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Bumping this topic from the dead, since I wanted this to get more attention. A modeller over at the modding forums is remaking a couple of rooms from REmake. Lighting and a couple of objects aside, the main hall he made is practically almost identical to the official one:
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Bumping this topic from the dead, since I wanted this to get more attention. A modeller over at the modding forums is remaking a couple of rooms from REmake. Lighting and a couple of objects aside, the main hall he made is practically almost identical to the official one:
Looking at these makes me wish the next CG film was actually just a retelling of Bio 1. I'd love to see flashbacks pre-accident of scientists and workers going about their everyday business at the Arklay estate.
SonicBlue, could you or another design expert tell me why the perspectives in the classic RE games are different from their equivalents within recreated 3D environments, even if their dimensions are precise? For example, if I were to construct a model of a room in RE2 using precise measurements, why is it that no matter how I position the camera, it never looks exactly like the angle used in the game? Is there some kind of lens effect that makes the backgrounds from the actual game look longer or more spacious than they actually are? Not even the talents of the Team were able to lock onto the angles perfectly, if the Advent videos are any indication.
I don't recall them looking so gorgeous in UC ....
Me neither, but I don't think there's any other game in the franchise that would have a polygonal version of the mansion. If they were, indeed, extracted from a game and not made by hand.
They already work in the industry, those models/textures are made by CAPCOM, that guy only extracted the models from the .iso of the game, imported it into 3ds Max (with the appropriate plugin) and hit render.
Wow those are fan-made renders?! You should work in a game industry already!
They already work in the industry, those models/textures are made by CAPCOM, that guy only extracted the models from the .iso of the game, imported it into 3ds Max (with the appropriate plugin) and hit render.
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