More progress on the current NGRP MasterLine for Monster Hunter 3 Ultimate.
The large monster pass keeps moving forward.
Still WIP.
#mh3u#mh3g#raccu#ngrp
A fresh look at Monster Hunter 3 Ultimate.
My latest NGRP texture work is looking better in-game than I expected. Still WIP: I haven't started the manual texture corrections yet.
Which area would you like to see next?
#MonsterHunter#MH3U
The environments used to lag behind the monsters and hunters in texture resolution.
I've used the monsters as the reference to adjust the resolution targets for hunters and environments. Everything feels more consistent in-game now.
More progress on the current NGRP MasterLine for Monster Hunter 3 Ultimate.
The large monster pass keeps moving forward. Zinogre is the latest one.
Still WIP.
#mh3u#zinogre#raccu#ngrp
@LiliaSuccubus Thanks for reaching out!
Steam Deck via EmuDeck should work, sounds like an extraction/permissions issue with NIKO Patcher, not a fundamental incompatibility. Best place to debug this is my Discord, drop by and I'll help:
https://t.co/WgxQRiEaa0
This is still Monster Hunter 3 Ultimate.
3DS original → current NGRP MasterLine WIP.
Not just higher resolution: different materials are now reconstructed differently instead of getting the same generic upscale treatment.
Last shot: Barioth in actual gameplay.
Still WIP.
3DS → NGRP v1.2.1.1 → current MasterLine WIP
Not just an upscale: multiple material reconstructions, manual selection and correction, plus restored alpha masks.
The goal is cleaner structure, correct material identity and a result closer to the original design. #mh3u#raccu
NGRP v1.2.2 WIP.
From limited 3DS source material and Wii U asset base toward a new Raccu master candidate.
Not final yet — but the current visual research is pushing material readability and surface depth much further.
#mh3u#mh3g#raccu
Early NGRP visual research: combined albedo + normal test.
Not a final v1.2.2 preview yet.
The result is stronger than a simple AI upscale: surface depth, armor volume and monster material separation now work together much better.
#mh3u#raccu
NGRP visual research test.
Left: current NGRP
Right: new normal-generator test
No new AI-upscaled albedo/normal here.
This is an early material/normal workflow test for stronger surface depth and readability.
Still experimental, but the direction is very promising.
#raccu#mh3u
MEOW v1.0.1 is available.
Fixes for MH3U / MH3G 3DS ↔ Wii U emulator save transfers:
equipment/loadouts, Item Box, and carried items.
Also supports Charm Table workflows.
Download via Raccu.
Lagiacrus, restored through NGRP.
A 3DS Runtime Showcase for MH3U / MH3G by Raccu — not Wii U footage.
Restoring the original visual direction with more clarity, while keeping the game’s identity intact.
Fan-made. Not affiliated with Capcom.
#MH3U#MH3G#Raccu
Raccu is now active on YouTube.
Short NGRP Runtime Showcases for MH3U / MH3G are starting now.
Raccu is the workshop.
NGRP is the flagship.
Independent fan-made restoration project. Not affiliated with or endorsed by Capcom.
https://t.co/HKXEcq7hNE
#MH3U#MH3G#Raccu