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  1. #1
    #20 Hunter Beta SonicBlue's Avatar
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    Default BioHazard 1.5 RPD 1st Floor Lobby

    I stopped this project knowing that in the near future, BioHazard 1.5 will be release (I know that the release date is still unknown), but I'm not that happy to scrap it, so, if anyone is interested:

    .dae
    .obj
    .fbx

    There's probably something to add, but it's almost complete, you need ONLY to texture it (UV too) and obviously, render the various angles, feel free to download it only to take a look.

    Good luck.


  2. #2
    #40 Left Hand geluda's Avatar
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    Default

    What is this?

  3. #3
    #20 Hunter Beta SonicBlue's Avatar
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    Quote Originally Posted by geluda View Post
    What is this?
    The 3D model of the RPD Lobby, in various flavours, any 3D software can open one of those files.

    Spoiler:

  4. #4
    #19 Crimson Head Upaluppa's Avatar
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    Wow, that's some beautiful work you did there!
    I really like it!

    Someone should texture it and import it into a game engine...
    Last edited by Upaluppa; 07-23-2012 at 04:25 AM.
    There was blood in the kitchen, there was blood in the hall,
    There was blood on the staircase where the lady did fall.

  5. #5
    #10 Ivy DZIAD's Avatar
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    Quote Originally Posted by Upaluppa View Post
    Wow, that's some beautiful work you did there!
    I really like it!

    Someone should texture it and import it into a game engine...
    +

    I'd like a classic RESIDENT EVIL (PSX), only, and nothing more.

  6. #6
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    Sonicblue, what were your plans? Were you going to render this scene with textures, lighting etc., for a nice picture to show us, or were you making a game of resident evil 1.5?

  7. #7
    #20 Hunter Beta SonicBlue's Avatar
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    Quote Originally Posted by Black~Crow View Post
    Sonicblue, what were your plans? Were you going to render this scene with textures, lighting etc., for a nice picture to show us, or were you making a game of resident evil 1.5?
    I was going to make a tech demo of that, for realtime 3D, but I encountered troubles doing it, so I "updated" the low poly to be used for rendering purpose, and when the last BioHazard 1.5 claim came out I stopped working on it.

    I leave it here to anyone who want to finish this and use it for a mod or anything they want, you can also reduce it's poly count to be realtime friendly, is not difficult, but it's a long process, you better rebuild the geometry from scratch.

  8. #8
    #27 Mr. X DXP's Avatar
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    Nice work SonicBlue! glad to see i'm not the only one who is working on 1.5 rooms =) I wouldn't give up on it even if there is a possibility of 1.5 coming out up until then we have free control on what the rooms look like until it gets leaked. BTW have you considered joining the 1,2,3 modding forums? We have and entire thread devoted to 3d modeling.

  9. #9
    #40 Left Hand geluda's Avatar
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    Oh I remember this! Good work!

  10. #10
    #20 Hunter Beta SonicBlue's Avatar
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    Quote Originally Posted by DXP View Post
    Nice work SonicBlue! glad to see i'm not the only one who is working on 1.5 rooms =) I wouldn't give up on it even if there is a possibility of 1.5 coming out up until then we have free control on what the rooms look like until it gets leaked. BTW have you considered joining the 1,2,3 modding forums? We have and entire thread devoted to 3d modeling.

    I'll take a look, when I've something new I'll post there.

  11. #11
    #21 Hunter Gamma drunkdog's Avatar
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    Nice work but don't stop..... There has been no new updates for almost three weeks now.... I'm starting to get the feeling we've lost this copy as well...

  12. #12
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    I looked at the model of the incomplete 1st floor of the RPD, and it looks amazing. But, to use it in a game engine, you do have to reduce the polygons, edges, etc. As long as you have good textures, you don't need all of this detail.I think this high quality model is good for rendering a still image or using it in an animation sequence for a cutscene. Good Job!

  13. #13
    #09 Cerberus Ketsui's Avatar
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    Quote Originally Posted by drunkdog View Post
    There has been no new updates for almost three weeks now.... I'm starting to get the feeling we've lost this copy as well...
    You're expecting news from a secret project? When the time comes there will be news ;)
    @Sonic
    Nice work dude
    Last edited by Ketsui; 07-25-2012 at 09:41 AM.
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  14. #14
    #29 Birkin Type 1
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    That's what he was going for when creating this, to be used for static background rendering.

  15. #15
    #20 Hunter Beta SonicBlue's Avatar
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    Thanks guys

    Quote Originally Posted by Black~Crow View Post
    I looked at the model of the incomplete 1st floor of the RPD, and it looks amazing. But, to use it in a game engine, you do have to reduce the polygons, edges, etc. As long as you have good textures, you don't need all of this detail.I think this high quality model is good for rendering a still image or using it in an animation sequence for a cutscene. Good Job!
    It's in fact the render ready version, all the edges are bevelled (or chamfered, depends on the software terminology) to catch better the light.

    If you really want to make a game environment you have to use something like this:

    .fbx

    which is the latest version before I started to model the details on it, some stuff is really basic, and I think the layout is different from the final one, so, you can use this to build a game environment, or you can retopologyze the mesh on the final version and take advantage of the highpoly already done, and this is the easy part of the work, there is to do optimization, triangulation of the mesh, UV mapping, backing (Normals, AO), texturing, and the you have to import all the stuff into a game engine, not to mention that this was not model on the grid, so it maybe will not fit with something like UDK, but don't know as I didn't tried it.
    Last edited by SonicBlue; 07-28-2012 at 07:55 PM.

  16. #16
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    Thanks.So, I have to UV map the 1st floor,and I hate UV mapping objects! I don't use UDK, I use Unity game engine. To make the object fit , I just have to make the units in a 3d modeling software to metric. Then it is easy to scale the object in Unity.

    YoU should have made a complete 1st floor, It would be easy to use a complete map than a partial map. I could use this to make a short demo. Nice work anyway.
    Last edited by Black~Crow; 07-30-2012 at 09:51 AM.

  17. #17
    #20 Hunter Beta SonicBlue's Avatar
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    If you take a look at the object, if I remember correctly, almost all the stuff is UV mapped, not perfectly but they'll work.

    For the scale, the objects are all made with the metric system, but as they are not made on the grid (I read too late about the"build on grid" method) , as I said, they will occupy random space, so is not certain that the player will not get stuck somewhere in the map, this regards, so, if you encounter problems you have to move the vertex to snap on the grid, don't know if decimal values are accepted.

  18. #18
    #29 Birkin Type 1
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    Just use the normal UV mapping, a collection of tiling materials is the best way to go to texture this beast, for props I believe Capcom used your standard shaders for most objects.

  19. #19
    #20 Hunter Beta SonicBlue's Avatar
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    Quote Originally Posted by shanemurphy View Post
    Just use the normal UV mapping, a collection of tiling materials is the best way to go to texture this beast, for props I believe Capcom used your standard shaders for most objects.
    If you want to make a 1997 style render you have to use very basic texturing techniques, as most of the stuff have not real textures but just procedural noises mixed together, Resident Evil 2 looks more sophisticated from this point of view, as they used a lot of realistic textures. The 1.5 method doesn't work for realtime purpose, it will look bad, really bad.
    Last edited by SonicBlue; 08-01-2012 at 06:39 PM.

  20. #20
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    Did you ever think of trying to create the scenery for the RE2 demo disc? It would be interesting to see what you do. I mean even make a game(first person camera view) so people can walk through the game.

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