Just poking my head in here. I can assure you we've not tried to make the old version look bad. Fact is we don't have to try, by today's standards an Xbox1 game does that all by itself. If you plugged the original Xbox + Stranger into a 50' display nowadays you'll be in for a fright. Lloyd's comparison is actually pretty good, you just have to imagine those screenshots stretched to fill a nice HD display to grasp just how big the difference will be.
What you do have to remember though is not to compare any HD update to a modern game, because they aren't modern games. A great deal of how nice a game looks are down engine features, lighting, post-processing and other nice shader tricks. Stranger HD is working with the original game engine that shipped for the Xbox1 that's been gutted and updated to run smoothly on modern hardware after an injection of polygon and texture steroids. It'll never stand up to the battlefield 3's of today in terms of graphical prowess, but it's definitely head and shoulders above the old version.
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They remade some of the character models. JAW had posted a production journal not too long ago. Many of the models are the same with higher poly and improved textures, but only a select few were completely redone.
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I can confirm that all of the character models (and all live ammo) have been completely redone from the ground up using the old model as a guide only, much like you would concept art. The fact that these newer, higher poly models with bigger textures look like an exact 'high-res' version of the old ones is a testament to the skill of the artist (not me btw). From talking to the guy who made them, i don't think very much was "recycled", if anything at all. Of course a handful (aka stranger) were made by re-using the CGI model as the highpoly in a Hipoly -> Retopology -> UV -> Bake -> Texture -> Rig pipeline as per the production diary, but the latter 3/4 of that pipeline is no small feat.
The environments have been given a good seeing to as well. Glitch has been working on them for the past few months, increasing texture resolution and adding extra polygonal detail and extra models to many areas. I've even chipped in with about 50 texture uprezzes. The difference between the 2 is night and day now.