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Resident Evil: Behind the Mask [+Hazardous Battle]

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  • -Rusty-
    replied
    I thought they were horrible and they just look off to me.

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  • Guest
    Guest replied
    I always loved those backgrounds but I never knew where they came from.

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  • blackpower
    replied
    It would be nice if the project dark biohazard, will review the light thanks to you, I know DarkDarkmoon knows anything about the plot of this project.

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  • Trentman
    replied
    Gemeni

    Allow me to congratulate you for your efforts on remaking Resident Evil Survivor. The project looks promising.

    I recently opened a long topic on Resident Evil Survivor, I was wondering you if ever laid eyes on it. If you read it I hope you find anything useful about it to be applied on Behind the Mask.

    Good work!

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  • Guest
    Guest replied
    @ RetroRain - It's definitely no walk in the park! But I get the idea that all 3D modelling/rendering software will come with their own learning curve requiring time and dedication to learn. I've learned a lot of basics about meshes and materials from Blender, creating some scenes by following YouTube tutorials step by step. I would have to do this no matter what software I choose to use because I really have no experience with any of them. I'm at the point now where I could quite easily create a basic room structure with lighting just like Capcom did with their very early renders and that's the first step to creating rooms as they did, modelling some of my own objects and placing them in the rooms would be the next step, followed by learning how to apply more advanced materials and textures for more realistic scenes like their final renders.

    I'm sure these concepts are relevant no matter what software you use, the trick with Blender is just to get used to its cumbersome controls which at first do feel really backwards, such as using right click for the selection tool and left click for the cursor, it is counter intuitive I will admit (these controls can be changed in the properties menu if they give you trouble). But once you get used to it you can use it efficiently just like any other skill you learn, it just takes a little time and patience. If you feel like giving it another go do as I did and follow some YouTube tutorials step by step, they teach you how to use its basic features and prepare you for constructing things on your own, if you can get over the first hump I promise you'll feel better about it!

    Spoiler:


    Here's something I created in Blender after following a YT tutorial, a mixture of different meshes, materials, particle systems and compositing. I can do this on my own now without any assistance, a good first step in the right direction. Sorry for hijacking the thread, posted just to give RetroRain an idea of what can be done in Blender with very little time dedicated to it, I feel its worth sticking to it if money is a serious issue for people who still want to create scenes. I won't post any more images.

    @ Gemini - Interesting, I've never heard of C4D, I'll have to give it a look if it's affordable. SonicBlue's artwork looks very authentic. I'm sure the hard part is getting the lighting to render at the same level of detail, something beyond my current knowledge. But I'm happy with my current rate of learning with Blender, I'm hoping to be able to create some nice looking rooms of my own one day.
    Last edited by Guest; 12-04-2014, 09:45 PM.

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  • Gemini
    replied
    Originally posted by RetroRain View Post
    Are you using 3D Studio Max to do the backgrounds? I always wanted to get my hands on 3DSMax, but the commercial price of it is completely ridiculous. I'm not a fan of downloading from torrents and things like that, but I really want to make my own Resident Evil backgrounds.
    We use Cinema 4D for backgrounds, real time assets, and all promotional material (in combo di Photoshop). I've been using C4D for almost 10 years, but I'm no expert (as a matter of fact it's quite good for beginners). If you are patient enough and have the curiosity of looking into online tutorials, there's definitively a lot of room for reaching the level where you can produce good backgrounds in a relatively short time span.

    Originally posted by GamerTak3r View Post
    Gemini u should try to make Biohazard Dash one day.
    I'm not sure about this one. Dash never even got past the idea of a concept game. Other than some info and misleading rumors, there isn't really a whole lot of a starting point.
    Last edited by Gemini; 12-04-2014, 08:33 PM.

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  • RetroRain
    replied
    I appreciate the info geluda, but I have to disagree about Blender being easy to use. I've used Blender before. Not exactly user-friendly. Granted there are a ton of options, but if any program needed tutorials made for it, that was one of them. I think there is a reason the program is free, because it truly is a pain in the ass to use. That, and you have to have a lot of patience. I prefer to stay away from it. I didn't have a good experience with it.
    Last edited by RetroRain; 12-04-2014, 07:18 PM.

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  • Guest
    Guest replied
    Originally posted by RetroRain View Post
    I have to ask the obvious question. Are you using 3D Studio Max to do the backgrounds? I always wanted to get my hands on 3DSMax, but the commercial price of it is completely ridiculous. I'm not a fan of downloading from torrents and things like that, but I really want to make my own Resident Evil backgrounds.

