#unused assets
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rallamajoop Β· 9 months ago
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The Complete Guide to Eye Colour In Resident Evil 7
An addendum to my guide to eye colour in RE8: here's everyone from RE7 too! Getting close-ups of these was way harder than for RE8, because RE7 does not come with a model viewer, so I'm stuck using in-game screenshots and promotional images.
Once again, we'll start with the cheat-sheet version:
The whole Baker family: Blue (except when...) Mia: Brown (FOR NOW) Eveline: Green Alan: Hazel/green Deputy OneSceneWonder: Brown Chris: Hazel/brown (FOR NOW) Clancy, Andre and Peter: Brown Ethan: Still hazel
But it can never just be that simple, can it? So, further notes below.
The Baker Family
The Baker family all have blue-grey eyes. In fact, post-infection, they all have the exact same blue eyes (see top line in comparisons below). You could maybe put this down to genetics for Zoe and Lucas, but when Jack and Marguerite have the same eyes as each other too, that's when you start wondering just how many backwater-hillbilly-stereotypes are in play here.
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Mind you, they do have slightly different eyes in the pre-mould flashback that is the Daughters DLC, which you can see in the second row above. All are brighter blues, pre-infection, and Jack gets smaller pupils while Lucas gets a slightly larger iris (Zoe gets nothing, as she's the viewpoint PC and we're not redoing her face if you're not going to see it). So maybe we can hope there's some genetic diversity in the Baker-clan (renders of their eyes in their actual faces also look a little more distinct, but maybe that's a lighting thing). Either way, the Bakers = blue eyes! Got it!
And then we meet Uncle Joe in the other DLC who... has hazel eyes?
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IDEK, maybe Uncle Joe's real dad was a different mailman.
Once we get deeper into mould-monster territory though, things do get a little more interesting.
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Both Marguerite and Lucas appear with much creepier whitened eyes later in the game β€’ Marguerite's during her boss-fight transformation. Lucas, however, remains steadfastly human-shaped throughout the main campaign, but his eyes are whitened in his video message to Ethan, and in his (pre-monstrous transformation) DLC appearances too. Jack, by contrast, doesn't seem to get new eye textures even after blowing off the top of his own head, or in the boss fight that follows (monster!Jack from the fight in the boat house has completely different eyes, of course, and more of them). Mia, too, has her own set of creepy-alternate-mould-monster-eyes, but they're completely different again.
So what's the internal logic here? I could speculate that Lucas' eyes-only transformation is a sign he's in control of himself in a way Jack and Marguerite aren't, but it doesn't quite add up. If anything, those eyes make more sense as something Lucas was given because we never see him transform like Marguerite, or blow pieces of himself away like Jack: Lucas may look human, but the eyes are there to remind us he's not. There'll always be some details that end up being more about effective storytelling than cohesive lore.
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Interestingly, though they don't appear in the game, there are also promotional pics of all four members of the Baker family with glowing white/silver eyes, which are definitely a supernatural feature. It's tempting to try and associate the effect with Rose's glowing eyes from the Shadows of Rose DLC, or perhaps even the general pale-grey-eyes of Miranda and the Lords (more on both in my post on eyes in RE8). But that's territory that really needs its own post or we'll be here all day.
Clancy, Andre and Peter
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These are the three ill-fated crew of the Sewer Gators tape you'll encounter early in the game. You may notice Peter (rightmost in the pic above) seems to have even more dilated pupils than the majority of the cast. Amusing as it might be to theorise that he's just on drugs or something, I think there is an explanation: the closest shot we see of his face (and the first shot of the tape) is a close-up into a camera while the team is outside in the dark. His pupils would naturally be dilated in this sort of environment.
So why aren't Andre's dilated too? Well, the closest look we get at his eyes (also pictured) are the final shot of the tape, where he's already dead, and his eyes are covered by a red film. Medical plausibility aside, dilated pupils presumably didn't add to the effect here, so Andre gets regular pupils.
Speaking of assets, there is actually one photo of the three of them in the game, from the pamphlet you can find in their van at the start. You can even almost make out Clancy's face!
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Clancy's own eyes are their whole own kettle of worms, but we'll get to that below.
Chris Redfield
Is an odd one: I can't share an eye-texture asset for Chris, because he doesn't actually have a character model at all in the main RE7 title. And explaining that one is gonna take some context.
