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Post by crisdecuba on Mar 3, 2014 2:09:33 GMT 10
hey guys there is a link to dwnload on his web page. i just convert all textures to my old re4 and looks so amazing noww!!!! Thank you! Also, hey, it's that dog! And as always, you can keep up on progress at the site for the project: www.re4hd.com
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Post by darkinclegion on Mar 4, 2014 0:15:23 GMT 10
Yes, this is amazing work! :-) RE 4 Ultimate HD Edition REALLY needs this, will be following this keep up the good work
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Post by huesca on Mar 4, 2014 7:01:53 GMT 10
Wow I saw your work in your web and it is amazing
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Post by crisdecuba on Mar 6, 2014 9:09:01 GMT 10
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Resident Button Modder
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Original Join Date: Nov 1, 2009
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Post by DarkSamus on Mar 6, 2014 10:53:38 GMT 10
Love this one. The trap looks really nice. And this one... Keep up with top shelf work.
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Post by rusty100 on Mar 6, 2014 19:15:12 GMT 10
They look pretty flat. They're higher res and sharper than the old ones, for sure, but there's more realism in the original textures. I think you should work on that before you continue. For example, those tyres have been scrubbed of any tire-like detail and they're just flat rubber. the textures really need an AO bake overlayed on them to make them feel more like a part of the world, instead of having a texture from google images just placed on top of it. i don't mean to dissuade you, i've seen a million worse texture mods for re4, but yours are far closer to being great if you just worked on the realism of the details, which mostly comes down to a hint of prebaked shading in many cases.
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Post by crisdecuba on Mar 7, 2014 3:27:06 GMT 10
They look pretty flat. They're higher res and sharper than the old ones, for sure, but there's more realism in the original textures. I think you should work on that before you continue. For example, those tyres have been scrubbed of any tire-like detail and they're just flat rubber. the textures really need an AO bake overlayed on them to make them feel more like a part of the world, instead of having a texture from google images just placed on top of it. i don't mean to dissuade you, i've seen a million worse texture mods for re4, but yours are far closer to being great if you just worked on the realism of the details, which mostly comes down to a hint of prebaked shading in many cases. Thank you very much for the feedback. A few of questions to make sure I understand: 1. Are there any textures I've redone so far where I have properly (or somewhat properly) captured the realism of the details? This will help me understand what you mean exactly. 2. I'm only working with Photoshop to redo the textures, rather than any sort of 3D modeling program - can I create ambient occlusion maps in Photoshop? 3. If I understand correctly, AO maps basically add realistic shadowing / depth to a 2D texture - is that correct? How can I generate an AO map if I'm not using 3D software? Thanks again!
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Post by darkinclegion on Mar 7, 2014 5:21:39 GMT 10
They look pretty flat. They're higher res and sharper than the old ones, for sure, but there's more realism in the original textures. I think you should work on that before you continue. For example, those tyres have been scrubbed of any tire-like detail and they're just flat rubber. the textures really need an AO bake overlayed on them to make them feel more like a part of the world, instead of having a texture from google images just placed on top of it. i don't mean to dissuade you, i've seen a million worse texture mods for re4, but yours are far closer to being great if you just worked on the realism of the details, which mostly comes down to a hint of prebaked shading in many cases. Thank you very much for the feedback. A few of questions to make sure I understand: 1. Are there any textures I've redone so far where I have properly (or somewhat properly) captured the realism of the details? This will help me understand what you mean exactly. 2. I'm only working with Photoshop to redo the textures, rather than any sort of 3D modeling program - can I create ambient occlusion maps in Photoshop? 3. If I understand correctly, AO maps basically add realistic shadowing / depth to a 2D texture - is that correct? How can I generate an AO map if I'm not using 3D software? Thanks again! DONT listen to Rusty, your Textures are perfect!, trust me
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Deleted
Deleted Member
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Post by Deleted on Mar 7, 2014 5:22:44 GMT 10
i can be wrong but if you just use dirty layers could solve this probem!!! or not???
