how-modders-rebuilt-resident-evil-4’s-graphics-from-scratch

How modders rebuilt Resident Evil 4’s graphics from scratch

Albert Marin has taken some very specific vacations. In Wales, he visited Raglan Castle to snap pictures of its stone wall. At the Palau Güell in Barcelona, he took meticulous photos, not of the building itself, but of the marble floor and its unique veins.

His trips followed in the steps of Capcom, which put bits of real-world architecture found across Europe into Resident Evil 4, which was originally released over 16 years ago. “I collected a great number of locations the game’s developers use as source material,” Marin told The Verge.

Fast forward to 2021, and Marin is now seven years into a project to remaster Resident Evil 4’s blurry GameCube-era graphics into crisp HD, in part using high-resolution photos he’s taken of everything from surfaces and doors to general architecture that seemed to have made their way into the original game. Even though Capcom published its own PC remaster in 2014, it wasn’t Marin’s idea of a true HD version of the game, so he and a small team have been poring through the game’s files to faithfully update every texture.

Screenshots showing the original Resident Evil 4 and the improved graphics of the HD Project.“,”image_left”:{“ratio”:”*”,”original_url”:”https://rondea.com/wp-content/uploads/2021/03/echo/CHAPTER5_043A_resultado.jpg”,”network”:”verge”,”bgcolor”:”white”,”pinterest_enabled”:false,”caption”:null,”credit”:null,”focal_area”:{“top_left_x”:0,”top_left_y”:0,”bottom_right_x”:1920,”bottom_right_y”:1080},”bounds”:[0,0,1920,1080],”uploaded_size”:{“width”:1920,”height”:1080},”focal_point”:null,”asset_id”:22342336,”asset_credit”:”Albert Marin”,”alt_text”:””},”image_right”:{“ratio”:”*”,”original_url”:”https://rondea.com/wp-content/uploads/2021/03/echo/CHAPTER5_043B_resultado.jpg”,”network”:”verge”,”bgcolor”:”white”,”pinterest_enabled”:false,”caption”:null,”credit”:null,”focal_area”:{“top_left_x”:0,”top_left_y”:0,”bottom_right_x”:1920,”bottom_right_y”:1080},”bounds”:[0,0,1920,1080],”uploaded_size”:{“width”:1920,”height”:1080},”focal_point”:null,”asset_id”:22342338,”asset_credit”:”Capcom”,”alt_text”:””},”credit”:”Albert Marin and Capcom”}” data-cid=”apps/imageslider-1615569713_4848_4611″>

Screenshots showing the original Resident Evil 4 and the improved graphics of the HD Project.
Albert Marin and Capcom

In some cases, they work with what Capcom already made, sharpening the images with a mix of off-the-shelf apps and custom-built tools. Other times, Marin is making hand-crafted textures based on high resolution stock photos or pictures that he’s taken himself. If you own the Ultimate HD version of the game on Steam, you can actually test out an in-progress version of the texture pack right now. Eventually, every rock, wall, button, and dial will have been retouched by this small team of modders.

The fan-funded Resident Evil 4 HD Project is almost at the finish line and should be wrapped up later in 2021. Marin says he’s amassed over 4,500 Photoshop files and put in more than 9,000 hours of work (just on his part) to get to this point.

I spoke with Marin over email about his experience tackling a project of this scale, balancing expectations from fans who are just as passionate about the game, how the team was able to deconstruct the game’s files, and more.

How exactly do you remaster the visuals? Do you redraw textures from the ground up, or have a specialized way to increase the resolution of the original without degrading their quality?

Most textures are re-created from scratch using some texture library images as a base. The original textures need to be analyzed several times in order to make sure the new source images match in terms of color, lighting, and even the material.

For example, a rock texture: It may sound like an easy challenge, and it is, if you don’t have an original texture you need to be faithful to. You can’t imagine how complicated it can be to find a rock surface that matches with the original among the hundreds of different kinds of rocks nature has to offer!