While RE8 renders nearly all cutscenes using in-game models, RE7 stores far more of its major cutscenes pre-rendered in .wmv format. The opening is pre-rendered, video messages from Mia and Lucas are pre-rendered β€’ even the big moment when Eveline blows out the windows of the tanker and throws Mia into the river is pre-rendered. Not all cutscenes work this way, but basically anything that would require loading a lot of assets that aren't needed in gameplay (eg. the view of the river and tanker for outside) seems to have been pre-rendered as a video instead.
And since Chris' only scene in all of RE7 is in the pre-rendered ending sequence, he doesn't have a model at all (or at least, I couldn't find it). We do see Chris in openings and endings of the Not a Hero DLC as well, and the End of Zoe β€’ but these too are just .wmv files, presumably for all the same reasons.
Now, obviously, Chris is also playable in the DLC, so he does have a character model there. But we still don't get eye textures for him for a couple of reasons: firstly, he wears a face-concealing mask that only comes off for opening/ending cutscenes. But even without it, we might just hit other weirdness surrounding player character models...
As I've already noted, both Chris and Mia get completely different new blue eyes in RE8, but back in RE7, Capcom seemed a little more aware that brown or hazel eyes were a real thing regular white people do have sometimes.
A note on player-character models
Although we mostly just see the hands of whoever we're playing as (usually Ethan), gameplay still uses a full-body model, presumably to aid in rendering dynamic shadows, and give enemies something to cover in blood. Things get weird around the character's head, which isn't actually visible so it can't get in the way of the camera floating inside it, but will still cast shadows and still has textures associated with it (though usually in much lower resolution than other models we'll actually get to see). There are three playable characters in RE7 proper: Ethan, Mia, and Clancy (from the video tapes) β€’ each with their own model and textures.
Ethan and Mia also have more detailed 3rd person models, since we see plenty of Mia playing as Ethan, and a little of Ethan playing as Mia (if only from behind).
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Why does this matter? Well, distinct as the three PCs are otherwise, their player models all have the same eyes β€’ top row above shows Ethan, Mia and Clancy, in that order. And they look nothing like Ethan's and Mia's eyes have ever looked elsewhere, which you can see in the comparison below.
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I mention this mostly because it's pretty easy to find Ethan's player-model in the game files, note those generic-hazel eye textures with it, and go, "hey, you got his eyes wrong!" But these aren't the same eyes that come with his higher-res texture, or the ones that were copied over into RE8. In fact, the existence of the player-character-default-eye-texture back in RE7 is one of the reasons why I do tend to take full-res Ethan's eyes as 'canon', even though we never see them in either game: someone took the time to repaint Ethan's eyes for his full-res model, and make them distinct from the low-res default used for everyone in 1st person mode. That at least suggests there was some real, intentional effort put into deciding what colour eyes Ethan was supposed to have.
This does leave poor Clancy in more ambiguous territory, however: as he's never seen by any other character, he has no high-res model, and thus no eyes but the default-hazel that Mia and Ethan are rendered with in that mode too. So is this to be taken as Clancy's official eye colour? It may as well be, I suppose. We see so little of Clancy in any form that I was genuinely surprised to find out his he's actually got a player model which is completely distinct from anyone else in the game, with curly greying hair, a neckbeard, and a baseball cap worn backwards.
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Render by nightsatkendalls over on deviantart.
I do not have the skills to produce a render of this quality myself, but I can tell you that the cap he's wearing has the logo for the RE Engine on the front (the in-house game engine behind all the modern RE titles, and many other Capcom games).
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You'll never see it in game, of course β€’ you'd need both a freecam mod and a mod to make his head visible. But it's there as a weird little easter-egg nonetheless.
Eveline
Eveline is perhaps the only character whose model may not have been updated at all for RE8, but given she's only a hallucination or ghost, that stands to reason. In RE7 though, she also appears as her aged 'grandma' self, who pops up around the house in her wheelchair looking spacey. Grandma-Eveline has two different eye texture assets β€’ one far more washed out than the other. There's next to no good official pictures of her, but fortunately, since she doesn't move around or attack you, she was one of the very few characters I was able to get a decent close-up shot off with the free camera mod. And inasmuch as you're ever in a position to look her in the eye in game, only the faded version of her eyes ever seems to show up. Is the clearer version actually used somewhere I didn't catch? I have no idea.
