English translation(ROUGH): In the demo version of *Resident Evil 7*, there’s this character people call the "Bakery Dad." I want to introduce some of the behind-the-scenes work for that character. So, as you can see here, we put a silicone mask on the head of the actor we cast, creating a sort of creature-like appearance. We sculpt the features and shapes, and then add detailed paintwork to make it come to life. It’s almost like what you’d see in a film or drama shoot. The wig we use is made from animal hair, and we style it step by step. This isn't the final image yet, but it's starting to take shape. As you can see, the overall atmosphere is coming together nicely. Here’s the finished look. The actor’s presence really sells the character - casting the right actor makes a big difference in the quality of the final product. When we get a good actor, it elevates the whole thing. He really embodies the character. When it came to scanning, we made small adjustments on the spot to make sure everything looked perfect. The idea is to scan the best possible version. This is the raw data from the scan, showing the polygon mesh - even at this stage, the quality is quite high. Here’s the texture layer. We also prepared the costume and scanned that as well. This is a preview from *ZBrush*, straight after the scan - it’s almost complete with very little need for retouching. From here, we clean up the model and convert it for the game’s topology. Since we can't scan the hair, we created it with Ornatrix, ultimately using hair cards for the final look. After importing it into the game engine, we continued to make small adjustments. Using Ornatrix made things a lot easier compared to placing each hair by hand, which was really challenging. While it still requires some manual tweaking, it’s much more manageable now thanks to the software. For lighting, we tested different setups to capture the right horror atmosphere. It’s almost like a gentle version of Miyazaki’s *Totoro*, giving off a kind, warm feeling. But as a horror game, we made sure to adjust the lighting to make it eerie. We captured facial expressions using shape targets, and from those, we generated animations. It turned out really well, allowing for expressive and dynamic faces. So, this is how we made it. In *Resident Evil 7*, all the character sets were created using this photogrammetry process. Unfortunately, because it’s before the game’s release, we can only show you this much. I apologize for that.
@@BiohazardFrance no problem! I had to translate it to get an understanding since I’m making silicone molds and recreating the character for a haunted house we are doing!
As an outside observer, I had a dream I was in this demo with 2 other players. I thought it was the characters talking the whole time. I let out the biggest wheeze ever
Thank you for posting this, i remembered seeing stills of this in GameInformer back in the day, then the other day i redownloaded REmake, and went to look up how to unlock this only to find nothing. Thought i might be losing my mind til i saw this.
Je suis presque sûr que le directeur du développeur Nakanishi fait référence à re9 dans l'événement Capcom parce que quand il a dit qu'après re7, nous voulons juste savoir quoi faire, et il a dit que j'ai finalement compris, cela signifie qu'après la sortie de re7 en 2017, il a commencé le projet re9 parce que Dusk Golem a dit que Re9 prendrait 8 ans pour le développement, ce qui signifie de 2018 à maintenant, donc je suis presque sûr que le développeur parle de re9
Ce travail de développeur et directeur Nakanishi est fascinant sur Resident Evil, car il a créé Biohazard Revelation 1 dont l'histoire est si merveilleuse et fabuleuse 🔥🔥🔥🔥🔥🔥👍👍👍👍
This score throws you into a whirlwind of feelings like, despair, angst, fear, panic all at the same time. It was truly one of a kind at the time, and even bests anything produced now.