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Biohazard 1.5 40% vanilla comparison Biohazard 1.5 era 3 (Backgrounds and Models)

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  • #16
    Oh shit He had police printed on his back vest but even before that he didnt. But according to this that would mean that our version would be in era 4. Our build was commonly said as era 3 in the 1.5 discussion topic. Our buld is considered to be the 40% which is halfway in the games lifespan so it makes sense to be considered to be the middle era. However I didn't know that Leon's final design was not introduced at the same time as the hands on animations. It seems that out of all the multiple builds both the civilian leon build and hands on build were present only in single specific builds. Due to how visually drastic these two are compared to the other footage, its creating an issue of segregation.

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    • #17
      Originally posted by NEOMEGA View Post
      Oh shit He had police printed on his back vest but even before that he didnt. But according to this that would mean that our version would be in era 4. Our build was commonly said as era 3 in the 1.5 discussion topic. Our buld is considered to be the 40% which is halfway in the games lifespan so it makes sense to be considered to be the middle era. However I didn't know that Leon's final design was not introduced at the same time as the hands on animations. It seems that out of all the multiple builds both the civilian leon build and hands on build were present only in single specific builds. Due to how visually drastic these two are compared to the other footage, its creating an issue of segregation.
      I think that the community had always been in agreement that the PSM/IGAS build was Era-4. In my opinion, if eras encompass multiple builds, I think that Era-2 (civilian Leon) and Era-3 (glove-less Leon) should represent different builds within the same Era. Kegluneq and Alzaire would probably disagree, but it's how I see it, due to the layout and background similarities. In terms of sheer artistic style, however, I consider there to be only three eras: Era-1, Era-2/3, and Era-4/5. Era-4 and Era-5 are not so much differentiated by their "look" or "feel" as much as by a difference in the amount of content and functionality; Era-5 is basically Era-4 with a lot more stuff added (I'd imagine that Era-2 and Era-3 share a similar relationship).
      Last edited by Enigmatism415; 02-02-2014, 04:19 PM.

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      • #18
        Originally posted by Enigmatism415 View Post
        I'm not sure about the closeup of the locker in the Armoury (see below), but the Lobby shot is for the cut-scene where the zombies break through the shutters.

        [ATTACH=CONFIG]9458[/ATTACH]

        ---



        That's an early Era-5 cut-scene angle:

        [ATTACH=CONFIG]9457[/ATTACH]

        The squad car on the left has been shifted around, and more details have been added, naturally.
        Indeed, it is an early test render for that camera angle, although my question would be why was it done at such low detail when the rest of the room was now being rendered in high detail? The first thing that comes to mind is that perhaps it is simply quicker and more efficient to do a low quality render from an older piece of art for these test purposes, however with the entire room nearing completion it is not overly clear to me why that was an afterthought. My assumption would be that it came from an earlier set of renders and for whatever reason got omitted until the scene with Ada was finalized, although that is probably just as unclear in explanation. It seems however that Capcom chopped and changed a lot through this development, it's almost as if many things were planned but development moved on to an obsolete goal regardless, and this can be seen in various examples not only here. Perhaps they just wanted something working on disc for the press and decided they'd just update it later when they actually got round to animating that scene. Who knows? My guess though is that it's a leftover from an era 3 version of that room, something that was to be updated later as they saw fit.

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        • #19
          ^Yeah, during Era-3 the entire Parking Garage may have looked like that render. Since it's an angle that is only used in cutscenes, the old render was probably a placeholder for whenever they got around to finalising the cutscene composition.

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          • #20
            Originally posted by geluda View Post
            my question would be why was it done at such low detail when the rest of the room was now being rendered in high detail?
            there are lots of these low detail renders left-over on retail discs, even things like a shot of a different version of the room where you move the statues to get the red jewel, or kendo and the female zombie taking the place of the chief and mayors daughter.

            capcom doesn't delete anything they don't absolutely have to.

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            • #21
              Originally posted by J0shuaKane View Post
              there are lots of these low detail renders left-over on retail discs, even things like a shot of a different version of the room where you move the statues to get the red jewel, or kendo and the female zombie taking the place of the chief and mayors daughter.

              capcom doesn't delete anything they don't absolutely have to.
              Exactly. What's interesting however is that in the PSM build there seem to be many ideas that were left behind in era 4 only to be picked up again in era 5. Why all of a sudden would rooms take steps backwards, such as removing unique camera angles or failing to update planned renders with the rest of the room? Era 4 seemed to be going in a somewhat different direction, it almost seems like it's in a worse state than what came before it.