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What really stands out about granny-Eveline's eyes, though, is that they don't look anything like her child-self's eyes do. Child-Eveline is basically the only character in either game with distinctly green eyes. But Granny's are hazel, and not even a particularly similar shade of hazel.
In fact, they look far more like the generic-default hazel of the player character textures than they do like her younger self. Close-up comparisons below.
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You could speculate that it was deliberate that Granny-Eveline's eyes don't look anything like kid-Eveline's eyes to avoid tipping off the player that they're one and the same β€’ but realistically, no-one without free camera mods is ever going to get a good enough look at either of them to notice. And it's kind of a shame they didn't just take young-Eveline's eyes and apply the same kind of distortions they seem to have applied to the generic-hazel template to age them up β€’ that would've been a lovely, creepy little detail to find in these textures. But no, generic old hazel it is.
Then again, whatever the real logic at play, the fact Granny-Eveline's eyes are effectively a faded, distorted version of the very same eyes the player themselves never does get to see in the mirror is a pretty creepy idea itself. And intentional or not, that's what I've got to leave you with.
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tf2-bits-n-bobs Β· 1 year ago
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"Coconut", not used in game
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korgbelmont Β· 2 years ago
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Updated after the finale of Surrender
List of unused assets
I know I've made this post before, but I keep losing them so this one is going to be added to the list of things on the main transparents post so that it can be updated whenever new unused assets appear. I'm hoping this is one list I don't have to update very often.
Current Update: 4th May 2023
Asian & Caucasian Shane Parker (Platinum)
Aurora Emery - Fancy Outfit (Open Heart)
Cassie / Cassius Harlow - Shirtless (Immortal Desires)
Elijah Sipes - Underwear without injuries (Wake the Dead)
Edward Mortermer - Underwear (Distant Shores)
Ethan Ramsey - Workout outfit (Open Heart)
Gabriela / Gabriel Adalhard - Underwear (Immortal Desires)
Gaius Augustine - Historical Outfit (Bloodbound)
Hazel Nguyen - Underwear (Hot Couture)
Hispanic Elijah Harris (My Two First Loves)
Hispanic Noah Harris (My Two First Loves)
Kamilah Sayeed - Japanese Hairstyle (Bloodbound)
Kyra Santana - Underwear (Open Heart)
Malorie Jacobs - Casual Outfit (Surrender)
Morgan - Male Custom Options (Wolf Bride)
You'll be able to find all of these assembled in the Transparents folder.
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spooky-month-archive Β· 7 months ago
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Unused fire effects from Spooky Month 6: Hollow Sorrows
Animated by Yuramec
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mayashesfly Β· 3 months ago
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Document: The Traitor
(Or my personal take on the player in Pressure's Game Lore)
M-β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆ - Codename: The Traitor, is a specifically made variant of M-β–ˆβ–ˆβ–ˆβ–ˆ made by Mr.β–ˆβ–ˆβ–ˆβ–ˆβ–ˆ for the Blacksite Mission. (See document β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆ for more information)
Infected individuals by this variant are called Sleepers.
It has been modified to only find suitable Sleepers signed under the EXR-P unit. In the case of its current Sleeper dying, it will infect another EXR-P.
It is oblivious to its change of Sleepers, viewing its next run with its new Sleeper as another life. Though it does not grasp the concept that death is permanent and not reversible, viewing its next life as a normal phenomenon.
Due to its natural inclination to seek knowledge and take everything it can, it tends to gather all loose assets and all valuable equipment it can carry.
It excretes a colorless and odorless gas that Sleepers exhale, attracting Z-V06 when concentrated in an enclosed area, like lockers.
However, Sleepers inhaling this gas for too long in an enclosed area showcases symptoms of cleithrophobia and causes the Sleeper to leave the enclosed area immediately.
The smoke Z-283-Chainsmoker emits exacerbates this symptom.
As motivation for it to kill its current Sleeper before it can reach the Crystal, Mr.β–ˆβ–ˆβ–ˆβ–ˆβ–ˆ has made a way to give it more information about the facility and its hazards when it changes Sleepers through the usage of the Saboteur's abilities.
