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  1. #21
    #19 Crimson Head SonicBlue's Avatar
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    Quote Originally Posted by Black~Crow View Post
    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.
    Resident Evil 2 was already reproduced so much time that is almost pointless (at the moment) to reproduce it, not to mention the "funny" scale that Capcom used in some areas, making them frustrating to model, because you can't resize it to fit the game counterpart, if you look at the Left4Dead map reproduction you will find what I mean.

  2. #22
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    Well then, how did you figure out the scale for the RPD 1st floor of RE 1.5? I don't care about the scale of the area, I just wanted to see how you would model it. I thought it would be fun. But I guess it would be a pain for you, since you are the one spending the time to model it.

    By the way, have you made a mini game or worked for someone making environments in the past?
    Last edited by Black~Crow; 08-06-2012 at 06:00 PM.

  3. #23
    #19 Crimson Head SonicBlue's Avatar
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    Quote Originally Posted by Black~Crow View Post
    Well then, how did you figure out the scale for the RPD 1st floor of RE 1.5? I don't care about the scale of the area, I just wanted to see how you would model it. I thought it would be fun. But I guess it would be a pain for you, since you are the one spending the time to model it.

    By the way, have you made a mini game or worked for someone making environments in the past?
    Obviously not, I would have choose a more game development friendly 3D software, like the standard for the North America and Europe that (at the moment) is Maya.

    There are two ways to make a proper scaled map, one is doing it by eye with the help of a measurement object, in my case was a 169cm tall dummy Elza. In any case, the map of the RPD we had played a big role to make the basic shape. The other method is to positioning the various object by camera matching them, this is the most precise way of doing it. This because I was doing a test for realtime 3D uses, and making the area more functional to it was the priority.

    As I said for the RE2 reproduction, for now no, I'm working on something else at the moment, which is far from being completed.

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