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              • #22
                Originally posted by geluda View Post
                Exactly. What's interesting however is that in the PSM build there seem to be many ideas that were left behind in era 4 only to be picked up again in era 5. Why all of a sudden would rooms take steps backwards, such as removing unique camera angles or failing to update planned renders with the rest of the room? Era 4 seemed to be going in a somewhat different direction, it almost seems like it's in a worse state than what came before it.
                I'm not sure you'd be saying this if we actually had access to an Era-3 build. The 'green' version of the Sewer was likely more intact, but countless rooms that we take for granted from Era-4 would either be flat-out missing or incomplete. Even though an Era-5 build would have been ten times more useful to IGAS, I doubt that the restoration project would even exist had they obtained an Era-3 build instead of an Era-4 build.
                Last edited by Enigmatism415; 02-04-2014, 03:03 PM.

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                • #23
                  What I mean is, why remove a camera angle like that from the armory? In era 3 this room had dogs and a unique camera angle which the player could access, evident by media images of Elza doing so. In era 4 the dogs are gone from the room but so is the camera angle. The dogs I understand, fair enough, but why did the room take a step backwards in a build that's supposed to be taking a step forwards? Surely the next port of call is to properly assign the triggers and implement whatever items were to be discovered in the locker. But instead whatever trigger they had been using was gone and now the room is just an empty shell with no purpose what so ever. Perhaps this is just a phase of limbo rooms go through when ideas change, I don't know, but to me era 3 builds certainly seem to fit one single idea better than the PSM build, something which seems to be a whole mix of different ideas in one.

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                  • #24
                    Originally posted by geluda View Post
                    What I mean is, why remove a camera angle like that from the armory? In era 3 this room had dogs and a unique camera angle which the player could access, evident by media images of Elza doing so. In era 4 the dogs are gone from the room but so is the camera angle. The dogs I understand, fair enough, but why did the room take a step backwards in a build that's supposed to be taking a step forwards? Surely the next port of call is to properly assign the triggers and implement whatever items were to be discovered in the locker. But instead whatever trigger they had been using was gone and now the room is just an empty shell with no purpose what so ever.
                    The 'unique' camera angle of which you speak remains perfectly intact in the PSM build; it is the trigger that has been deactivated. My best guess is that, in Era-3, this camera angle was triggered by simply approaching the locker. In Era-4, they probably decided that this angle should only be activated when an item of importance has been placed there, which they hadn't gotten around to implementing yet.

                    Originally posted by geluda View Post
                    Perhaps this is just a phase of limbo rooms go through when ideas change, I don't know, but to me era 3 builds certainly seem to fit one single idea better than the PSM build, something which seems to be a whole mix of different ideas in one.
                    This goes back to my theory of three "super-Eras": Era-1, Era-2/3, and Era-4/5. They each have their own artistic style and vision, and the PSM build represents the transition from the Era-2/3 vision to the Era-4/5 vision, as evidenced by the balance of old leftovers and new work-in-progress content.

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                    • #25
                      Originally posted by Renard View Post
                      Nope, she was always blonde. Her first concept art clearly showed it being blonde (see your signature). But in later art, it looked almost brunette because of the different art style (see geluda's avatar). She was still blonde though.
                      Is this not her original concept art?

                      sigpic
                      "Must the State continue to exist once the question of labor and capital shall be practically solved? We reply in the negative. We are anarchists."

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                      • #26
                        I've never seen that before. Perhaps its the first try at claire?

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                        • #27
                          The jacket style seems almost identical to the casual one Leon had previously. I've always thought they gave it to her when they decided to have him wear his uniform instead and that the concept stuck with her through development but was altered in various ways.
                          Last edited by Graco; 02-12-2014, 12:54 PM. Reason: Tiny buttons!
                          sigpic
                          "Must the State continue to exist once the question of labor and capital shall be practically solved? We reply in the negative. We are anarchists."

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                          • #28
                            Nice picture, thanks for posting! I'm eerily reminded of BIO3 Jill.

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                            • #29
                              Originally posted by Graco View Post
                              Is this not her original concept art?

                              I think that's the missing link between Claire and Elza. If you look at the rightmost design you'll notice that the jacket variation is vary similar to Elza's original outfit. They drifted further away form the original design until they decided that they wanted claire to have a vest similar to her brother's.

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                              • #30
                                What Elza wears underneath, at least the top, is very similar to the black tank/top that Claire wears under her vest.

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