It's shown to be effective during the early stages. Though currently, an unfortunate side effect of this action is that it now seeks out to survive until at least room 50 in order to meet the Saboteur.
[In the case that it reaches the Crystal, it will naturally make its current Sleeper fall down to their death before they can take the Crystal.
However, in its perspective, it believes that it actually took the Crystal and had to survive more rooms before it could 'win' thanks to Mr.β–ˆβ–ˆβ–ˆβ–ˆβ–ˆ's abilities.
Depending on how it performs in this illusion, it will either meet the Saboteur as always when it 'dies' or transfer directly to another EXR-P unit thinking that it 'won'.]
Document: β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆ
M-β–ˆβ–ˆβ–ˆβ–ˆ - Codename: β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆ, are entities found in the β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆ capable of entering the minds of people, taking root in the victim's brain to control their entire nervous system.
However, it is incapable of feeling the pain its infected individual experiences, leading their victim to be more susceptible to injury without being able properly treating it since it lacks proper self-preservation instincts.
Infected individuals lose autonomy on their own body, making them incapable of moving or talking. They remain conscious and self-aware even if infected severely, only retaining their capability to have their own thoughts and mind.
Dissections of the infected individuals showcases signs of brain damage left behind from a bright metallic-like substance, almost akin to mercury. Though most individuals have survived and recovered after being infected and released.
Transmission of unmodified M-β–ˆβ–ˆβ–ˆβ–ˆ is unpredictable as it is not traceable through any physical means. Though observations from known infected subjects showcase that key individuals in an infected subject's life can be more susceptible to being infected by M-β–ˆβ–ˆβ–ˆβ–ˆ as well.
One thing that is known about M-β–ˆβ–ˆβ–ˆβ–ˆ is that it has a natural inclination for seeking knowledge and taking everything it can, sometimes to the expense of the individual it has infected.
If someone you know suddenly developed an interest in exploration and/or asking invasive questions regardless of your closeness with the individual, contact β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆ immediately.
(Note: These documents are not affiliated with nor created by Urbanshade)
#pressure roblox#roblox pressure#pressure game#pressure#pressure roblox oc#roblox pressure oc#pressure oc#is it considered an oc if it's a concept?#I say yes yes it is because my UT/DR fan ass would 100% use this concept#There's a few clues that show our player character isn't just us and that we're controlling someone since they chose to use the pronoun β€œwe#In a rare room where there's a microphone there's also apparently dialogue where the character we control say they cannot talk#and apparently the creators say that in Canon Lore it's always new EXR-Ps that come down since none of them can revive#The revive/next run mechanic is just Game Lore#but I say hey- what if I combine Game Lore with Canon Lore?#and make The Player a traitor that makes traversing the Blacksite worse for the next EXR-Ps that'll come through-#by depriving them of resources like loose assets and valuable equipment? AND make it so that the lockers they hide in become unusable?#The more runs The Player does- the more other EXR-P units would have a hard time surviving and reaching the Crystal#Later making it completely impossible to reach the Crystal once everything valuable has been picked clean and every locker has a monster#It's wonderfully diabolical and serves in helping Sebastian and Painter keep the others away from retrieving the Crystal :D#also the gas thing helps explain why all our player characters have cleithrophobia because I find it hard to believe everyone has it#I love making bullshit lore like this uwu
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wildflowercryptid Β· 1 year ago
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one of the major reasons why i went snooping through tangle tower's steam files is just so i could get hd versions of the map chibis. enjoy the squishies, everyone!
also, here's a few spoilery map chibis under the cut! ‡
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i had to enlarge the sprite on the right, but here's hunter penelope's map chibis, too.
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elderscrollsconceptart Β· 6 months ago
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Horse animation
Unused model and animation for The Elder Scrolls II: Daggerfall
Model and animation by Mark Jones
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godslush Β· 1 month ago
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Happy de4th Birthday to Disc Room!
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limbus-datamines Β· 5 months ago
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Unused Canto 1 CGs
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dukeofdogs Β· 1 year ago
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Unreleased Gwent avatars vs the new progression system ones:
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The unreleased avatars were found in Thronebreaker's game files.