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Post by huesca on Mar 7, 2014 6:36:55 GMT 10
You just have to Add some dark blood and some mud and that´s all, couse your work is magnificent, you can take Albert´s all textures as a reference.
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Post by rusty100 on Mar 7, 2014 14:43:15 GMT 10
They look pretty flat. They're higher res and sharper than the old ones, for sure, but there's more realism in the original textures. I think you should work on that before you continue. For example, those tyres have been scrubbed of any tire-like detail and they're just flat rubber. the textures really need an AO bake overlayed on them to make them feel more like a part of the world, instead of having a texture from google images just placed on top of it. i don't mean to dissuade you, i've seen a million worse texture mods for re4, but yours are far closer to being great if you just worked on the realism of the details, which mostly comes down to a hint of prebaked shading in many cases. Thank you very much for the feedback. A few of questions to make sure I understand: 1. Are there any textures I've redone so far where I have properly (or somewhat properly) captured the realism of the details? This will help me understand what you mean exactly. 2. I'm only working with Photoshop to redo the textures, rather than any sort of 3D modeling program - can I create ambient occlusion maps in Photoshop? 3. If I understand correctly, AO maps basically add realistic shadowing / depth to a 2D texture - is that correct? How can I generate an AO map if I'm not using 3D software? Thanks again! You won't be able to add a real AO bake without having the 3D model at your disposal - it is something that we will be able to do once we have access to the models though, which would really boost custom textures I think. Without that, you may need to just fake some shadows. But don't go overboard of course, too much and the games natural lighting will overlay on top of the fake lighting and it will look very strange. Not always shadows though, sometimes they just need some more detail to make them feel a part of the world. Like a bit of a grime overlay, or something to that effect. Keep going with it because I think you have a lot of potential and just need to work on realism! As an example, here's some guns I've skinned for a HL2 mod. dl.dropboxusercontent.com/u/1482927/akafter.jpgdl.dropboxusercontent.com/u/1482927/jbmoddb/weap%20renders/tmp.jpgdl.dropboxusercontent.com/u/1482927/jbmoddb/weap%20renders/remington%20870.jpgSee how there is some grime on the wood, and some shading around curves? As well as having some scratches around edges and corners I'm not saying mine are perfect but using your own examples is only fair I like that gate at the top of the page though, it seems like in some of them you have a great grasp on making them blend in with the environment, but other times they're a bit too barren. guess it's just about consistency
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Post by tysen on Mar 7, 2014 15:02:23 GMT 10
Thank you very much for the feedback. A few of questions to make sure I understand: 1. Are there any textures I've redone so far where I have properly (or somewhat properly) captured the realism of the details? This will help me understand what you mean exactly. 2. I'm only working with Photoshop to redo the textures, rather than any sort of 3D modeling program - can I create ambient occlusion maps in Photoshop? 3. If I understand correctly, AO maps basically add realistic shadowing / depth to a 2D texture - is that correct? How can I generate an AO map if I'm not using 3D software? Thanks again! DONT listen to Rusty, your Textures are perfect!, trust me SAME here, the Textures are really perfect.
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Resident Button Modder
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Original Join Date: Nov 1, 2009
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Post by DarkSamus on Mar 7, 2014 15:22:15 GMT 10
Make this mod how YOU envision the game should look. If anyone points out things they dislike. You really have 2 options. Let people create mods using your work as a base that fix faults (Giving you credit) When you "finish" the project, you could even go back and fix some stuff you want to improve for a v2 release. Just an idea and will prevent you from slowing down progress while you gauge many peoples opinions.
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Post by rusty100 on Mar 7, 2014 20:45:57 GMT 10
What? How is giving someone constructive criticism a bad thing?
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Resident Button Modder
Posts: 4,537
Original Join Date: Nov 1, 2009
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Post by DarkSamus on Mar 7, 2014 22:01:16 GMT 10
No-one said it's a bad thing. The project will just go quicker if he just does it how he envisions and he can correct any issues later.
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