take the second pass and revise any textures he didn't get to and review his work to ensure it matches the original as much as possible. 3) He does the same thing for me and makes further refinements. 4) I review his refinements and make any final adjustments needed (in most cases there are no further refinements needed at this stage).

The result is that in step 2 I revise many things, and in step 3 he refines my work. However, the comparison shots shown on the site are generally from steps 1 or 2, and so it's not always going to be as refined as it could be. And even in the end the reality is that it won't be perfect. :)

This is a longer reply than I originally thought it would be, but I wanted to respond as best I could. Thank you again for taking the time to share, and I will continue trying to push myself in this area. And of course, as we continue sharing updates, please do feel free to provide specific feedback like this. It's helpful.
 

efyu_lemonardo

May I have a cookie?
things like this really show how you and Albert are going the extra mile. Mad respect!


And so we worked out a system that I think works well. 1) Albert takes the first pass and revises textures based on real world sources and based on his prior work. 2) I take the second pass and revise any textures he didn't get to and review his work to ensure it matches the original as much as possible. 3) He does the same thing for me and makes further refinements. 4) I review his refinements and make any final adjustments needed (in most cases there are no further refinements needed at this stage).

Even more MAD RESPECT for having the patience and energy to go through such a thorough process!
 
The result is that in step 2 I revise many things, and in step 3 he refines my work. However, the comparison shots shown on the site are generally from steps 1 or 2, and so it's not always going to be as refined as it could be. And even in the end the reality is that it won't be perfect. :)

Gotcha. I thought this might be the case, but I wanted to toss my opinion out there. Thanks for the reply.
 
Hi everyone. Need some help. I'm away from home for the next month so I'm working on the project using a friend's spare computer, however I can't seem to get the game to launch (it crashes on startup). Based on what I've researched online, I disabled anti-virus software, verified the integrity of the install, updated video drivers, tried running Steam in admin mode, tried running the game in windowed mode, and reinstalled DirectX.

I'm not sure what else to try or how to go about troubleshooting. Anyone have any ideas? Here's what the Windows error message says:

Code:
Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	bio4.exe
  Application Version:	1.0.18384.1
  Application Timestamp:	53510f46
  Fault Module Name:	bio4.exe
  Fault Module Version:	1.0.18384.1
  Fault Module Timestamp:	53510f46
  Exception Code:	c0000005
  Exception Offset:	0057a32f
  OS Version:	6.3.9600.2.0.0.768.101
  Locale ID:	1033
  Additional Information 1:	5861
  Additional Information 2:	5861822e1919d7c014bbb064c64908b2
  Additional Information 3:	3a20
  Additional Information 4:	3a20a93c34687143a5bf7d33f1cf3ccc

Sigh... anything?

Edit - I tried another game (Kingpin because it's a fast download) and the same thing happened. On the other hand, Portal works fine...
 
Hi everyone. After finally figuring out the issue above, I have some updates to share from the second area in Ashley’s section of the game. Enjoy the work in progress, including some UV Mapping / 3D model edits! (and you can keep up with the project at re4hd.com

 

finley83

Banned
These look sharp as hell. Nice work!

Also, the second to last picture looks crazy - I never noticed how wonky some of the original textures were before.
 

Alo81

Low Poly Gynecologist
Hi everyone. After finally figuring out the issue above,

Could you share how you fixed it? Might be useful for people in the future if they run into a similar problem, or if I end up with a similar problem when I get to try the full pack!

Also, as always, god damn. Great work. Just a 100% straight upgrade.
 
Could you share how you fixed it? Might be useful for people in the future if they run into a similar problem, or if I end up with a similar problem when I get to try the full pack!

Also, as always, god damn. Great work. Just a 100% straight upgrade.

I found a different computer to use. ;-) And thanks!!
 
You are doing god's work sir, I already held off my 1st playthrough (didn't play it but I saw my uncle playing during GC release) of RE4 to wait for this.
 

Nyoro SF

Member
Hi everyone. After finally figuring out the issue above, I have some updates to share from the second area in Ashley’s section of the game. Enjoy the work in progress, including some UV Mapping / 3D model edits! (and you can keep up with the project at re4hd.com

072305.jpg
^Kreygasm

After this is all over I'm going to take a good hard look at items from all angles now.
I love linking these images to a friend of mine who's a big RE4 fan and watching him react, lol
 
This is nitpicking, but I feel like the motto on the crest would work better in Latin. It would give it that medieval feel.
Yeah, I can see where you're coming from. The reason it is the way it is is because that's the actual crest Capcom created / used for the game. It's in the artbook that comes with the UHD version. So that's what we used in manually creating the HD version.
 

Steamlord

Member
Yeah, I can see where you're coming from. The reason it is the way it is is because that's the actual crest Capcom created / used for the game. It's in the artbook that comes with the UHD version. So that's what we used in manually creating the HD version.

Ah, I didn't realize that. In that case I suppose it's best to follow the source material.
 
Hi everyone. After finally figuring out the issue above, I have some updates to share from the second area in Ashley’s section of the game. Enjoy the work in progress, including some UV Mapping / 3D model edits! (and you can keep up with the project at re4hd.com

UNGH
HNNG.JPG

I don't have enough emotions for your work.
 

Golnei

Member
Your work is always stunning; but this time in particular it's really apparent how much more than a retexture project this is - all the added geometry, altered lighting and revised texture mapping creates something incredibly consistent.
 
Albert just put up a post showing purely some of the 3D edits / UVMapping edits that have been done in the earlier rooms of the castle. There are 30+ screenshots in there, so I'm just quoting a few here. The rest are at re4hd.com

 
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