Screenshots showing the original Resident Evil 4 and the improved graphics of the HD Project.“,”image_left”:{“ratio”:”*”,”original_url”:”https://rondea.com/wp-content/uploads/2021/03/echo/CHAPTER5_084A_resultado.jpg”,”network”:”verge”,”bgcolor”:”white”,”pinterest_enabled”:false,”caption”:null,”credit”:null,”focal_area”:{“top_left_x”:0,”top_left_y”:0,”bottom_right_x”:1920,”bottom_right_y”:1080},”bounds”:[0,0,1920,1080],”uploaded_size”:{“width”:1920,”height”:1080},”focal_point”:null,”asset_id”:22342346,”asset_credit”:”Albert Marin”,”alt_text”:””},”image_right”:{“ratio”:”*”,”original_url”:”https://rondea.com/wp-content/uploads/2021/03/echo/CHAPTER5_084B_resultado.jpg”,”network”:”verge”,”bgcolor”:”white”,”pinterest_enabled”:false,”caption”:null,”credit”:null,”focal_area”:{“top_left_x”:0,”top_left_y”:0,”bottom_right_x”:1920,”bottom_right_y”:1080},”bounds”:[0,0,1920,1080],”uploaded_size”:{“width”:1920,”height”:1080},”focal_point”:null,”asset_id”:22342345,”asset_credit”:”Capcom”,”alt_text”:””},”credit”:”Albert Marin and Capcom”}” data-cid=”apps/imageslider-1615569713_8656_4612″>

Screenshots showing the original Resident Evil 4 and the improved graphics of the HD Project.
Albert Marin and Capcom

What sorts of applications and tech do you use to accomplish your goals with this project?

A talented modder and coder, “Son of Persia,” helped us a lot: He developed most of the tools I use to edit 3D models, lights, effects, collision data, and much more. I found out how some files work, but I needed to edit in a hexadecimal editor manually. This means a single light/effect would take hours to edit.

“Son of Persia” took all my findings about these files and generated automated tools that would make this work way easier. And he also deciphered how other files of the game work and what they do, and he generated the needed tools to edit these kinds of files as well.

We also use Photoshop, 3ds Max, and dozens of custom tools courtesy of “Son of Persia” and other modders. These tools unpack and convert all the game files into editable data (mostly understandable .txt files and 3D files that can be opened with most 3D editors). Once the data is edited it can be repacked again with the same tools. But I have to admit sometimes I manually edit a few things in a hexadecimal editor, too.

Is it intimidating to make certain adjustments to a game that has such a passionate fanbase, or are you confident in your changes?

We are on the safe side because one of the main goals of this project is to be faithful to the original. And here is where subjectivity plays an important role: Low resolution textures leave a lot to the imagination, and you know… every person’s imagination is different!

Sometimes we receive complaints even when we use the exact same texture, but in HD resolutions, because the low-res textures looked like it was dirtier or muddy or something like that. But the HD re-creation looked too clean in comparison, depending on what the person interpreted when looking at the low-res surface.

And then we have all the lighting and effects changes I’ve done. Most of them are well-received, but I’m aware my personal taste is playing a role to some degree, so I’m always open to feedback and this is the reason I post all those videos and comparison images.

I’ve changed a lot of things because of the feedback we receive!

Albert Marin standing in front of Raglan Castle, specifically, in front of the wall he says is used in a few Resident Evil titles.
Photo: Albert Marin

What are some of the biggest and smallest changes your team has made to RE4 during this project?

The biggest change by far is an entire piece of area created from scratch in the Separate Ways mini-game. The transition between one room and the other made no sense. I combined the 3D structure of the connecting areas and I found out a portion of the path was missing.

The smallest changes are any small texture and small 3D improvement done here and there. In fact, there are hundreds of small edits I’m sure most people won’t ever notice.

As an example, I remember some design changes in certain ammo boxes. This PC port has a HD textures option. The HD textures are 95 percent an upscaled and filtered version of the original [GameCube] textures, but some of the textures are redone or slightly adjusted.

Marin’s team restored some of Capcom’s original texture work that had been lost in later ports, then enhanced it.
Image: Albert Marin

In the image (above) you can see how they altered the TMP ammo box design. The “J” and the wolf drawing on the side are different. So, while I was upscaling that texture I took the opportunity to restore the original design from previous versions of the game.

What have been your favorite sections of the game to upscale textures for?

The castle area, by far, because I used a lot of pictures I took myself during the trips I did around Spain and Wales. It was really satisfying to identify and improve all those architectural surfaces!