    Is 3DSMax fun and easy to use?
    Learn Blender if all you want to do is make some backgrounds, it's free. While a little cumbersome to learn at first and different to your typical Max or Maya, you can get truly professional results from it, and it can run really smoothly using CUDA if you have an Nvidia GPU. Even then it's fun to use, has tons of cool plugins and is quite easy to learn thanks to tons of community tutorials and forums where you can get help or advice. I fully recommend it to any beginner wanting to get their hands dirty without paying a lot of money.



    Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender.
    Last edited by Guest; 12-04-2014, 01:42 PM.

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  • GamerTak3r
    replied
    Gemini u should try to make Biohazard Dash one day.

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  • RetroRain
    replied
    I have to ask the obvious question. Are you using 3D Studio Max to do the backgrounds? I always wanted to get my hands on 3DSMax, but the commercial price of it is completely ridiculous. I'm not a fan of downloading from torrents and things like that, but I really want to make my own Resident Evil backgrounds.

    Is 3DSMax fun and easy to use?

    Leave a comment:


  • Gemini
    replied
    ^ Ok, now that's just creepy.

    Originally posted by Vanya View Post
    A suggestion for the back cover:
    [cut]
    Aaaand added to the layout. Hopefully this is the last time I'm editing the cover. All it needs a this point are feature icons like "1 Player", "Analog Controller", "Vibration Function", and "Memory Card: 1 Block".

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  • Enigmatism415
    replied
    Originally posted by RetroRain View Post
    By the way, I find it funny how Jill's hand is touching Chris' cock, and Chris has this look on his face that says "Are you jealous?"
    Just let that cover circulate on 4chan for about ten minutes.

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  • RetroRain
    replied
    Yeah, it should say "in the Arkley Mountains." But, other than that, nice work there.

    By the way, I find it funny how Jill's hand is touching Chris' cock, and Chris has this look on his face that says "Are you jealous?"

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  • Vanya
    replied
    Love the work on this. Can't wait to try it out.

    A suggestion for the back cover:

    "Join the S.T.A.R.S.Team and go on an
    adventure that revisits the original
    Spencer Mansion in the Arkley Mountains.
    Many challenges and foes await you
    around every corner of this frantic
    experience. Enjoy a classic Survival
    Horror title with reborn arcade action!"

    Leave a comment:


  • Gemini
    replied
    Originally posted by geluda View Post
    I would be interested to see a similar video with enemies and your memory usage bar again to really see how the engine is coping under these conditions as right now it looks better than it's ever been, can't wait to see it used to its absolute full potential.
    I'd have to capture everything from real hardware in order to make the performance gauge behave correctly (but I have no equipment to do so). Emulators aren't very precise when it comes to CPU and GPU timing; it's an incompatibility that causes profiling code to retrieve incorrect synchrony values.

    Btw, is Behind the Mask and your Extreme Battle game two separate projects? Or does the Extreme Battle game serve as a way for you further the engine without worrying about what needs to be done for BTM?
    It's the same engine with a few internal changes and macros to make either use specific routines. The geometric structure of RE1 rooms demands quite a number of code hacks in order to keep compatibility. Still, RE1 is extremely useful as a test field because it includes everything I would ever need for BTM's creation.

    Originally posted by Scream View Post
    Great stuff Are the camera angle switches faster than original RE1? They look kind of different for some reason (been awhile since I played RE1 so can't put my finger on it)
    I think it actually loads slightly slower unless I switch to lossy backgrounds. On PSP and PS2 you can turn on the fast load option and it performs a lot better, however.

    Originally posted by RetroRain View Post
    Would also be cool in the battle mode, when the player least expects it, to have the Man Spider from 1.5 pop out from around a corner and attack the player.
    Not sure that would happen for real, unless I include this one into BTM and then backport it to a later HB chapter (if we ever get close to that, crossing fingers here).

    And a little treat for those who don't follow Twitter:

    These are preliminary covers for HB. I use these tests for an actual layout, so keep in mind some things may change like that feature list mentioning extra enemies and rooms (I had to fill it somehow). As a little side note, I haven't bothered using any of those official layouts in a proper way because my covers don't respect any actual NTSC/PAL standards, just like the game itself doesn't.
    I haven't decided yet what to use for a disk label, but my current idea involves T-002 from previous promotional assets and some other random background, or just a black and white label for simplicity's sake.

    PS: A big thank you goes to A Swizzy Drucker for helping me notice and correct typos with the back-cover.
    Last edited by Gemini; 12-02-2014, 08:35 PM.

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