Red Dead Redemption 2 New HD Texture Pack Mammals-1

New Red Dead Redemption 2 Mods overhaul the textures of medium & large mammals

Modder ‘WickedHorseMan’ has released two new HD Texture Packs for Red Dead Redemption 2 that overhaul medium and big mammals. WickedHorseMan has used AI techniques in order to upscale the original textures, meaning that these enhanced textures retain the art style of the original.

The HD Texture Pack for medium mammals is 2GB and covers 10 animals. These are Big Horn Ram, Boar, Coyote, Dogs (all breeds), Fox, Goat, Javelina, Pig, Sheep and Wolf. On the other hand, the pack for large mammals is 2.3GB and covers 11 animals. These are Bear, Buck, Buffalo, Deer, Cougar, Cow, Donkey, Elk, Ox, Panther and Pronghorn.

You can download these HD Texture Packs from here and here.

In theory, these packs should be compatible with all of the previous HD Texture Packs we’ve shared. Thus, you can use it alongside this AI-enhanced HD Texture Pack which all weapons. Additionally, you can use it with this HD Texture Pack that overhauls the hair of all pedestrians. Here is also an HD Texture Pack that enhances all ground & rock textures, as well as an HD Texture Pack that overhauls all vegetation textures. Furthermore, there is a mod that overhauls the interior lighting. And this HD Texture Pack for small mammals is obviously compatible with it.

Enjoy!

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11 thoughts on “New Red Dead Redemption 2 Mods overhaul the textures of medium & large mammals”

    1. Actually, it does have a shadow. Can’t believe you can’t see it (hint, it’s on the right due to the direction of the sunlight).

      1. I know it has a faint hint of a shadow, that’s not the point.

        The point is that the cast shadow should be prominent when there is a clear sky. The lack of a prominent shadow is why the animal seems to be floating and is detached from the world.

        Another problem is that there should be a hint of the sky color in the shadow. Cast shadows tend to have some blue color in them because the ambient light reaching the shadow is indirect light giving off some of the sky colors in the shadow.

        It’s the interplay between the warm sunlight and the cold cast shadows that makes scenes come alive.

        This is also why I am not a big fan of raytracing. Artists know certain things that RTX doesn’t understand, and when you start automating everything, or using “AI”, that gets lost.

        1. RDR2 doesn’t have ray tracing.

          >Artists know certain things that RTX doesn’t understand

          What now? Ray traced Global Illumination accurately simulates lighting, in a way that rasterization cannot unless you use baked lighting (which is literally ofline rendered via ray tracing…).

          Most artists barely know anything about how light behaves.

          1. Ommph, cannot agree, artist is the one that able to convey how lights look without needing ray tracing bloated requirement all this time, probably since mid era of PS3/x360 games (earlier in PC, looks at HL2), light just looks right in my eyes without any feelings of ‘hey that looks weird’ without need of Ray Tracing. In fact, technique like deferred rendering, lightmass, HBAO, SVOGI,etc all able to immitate it good enough to make light ‘sensible’ to trick human eyes that looking at it without the need of Ray Tracing and its heavy unnecessary bloated. Chase of realism also often neglect artistic intent some games try to convey, also game maker still cannot find the ray tracing usage in gameplay that convincing enough because games mostly remembered because of its gameplay, look at Half Life 2, F.E.A.R , Riddick Butcher Bay, SWAT 4, Republic Commando, etc all awesome game that still adore by gamer pass their graphical technology. I wish todat development more inline towards gameplay, NPC A.I, world simulation, and physics. Because no matter how good and photorealistic graphically is this years COD, no one will remembers it after the next one comes out when what you do is just shooting at enemy A.I. that stand around popping its head waiting to be shot.

    2. Game does not look this ugly on max settings, and this also seems to be using some Reshade causing over exposure

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