The Raglan Castle-inspired wall as it appears in the original game (left), and the team’s version based on photography (right).“,”image_left”:{“ratio”:”*”,”original_url”:”https://rondea.com/wp-content/uploads/2021/03/echo/254700_20210224200505_1.png”,”network”:”verge”,”bgcolor”:”white”,”pinterest_enabled”:false,”caption”:null,”credit”:null,”focal_area”:{“top_left_x”:0,”top_left_y”:0,”bottom_right_x”:1920,”bottom_right_y”:1080},”bounds”:[0,0,1920,1080],”uploaded_size”:{“width”:1920,”height”:1080},”focal_point”:null,”asset_id”:22342355,”asset_credit”:”Albert Marin”,”alt_text”:””},”image_right”:{“ratio”:”*”,”original_url”:”https://rondea.com/wp-content/uploads/2021/03/echo/254700_20210224200321_1.png”,”network”:”verge”,”bgcolor”:”white”,”pinterest_enabled”:false,”caption”:null,”credit”:null,”focal_area”:{“top_left_x”:0,”top_left_y”:0,”bottom_right_x”:1920,”bottom_right_y”:1080},”bounds”:[0,0,1920,1080],”uploaded_size”:{“width”:1920,”height”:1080},”focal_point”:null,”asset_id”:22342358,”asset_credit”:”Capcom”,”alt_text”:”The improved version, based on Albert’s photography.”},”credit”:”Albert Marin and Capcom”}” data-cid=”apps/imageslider-1615569713_6067_4613″>

The Raglan Castle-inspired wall as it appears in the original game (left), and the team’s version based on photography (right).
Albert Marin and Capcom

What section(s) of the game required the most amount of work to remaster?

The laboratory and factory areas on the island are probably the most time-consuming in terms of texture and 3D retouching, because there are tons of weird and blurry control panels, medical and military devices, and cables. Any small inaccuracy becomes really apparent, unlike the organic textures of the village or the old architectural surfaces in the castle.

Is your HD project focused strictly on visuals, or has there been work done to the sound quality and other parts of the game as well?

Unfortunately I do not have enough sound knowledge to remaster the game’s audio. Although I fixed some bugs, mostly related to wrong sounds playing in the wrong moment or low quality sounds during the Separate Ways campaign (shipped as part of the PS2 port and all ports following it).

I also fixed some stage collision issues here and there.

AI upscaling looks far better than the original texture, but not as good as what Marin and the team eventually accomplished manually.
Image: Albert Marin

You currently accept donations to help fund the RE4 HD project, but do you plan to sell the finished project once it releases?

No, it will be for free. Modding and remastering this game is also a game for me.

What sort of reception have you gotten from this project, and who do you hope to reach with it?

It surpasses anything I’d imagined. I guess some people, sites, and communities have spread its existence. But after all, Resident Evil has a huge fanbase, so I guess it’s quite understandable a few thousands of this fanbase is interested in the remaster process of one of the best games of all history.

About our target audience, I’d say, everyone who likes the remasters for the sake of the visual pleasure; or playing their favorite game you like with no trace of blurriness, or simply the people who like this kind of fan project but don’t like the game at all!

Because this project is more about the journey than the final result. After all, it can’t compete with any next-gen game in terms of visuals, no matter how crisp the textures are or how round the models look.

One of Resident Evil 4’s laboratory environments, with upscaled textures applied.
Image: Albert Marin

Have you worked in any capacity with Capcom (or any of its current or former employees) on this project?

No. We were in contact with them at the beginning. Someone at Capcom was interested in our project, and he took the time to send a planning document, but I guess the other Capcom people in Japan were not interested because the communication ended there. Other than that, there was no help on making the project.

Given that Capcom recently released the RE3 remake, it’s likely that an RE4 remake is in development. Does your team worry about Capcom eventually stealing your thunder, so to speak, with an improved version of the game?

No, the remakes are really different games. Even now, the original Resident Evil 2 & 3 receive their own mods and visual improvements (Resident Evil 2 and 3 HD Seamless Project) They are different and complementary experiences. Just think about any Hollywood remake. Most of them don’t hurt the original movie, and they are alternative visions of the older title.

stream-it-yourself

Stream it yourself

Illustration by Alex Castro / The Verge

Here’s what it’s like to craft live on stream

PmsProxy, a partnered Twitch streamer who has 147,000 followers, was tired. Tired of streaming Grand Theft Auto roleplay, and of streaming herself playing games more generally — something she’d been doing nearly every day for around six years. “I didn’t just want to sit and play games all day, I realized,” she says when I reach her by Discord. “I want to either tell a story through roleplay or just do something that made it feel fulfilling, and roleplay wasn’t that.” So she decided to make a change: instead of streaming herself playing games, she’d stream herself making things for her business.

