Posts: 121
|
Post by classicbiohazard on Dec 23, 2018 22:04:17 GMT 10
{Custom Spoiler} A new wallcovering recreated, I made minor changes because the version capcom used have a simpler design, the source design have two flower pattern and capcom ones have only one jeje and other minor changes, I made a combination of both. It's hard to choose the color because the illumination and the possible color modifications... If we had the original Capcom used... Someone have a Resident evil character prepared for UE4? I saw how to make classic camera system (and not only static ones) and it would be cool have a playable character to play with them.
|
|
Posts: 121
|
Post by classicbiohazard on Dec 25, 2018 1:23:15 GMT 10
I test my pattern restoration, I did a render but without normal and specular maps and I tested diferent color lights. Seems like a resident evil 1 room? Is a room from RE7, I changed the wallcovering.
|
|
Posts: 244
|
Post by Adngel on Dec 25, 2018 2:43:50 GMT 10
I think the texture pattern is right. Maybe for a whole wall, it could need an extra layer or decal of dirtines (edges and corners) to show more variety, the normal map could add aspect of course, but if it's aiming for realism, the dirtiness decal is what I'm missing there.
But if there are not realism required, I see the texture fine.
|
|
Posts: 121
|
Post by classicbiohazard on Dec 25, 2018 20:57:27 GMT 10
I think the texture pattern is right. Maybe for a whole wall, it could need an extra layer or decal of dirtines (edges and corners) to show more variety, the normal map could add aspect of course, but if it's aiming for realism, the dirtiness decal is what I'm missing there. But if there are not realism required, I see the texture fine. Thanks You are talking about the the pattern in the render or the pattern texture in the post above? if the render, yes, you are right but I am not working in this room, only I was testing/playing with the pattern in a random scene for curiosity. I don't waste much time. If you are talking about the texture above, I put it clean to anyone could make their own version they need.
|
|
Posts: 244
|
Post by Adngel on Dec 25, 2018 22:45:10 GMT 10
Yeah, its use in the room. The source texture I think it's nice as it's. (You know, very noticeable details could cause too much repetition fatigue, so as it's now I think it's quite useful, the rest of the details can come from the normal and overlay maps ).
|
|
|
Post by noonbob on Jan 14, 2019 3:33:37 GMT 10
|
|
Posts: 121
|
Post by classicbiohazard on Jan 15, 2019 23:07:36 GMT 10
Thanks Some time ago ported to UE4 a room I didn't show to you. But the engine actualized and I was unable to open this file I can open any project except this because it was using Unreal Studio... Well, a few days ago I ported a corridor but had some problemas with uv mapping and some other minor problems, so I am working to fix it. But it only will be a test and it is not the final result.
|
|
|
Post by noonbob on Jan 16, 2019 4:52:14 GMT 10
Thanks Some time ago ported to UE4 a room I didn't show to you. But the engine actualized and I was unable to open this file I can open any project except this because it was using Unreal Studio... Well, a few days ago I ported a corridor but had some problemas with uv mapping and some other minor problems, so I am working to fix it. But it only will be a test and it is not the final result. Hope it goes well ! I'm eager to see more.
|
|
Posts: 121
|
Post by classicbiohazard on Jan 19, 2019 22:37:58 GMT 10
Screenshots from de unfixed interior I was importing to UE4
|
|
Posts: 121
|
Post by classicbiohazard on Feb 15, 2019 22:59:33 GMT 10
I solved some uv errors but appeared others when I importing to UE4...I know why appear but with Unity I don't have these problems... it imports perfectly... And I changed illumination and when I play it, the illumination sees unchanged...what is happening? xD...
So well, I don't waste more time in it importing to UE4. But I will share a videos you can see it...(work in progress, remembrer) P.D: the videos are in first person view but depend on the project this doesn't will be the view perspective.
|
|
Posts: 121
|
Post by classicbiohazard on Oct 10, 2019 20:19:05 GMT 10
|
|
Posts: 121
|
Post by classicbiohazard on Oct 15, 2019 2:27:35 GMT 10
|
|
|
Post by kayael on Oct 21, 2019 22:52:27 GMT 10
That looks so great, really good job here sir !
|
|
|
Post by tiko on May 17, 2020 1:47:20 GMT 10
Are you still working on this? I'm making a RE1 Remake in Unity in the style of the new games. Do you want to work together or share models?
|
|
Posts: 121
|
Post by classicbiohazard on May 17, 2020 8:30:26 GMT 10
tikoWell, the truth is I stopped working on it time ago because I lost the computer I used to work on it and now I am with an old pc that it's not very useful to work with. But I am saving money to buy a new one to work on UE4 or Unity and recreate the mansion with the power of raytracing but I need some time... Anyway, recently I began to work again on it preparing some things but I restart what I was doing because I used the remake's mansion for the base and it have some inconsistencies...so, now I am using some mod tools for the original psx residents to export data of the rooms and recreate them more faithfully. But I don't have too much time now and I am doing things too slow. I would like to help but now I am busy on time and I can't compromise on a project as big as this. The truth is that is harder and slower to recreate things than make new ones... Sometimes I think if it would be worth more make a new project than recreate one. But the truth is that I will do both things xD
|
|