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galaxy-lilies Β· 5 months ago
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did i get bored and yassify my artfight profile more: yes
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rallamajoop Β· 1 year ago
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Cultic Iconography in Resident Evil Village
As the kind of nerd who loves all the creepy artwork you can find decorating Miranda-shrines around the village (like, just check out that one of the half-skeletal Miranda hovering in the graveyard and just tell me that isn't metal AF), I was on the lookout for the original image assets while poking through the game files. I'm hardly an expert on Catholic or Orthodox iconography (plenty of which is creepy enough just to begin with), but I adore how you can see all those elements being twisted and appropriated by Miranda's cult. You'll find these six pictures plastered all over the village in various combinations.
So you can imagine how thrilled I was to find a whole extra batch of unused artwork in the same set!
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Lest you doubt these were all meant to go together, they all hail from the one big compilation file β€’ I've just cropped them out separately for ease of viewing. For all I know, maybe some of these were used somewhere in the game and I just never caught it (and if you have spotted any, please let me know!)
But taken at face value, our unused images consist of one picture of the megamycete, a 10-winged-madonna figure (why limit yourself to just 6?), a side profile of Miranda herself (possibly excluded because it shows off a little too much of her real face?), two images of dead crows, and (strangest of all) a man holding a goat head.
That last pic especially stands out β€’ and not just because I could (and, indeed, now have) legit write you a whole essay on just the significance of the goat's head motif as a protective symbol in the village (seriously, it's everywhere from the Goats of Warding to the symbol on the shield of the Maiden of War statue), so I'm going to be all over any new example. But who the hell is that guy carrying it? No other image centers anyone but Miranda herself as an object of worship. This looks more like someone's taken a generic pic of the likes of St Francis of Assisi hanging out with some animals (it's a theme, you can look it up), then just cut the poor animal off at the neck for added creep factor.
So do we take it that this guy was, at some point, meant to be another key figure in Miranda's cult? Or was generic-saint-with-animal-plus-extra-squick all they were really going for? Was it drawn before the writers made Miranda the cult leader? Or could this even have been intended (as the goats themselves seem to be) as some in-universe, pre-Miranda relic of an earlier era?
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Also interesting: he appears to be holding one of those ornate staves you can also see in the fire and skeletal images of Miranda above (and can also find in the field near Luisa's early in the game, before they're all replaced by charred, semi-crucified corpses). Did that symbol predate Miranda too? Fascinating, either way.
Those two crow pictures may be even more intriguing still. I'm sure we all remember that spooky batch of dead and/or hanging crows Ethan discovers at the start of his descent into the village, but thereafter nothing like that is ever seen again. Given that Miranda herself is so closely associated with crows, it's reasonable to wonder if this very-literal murder-of-crows was in fact some act of heresy by an unbeliever, deliberately hidden out in the woods.
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But if images of dead crows β€’ including one hung in the very same position β€’ were at some point intended to appear alongside other images of Miranda-veneration, then presumably veneration was always the intent for those dead crows out in the woods. Suffering is, of course, a key part of the stories of so many saints. And perhaps crows are sacred only in the same way that the goats are: ideal candidates for ritual sacrifice.
Much as I love all the concept art you can already unlock with the game, I'd pay good money for a proper artbook going into all this kind of design work. There's clearly so much more that went into the concept art stages of this game that I'd love to hear more about.
And while we're at it, here's a nice big version of the standard winged-fetus symbol too:
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tf2-bits-n-bobs Β· 1 year ago
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taco01, taco02, two unused assets found in the "effects" folder
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todayisafridaynight Β· 2 years ago
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mine face model comparisons
yakuza 3 (2009) -> kiwami 1 (2016) -> ishin (2023)
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transdiluc Β· 2 years ago
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Zhongli & Xiao Banner Art from the Closed Beta Servers
Assets reuploaded by SusAmongusLeaks on Twitter. Likely used before the second CBT.
[SusAmongusLeaks Twitter Post]
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donut-button Β· 1 year ago
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What I assume to be an earlier model for Max on the left, and then the later one on the right. This is for This Time it’s Virtual. Found in the Demo files, but most likely in the full game’s files as well.
Another tidbit, the models (made by PaulsRage) were originally posted on Sketchfab in January 2019,Β  and then modified versions of these were used for the game. Pretty neat! The picture of the original model on Sketchfab will be shown below;
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