That business was leatherworking. Proxy made the jump from full-time game streamer to full-time crafting streamer at the beginning of this year; it was a nerve-wracking but ultimately necessary step. “It’s been unbelievably different in the best way possible,” she says. “My viewers have gone up, my subs have gone up. And I think a lot of it has to do with the fact that my community members are seeing me be happy, right? They’re seeing me do something that I love.” The people who stayed, she says, want to buy her work and learn how she makes it.

Twitch is usually thought of as a place for streaming video games. And while that reputation is deserved — yes, a lot of people stream their gaming on Twitch — the site also has a surprising breadth of channels. Makers & Crafting is one of them; the category was created in 2018, after Twitch renamed “Hobbies & Crafts” to better represent the many pros who streamed in it (in their words). According to Twitch Tracker, a website that logs Twitch statistics, the category averaged 520 viewers in September 2018, the month it was created. As of January 2021, Makers & Crafting was averaging 1,520 viewers, or about three times more.

The people who stream in the category do everything from embroidery to woodworking; it’s mesmerizing to bounce among them. Makers & Crafting is a warm, welcoming category that feels a little intimate. The streams can run long — I mean, they’re making physical goods — but every streamer I’ve seen seems to vibrate at a slightly different frequency than the people who stream on the rest of the site. They’re calmer. Less frenetic. The vibe is aggressively wholesome. In other words: it’s about as close to an oasis as you can get online.


Streaming anything is difficult. In every broadcast you have to be a host, producer, audio engineer, and video technician — all at the same time. Streaming your crafts, however, is harder: making things for an audience is a special kind of difficult, especially if the products you’re making are eventually going to be sold. What’s perhaps more interesting is how learning crafts has changed with the accessibility of the internet. Proxy and another streamer and woodworker I spoke to, WorkedLettuce3 — whose handle was chosen by the Xbox gamertag gods — both learned their crafts from the internet.

“I watched a lot of YouTube videos,” he says. “I just never thought it would be something I would take up. Because, you know, a lot of woodworking YouTubers in particular, they like to flex their shop, they like to flex all the hundreds of thousands of dollars they spent on their tools, right? And, yeah, I mean, that was never gonna be me.” Even so, he found a channel that he says motivated him to be a woodworker — one that emphasized that you didn’t need tons of gear to pick it up as a hobby. “I’m very, very glad I found it because I’ve been loving just messing around woodworking, hanging out with people in the garage like we’ve been doing now,” he says.

Proxy also learned some of the tools of her leatherworking trade from the internet. Her foray into the Makers & Crafting section coincided with the first time she tried her hand at leatherworking. “I started leather crafting January of this year. Like my first time really getting my hands on my own stuff was in January,” she says. “But I spent the last year researching. So starting in 2019 and all through 2020, I did nothing but watch YouTube videos and Instagram videos. I did tons of research.” Proxy says she’s always been gifted in working with her hands. Leatherworking is just the most recent outlet. (She also went to art school.)

Lettuce is in a similar position; before six months ago, he’d never sawn a board in half.

He’d never streamed before, either. His first streaming setup was just streaming directly to Twitch from his phone; these days, he’s got a dedicated PC in his garage, a couple webcams, and the TV from his living room to read chat on. And his chat is important: among his viewers are veteran woodworkers and other crafters, along with people who’ve just stopped by to watch. The woodworkers help him when he’s stuck; he says there are people there who have coached him through his entire woodworking career. That kind of interaction is unique to Twitch, and to the Makers & Crafting section in particular.

Even so, he says he finds woodworking on stream scary sometimes. “Like, before the first time I turned my table saw on, I was terrified. Before I turned my router on for the first time, I was terrified. Before I ran a circular saw for the first time, I was terrified,” he says. And he did fall into some bad habits — like reading chat from his phone while working on things. “My chat would see me reading the chat from my phone. And a couple people in there just like stepped in and they were like, ‘Yo, like, for real. You can’t be doing that.’” He credits chat with keeping him honest.

“No one is coming in to backseat you,” says Proxy. “They’re not like, ‘Oh, you should go here and you should do this. And oh, you didn’t kill my favorite boss.’” Viewers are there to watch someone make something, and maybe learn a little in the process.

Proxy also makes just about everything in her store live on stream. Which she says is intimidating but also rewarding — because viewers (who are also buyers) can see exactly how much labor goes into making what they’ve bought. “They get to see what work is actually being put into this,” she says. “It’s not just, you know, a quick two hours, and it’s done. It’s a grueling two hours. Like everything is hand cut, and hand stitched and glued and stamped.”

