Major Graphical Breakthrough For Resident Evil 4 (1 YEAR IN)
Jul 31, 2021 5:30:23 GMT 10
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Post by MatthewMacDaddy127 on Jul 31, 2021 5:30:23 GMT 10
For those who may not know I`ve been working on implementing Ray-Tracing for this game for now 1year and 1 month. I had released a mod retaining to the basics of maintaining consistent reflection locations within the environment and cutscenes. I've taken every piece of criticism to heart. And to show that my devotion to this project and the people who have stayed intrigued I believe I have something that properly showcases the unseen details that we had never seen for this precious game.
Now before we read on, if you are new to my work, here is my post that I refer to when talking about this project and my most recent breakthrough.
Here you go!
So To make this LONG story as short as possible for the readers, we are aware of the limitations of graphical fidelity when it comes to adaptive lighting and the sheer lackluster capability's of normal mapping and bump mapping to the environments, characters, ect...
But today I'm going to show you the breakthrough that I believe the game was in dire need of to really make the Final release and amazing texture work for the Amazing HD Project mod to really POP!
No more *Smooth and shiny/WET floors, walls character's*//(OR anything that naturally doesn't provide in-game normal/bump maps for objects).
*This means those objects within the game will create their own normal mapping to create a bump map for that "smooth surfaced object. Which means light that is interacting with the environment will actually refract and diffuse depending on the spread, power/brightness of the source of light on the environment.
Before
you can see new details that we have never seen as players of this game. THE MAGGOTS that we all know and love are obviously two-dimensional sprites. But with my RT package, not only do sprites such as the maggots and the spider webs shown have their own place in the 3d realm(all 2d sprites in the game have the same treatment.) but the once flat surfaced wood and skulls, now have definition within the details of the textures applied to that object.
AFTER
*(a majority of the games objects are smooth on the surface level, but visually textured to elude a sense of definition and dimension to those objects, the fact there isn't any "physical" details in regards to that applied texture to that object, means that the process of lighting to objects in the game leaves the light to simply be a depthless plaster mold for objects that are met with a light source.
(For purposes of reassurance on the reason character models may look weird is because they are the vanilla character models, which means yes of course they will be the one thing that sticks out the most, which isn't a lot to begin with but its noticeable, and the reason for this is because of the low resolution textures and low Polygonal models. I've tested my work with other mods and the appearance of those nicely upgraded models are as impressive as everything else I'm about to show you.
Now that you get the point of my mod here are some more pictures of my mod in use.
BEFORE
AFTER
BEFORE
AFTER
BEFORE
AFTER
BEFORE
AFTER
BEFORE
AFTER
This is simply a showcase of my work and a release date is dependent on the final release of the HD PROJECT MOD to ensure that the changes made by Albert work properly with this mod. And of course to tinker with any minor issues before I release this publicly. But be assured that I am constantly taking this project past my expectations.
All I can say until release is keep an eye out for more updates on this project, and do understand that although I've made all of this detail possible for Resident Evil 4, it wouldn't be as profound and or simply as great looking without Alberts amazing work. The result of my work wouldn't be as solidified and as detailed if it wasn't for his astonishing texture revitalizations, 3d model reworks, light probe(s) reconfigurations and quite literally everything and anything that makes up the complete Resident Evil 4 experience. I started this project because I found inspiration within his progress of a 6+ year journey of love and dedication to the game we all adore. I had taken into account for some issues he had run into previously stating that there are limitations within the games engine in which it could not produce exactly what US FANS envisioned for a 100% visual remaster of the game. So I dedicated myself to take a year of my time and still going to give Albert the satisfaction in seeing how amazing his work really is.
But in the end, we all want the same thing for Resident Evil 4, and that is to have many more years of this timeless game in a fresh coat of paint.
I do apologize if I seem too self indulgent on my progress and surly apologize if this mod is in bad taste for purposes of "advertising" my work for the HD Project mod. I do only post my work out of love, and pure fan indulgence that WE ALL share for the beloved RESIDENT EVIL 4
Now before we read on, if you are new to my work, here is my post that I refer to when talking about this project and my most recent breakthrough.
Here you go!
So To make this LONG story as short as possible for the readers, we are aware of the limitations of graphical fidelity when it comes to adaptive lighting and the sheer lackluster capability's of normal mapping and bump mapping to the environments, characters, ect...
But today I'm going to show you the breakthrough that I believe the game was in dire need of to really make the Final release and amazing texture work for the Amazing HD Project mod to really POP!
No more *Smooth and shiny/WET floors, walls character's*//(OR anything that naturally doesn't provide in-game normal/bump maps for objects).
*This means those objects within the game will create their own normal mapping to create a bump map for that "smooth surfaced object. Which means light that is interacting with the environment will actually refract and diffuse depending on the spread, power/brightness of the source of light on the environment.
Before
you can see new details that we have never seen as players of this game. THE MAGGOTS that we all know and love are obviously two-dimensional sprites. But with my RT package, not only do sprites such as the maggots and the spider webs shown have their own place in the 3d realm(all 2d sprites in the game have the same treatment.) but the once flat surfaced wood and skulls, now have definition within the details of the textures applied to that object.
AFTER
*(a majority of the games objects are smooth on the surface level, but visually textured to elude a sense of definition and dimension to those objects, the fact there isn't any "physical" details in regards to that applied texture to that object, means that the process of lighting to objects in the game leaves the light to simply be a depthless plaster mold for objects that are met with a light source.
(For purposes of reassurance on the reason character models may look weird is because they are the vanilla character models, which means yes of course they will be the one thing that sticks out the most, which isn't a lot to begin with but its noticeable, and the reason for this is because of the low resolution textures and low Polygonal models. I've tested my work with other mods and the appearance of those nicely upgraded models are as impressive as everything else I'm about to show you.
Now that you get the point of my mod here are some more pictures of my mod in use.
PICTURES TO ENJOY
BEFORE
AFTER
BEFORE
AFTER
BEFORE
AFTER
BEFORE
AFTER
BEFORE
AFTER
This is simply a showcase of my work and a release date is dependent on the final release of the HD PROJECT MOD to ensure that the changes made by Albert work properly with this mod. And of course to tinker with any minor issues before I release this publicly. But be assured that I am constantly taking this project past my expectations.
All I can say until release is keep an eye out for more updates on this project, and do understand that although I've made all of this detail possible for Resident Evil 4, it wouldn't be as profound and or simply as great looking without Alberts amazing work. The result of my work wouldn't be as solidified and as detailed if it wasn't for his astonishing texture revitalizations, 3d model reworks, light probe(s) reconfigurations and quite literally everything and anything that makes up the complete Resident Evil 4 experience. I started this project because I found inspiration within his progress of a 6+ year journey of love and dedication to the game we all adore. I had taken into account for some issues he had run into previously stating that there are limitations within the games engine in which it could not produce exactly what US FANS envisioned for a 100% visual remaster of the game. So I dedicated myself to take a year of my time and still going to give Albert the satisfaction in seeing how amazing his work really is.
But in the end, we all want the same thing for Resident Evil 4, and that is to have many more years of this timeless game in a fresh coat of paint.
I do apologize if I seem too self indulgent on my progress and surly apologize if this mod is in bad taste for purposes of "advertising" my work for the HD Project mod. I do only post my work out of love, and pure fan indulgence that WE ALL share for the beloved RESIDENT EVIL 4