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File: RE3d.jpg (323 KB, 1989x1774)
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I love the style used especially in the earlier RE1-3+CV games, including REmake and RE4.

If anyone knows of the artists behind these models or the techniques — that would be awesome.

Also, tutorials would be cool.
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>>604432
SoftImage|3D definitely confirmed on the earlier titles. Maya was the main tool for RE4. Code: Veronica used SI|3D for ingame stuff and Lightwave 6 + Motion Designer for its CG scenes.
That's all I know.
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>>604433
>SoftImage|3D definitely confirmed on the earlier titles. Maya was the main tool for RE4. Code: Veronica used SI|3D for ingame stuff and Lightwave 6 + Motion Designer for its CG scenes.That's all I know.

Yes, thank you for that. I'm aware XSI is the primary tool for RE series. Also, LW was indeed used for the FMV's in Code Veronica. I currently use LW myself.

I'm not interested in the 3D apps Capcom used/ uses. I'm more interested in the 4d anatomy techniques used by the artists, tutorials, etc.
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>I'm more interested in the 4d anatomy techniques used by the artists, tutorials, etc.

I meant 3D not 3D LMAO
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>I meant 3D not 3D LMAO

Oh wait ... not 4D WTF
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>>604434
not XSI, its predecessor SI|3D.

Nothing is/was different here, you clown. Box modeling, all quads if its subdivided and deforms. Its all pretty straightforward.
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>>604474
I think he meant what kind of style/techniques they used in detail
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>>604478

As I said; the normal procedure at the time for characters was box modeling(no sculpting) uv mapping, painting diffuse/spec/bump maps in external 2D tool, rigging/skinning/weighting with project requirements in mind.

nothing too extraordinary
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>>604432
They were going for Realism

In this case japanese animeish realistic style
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>>604432
https://www.models-resource.com/gamecube/residentevil/
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>>604545
>https://www.models-resource.com/gamecube/residentevil/

Thank you! However, it's hard to distinguish the original topology flow because these models have triangles (due to being converted into the game engine).

I'd be nice too see quad typology.
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>>604646
So what you are asking for are the orginal assets from the CG production units? Impossible to get hold of...if they even still exist at all.
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>>604659
>So what you are asking for are the orginal assets from the CG production units? Impossible to get hold of...if they even still exist at all.

Images of wireframe models are fine.

Otherwise , Japanese specific anatomy 3d tutorials would be better. Not manga though, but maybe tuts with more realistic anatomy with the Japanese style.
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>>604646
I'm pretty sure there are face commands to turn tris to quads, idk how accurate it'll be though...




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