Not everyone sells what they make on stream. Another crafter I spoke to, LaserGeekCreations, says that he doesn’t usually create the things that show up in his shop on stream. “Mainly because a lot of the stuff that’s on my Etsy shop is like, quick and easy to make,” he says. “It’s kind of boring to make a lot of the time.” (He assuages this boredom by creating things like a giant wooden dinosaur, which he also destroyed on stream.) LaserGeekCreations also happens to be the streamer who raided Lettuce when he was just starting out — which gave Lettuce his first real start on Twitch.


It’s not all fun and games on Twitch. The larger viewer community can sometimes be brutally toxic to people who don’t fit its notions of who can and can’t be a streamer; recently, Twitch partner Negaoryx lamented, at Twitch’s 2020 Participation Ceremony event, that the chat was targeting presenters with tons of hate speech.

There’s more than 42,000+ viewers watching the Twitch Participation Ceremony on the offical @Twitch channel now. Users in chat are spewing hate speech & harassing the guest streamers. 3 mod names in the chat list but since I’ve been watching, have seen ZERO messages get deleted.

— negaoryx (@negaoryx) January 23, 2021

Makers & Crafting feels different, though. It’s smaller, for one thing. But all the people I’ve spoken to who’ve been involved with the category think it’s a uniquely welcoming space nestled within the larger Twitch community. “It was almost like — it’s gonna sound fucking hilarious — but it was almost like walking into a warm hug,” says Proxy. “It was just like everyone was so welcome.” During her first week in the section, Proxy says she went from getting around 100 viewers to getting more than 500. They were leatherworkers and other crafters; they dropped tips and ideas and support.

Lettuce had a similarly warm experience. “The Makers & Crafting community is — I’m gonna say in my opinion, but I’m pretty sure it’s a fact — that they’re the most welcoming and loving community-minded community I’ve ever seen in my entire life.” Once the pandemic is over, Lettuce says, he’s considering driving from Las Vegas, where he lives, to New Jersey, where his parents are, and visiting his friends from Twitch on the way.

“I don’t think I’ll ever leave Twitch. I mean, live-streaming and the community in general,” he says. “The stream will still be a thing, but I think interpersonal communication and hanging out and, you know, giving someone a firm handshake is my end goal.”

LaserGeekCreations has been streaming crafting for longer than Lettuce and Proxy, and he confirms their assessments of the community. “The makers community is such an amazing community. I think you’ve probably heard that from other people already,” he says. “Because it doesn’t matter what you’re making. We’re all makers, we all like seeing what other people are doing. Everyone’s so supportive of each other.”

That kind of supportive community feeling can be invaluable if you’re trying to finish something. As anyone who’s tried to make anything knows, creating things is hard because going from idea to reality requires a number of steps, which sometimes aren’t particularly obvious. On Twitch, the Makers & Crafting community makes it just a little easier.

Netflix trials restrictions on password sharing to those you live with

(Image credit: Future)

Perhaps inevitably, Netflix has begun testing new tools to prevent account sharing, the BBC reports.

In the trial, which currently affects a small sample of accounts, viewers are shown a screen saying: ‘If you don’t live with the owner of this account, you need your own account to keep watching’.

Users are then asked to provide confirmation that they share the same household by entering a verification code sent to the owner.

A spokesperson for Netflix told the BBC: “This test is designed to help ensure that people using Netflix accounts are authorised to do so.”

This may sound rather officious for the typically laid-back Netflix, but never fear; it has been reported that there’s an option to ‘verify later’, banishing the warning screen from reappearing. For now, anyway. The company has not yet decided whether the feature will roll out across its whole network.

While sharing passwords outside of a household violates Netflix’s terms of service, it’s long been a common practice that the company has acknowledged as one of its strongest marketing tools, with CEO Reed Hastings having called it “a positive thing” back in 2016.

That may have been the case when we were first introduced to the delights of streaming, but with users becoming savvier and increasing the number of digital services they are willing to subscribe to, Netflix’s attitude could be shifting.

Streaming subscription numbers saw a record increase in 2020 thanks to the combination of the Covid-19 pandemic and new services like Disney Plus and HBO Max. Netflix is still the clear leader with over 203 million accounts, but as competitors have started to eat up its market share, could password control be the company’s way of fighting back?

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