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Some cool 1.5 exclusive screenshots ;)
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a lot of changes d. does is for clockwork and tool integration reason. so every change not visible to your eye but is there! if we use bio3 mesh style it maybe eliminate clipping in joints and give bone structure for easy rigging of animation data from capture and animation.Originally posted by geluda View PostHas anyone noticed any differences in texture or model quality? Birkin mentioned experimenting with BIO3 style mesh structures at one point, it's something I'm still intrigued about and I'm looking forward to seeing experiments.
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That medical room looks awesome, plenty nice details. Pretty good for a zombie cop rising from the bed and another one just coming from the door right after we get a key item from there. I wonder what was the original state of that room (maybe it was just the walls and the doorOriginally posted by ajrich17901 View Post
) but it looks definately great now. It would be nice if IGAS include some "After / Before" pictures under the extras menu.
Last edited by Lanzagranadas; 02-08-2014, 10:09 AM.
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So not only does it look better and free up more memory, but it actually makes animating easier as well?Originally posted by B.Zork View Posta lot of changes d. does is for clockwork and tool integration reason. so every change not visible to your eye but is there! if we use bio3 mesh style it maybe eliminate clipping in joints and give bone structure for easy rigging of animation data from capture and animation.
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I know some people wouldn't like this zork because the ugly 1.5 style limbs being so jagged is well.... 1.5, but if it makes your job easier and makes the game look better I'd consider it seriously. Also, Are you guys looking into maybe improving the original capcom rooms in quality but leaving them intact to make them blend in more with you guys' custom rooms?Originally posted by B.Zork View Posta lot of changes d. does is for clockwork and tool integration reason. so every change not visible to your eye but is there! if we use bio3 mesh style it maybe eliminate clipping in joints and give bone structure for easy rigging of animation data from capture and animation.
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The medical room looks really great. Zombies laying on the bed and waking up when the player gets too close or picks up an item would be a nice treat!
The only thing I would criticize are the posters on the first picture. The blood stain is good because it's subtle. But the posters are a bit too detailed and look like they are just used to fill the empty space of the wall. Sometimes nothing looks better than too much
But overall it looks really good.
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I simply adore the Med...er...First Aid Room! (boy, I always seem to get lucky with my requests). I think it's 100% spot-on in both style and structure; it feels like a room that suits 1.5 perfectly, and it's completely consistent with the building's layout (that window is perfectly placed). Excellent job Team!
And now it's the confirmed layout! Nice one.Originally posted by biohazard_star View PostSpeculated layout:
[ATTACH=CONFIG]9489[/ATTACH]
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It's on the 2F of the RPD. Apparently, you bring Ada here to get her wounds treated. There's a computer on the table, so it's probably supposed to be a save room. You can draw some parallels between it and the infirmary you find Rebecca in RE1.Originally posted by yurieu View Posti never knew something of a first aid room, despite the room where ADA/Marvin/Cherry rests. can someone tell me about?
And since you [conveniently] find Marvin in the hallway just outside of the medical room, he's probably supposed to guard her while Leon explores the building.Last edited by biohazard_star; 02-08-2014, 01:06 PM.Seibu teh geimu?
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