As many of you already know, back when I first started posting about my deep dive into RE8's file assets, I posted a ludicrously detailed breakdown of the elements of Heisenberg's conspiracy board. More recently, I got a message from a fan who's trying to make a physical version of the board looking for copies of some of these assets ‒ and because I never can seem to do these things by halves, I thought, "what a fun idea! Hey, why not post versions of EVERY file on this thing, in case anyone else wants to do it too!" This post is the result.
Now, technically the assets used to load the board consist of only the base board and the large photos of Chris, Rose and Mia, Miranda, and the other three lords. But because it's no fun to stop there, I've also included higher resolution versions of all the images from the base board that were used elsewhere in the game (see that original post for details). Because RE8 groups a lot of images together in compilation pics (and because cropping out every relevant individual image would likely put me over tumblr's 30-images-per-post-limit anyway), I've just gone ahead and included the asset for all Heisenberg's x-rays and the one for all the fishing posters, even though only a couple of each are featured on the board. Basically, don't hurt yourself looking for them if they don't seem to be there.
I've also had to cut a couple of these pics (base board & newspaper) in half because the full-res version broke another tumblr image size limit, but they shouldn't be too hard to stitch back together again.
Got all that? Alrighty, let's start with the base board:
All the larger photos (plus bonus, un-crossed-out versions, including Heisenberg)
And here's everything leftover: The Dulvey newspaper, fishing posters, x-rays and various other documents
Alas, to the best of my knowledge, all those other photos on the board are only available at the lower resolution.
(* I mean, I think. Do let me know if I've missed any assets you know show up elsewhere in the game.)
Heisenberg assets from the RE8 files: Symbols and iconography
Huh, so, judging by the number of notes on that recent post about Heisenberg's conspiracy board, I'm taking it there are still folks interested in RE assets connected with everyone's favourite magnetic hobo? Well, what the hell, have some more!
To start with, have some textures and close-ups of his cigars. Did you ever notice he's got his own logo on them? (Yes, the Duke smokes the same cigars, logo and all.)
Next, some maps of the factory. First two are the diagrams you can find up on the wall at each elevator stop ‒ red outlines mark 'you are here' for each stop. Latter two are the 'official' maps you can pick up to navigate by (in both stained and unstained versions).
Icons below cover every key/treasure item unique to Heisenberg's domain (for more on some of these, see my post on unused icon assets). I've also thrown in the the page of map icons, his included.
While we're doing icons, here's a new bunch of icons and other assets added to Mercenaries with the DLC, to cover Heisenberg-specific abilities.
You'll also see Heisenberg's iron horse logo when he talks to Ethan through the TV, so here's that asset ‒ plus the one the Duke uses to talk to Rose the same way in the DLC, just for comparison.
Finally, below are all the texture assets used to create Heisenberg's crest on his book, Rose flash and the Iron Horse Ball. Since these are mostly game textures, they're not the prettiest on their own, but maybe someone will find some use for them.
For something a bit more user friendly, we'll start with a couple of close-ups of the book from in-game.
For one last work on iron-horse iconography, it may interest you to know there may have been some intent to work more related imagery into Heisenberg's domain at some early stage of development. Or at least, there is this one piece of concept art that appears briefly in one of the making-of features, featuring horse statues apparently made out of scrap and barbed wire.
Hard to imagine why Heisenberg would've actually had this stuff lying around his factory, which may be why they never made it past the concept stage. But they do make for some striking imagery, all the same!
For yet more Heisenberg-related assets I've posted before, have some bonus links below:
Soldat photos & x-rays
Every* Asset from Heisenberg’s Conspiracy Board
A needlessly detailed analysis of Heisenberg’s Conspiracy Board
That time Heisenberg stabbed Ethan with a rusty fencepost
An absurdly detailed analysis of That One Soldat Photo
The Complete Guide to Eye Colour In Resident Evil 8
The Complete Guide to Eye Colour In Resident Evil 8
Alright. I've cracked open the game files to extract every eye-related asset I could find. I've installed a bunch of mods to let me remove face coverings and zoom all the way in on the RE8 model viewer. Let's settle this one once and for all!
The short version, for those who just want a cheat sheet:
Ethan Winters: Hazel
Miranda & the Four Lords: Various greys
Bela, Cassandra and Daniela: Yellow
Mia, Rose, Chris and the Duke: Blue
Every local villager: Blue
Most of these are, of course, open to some interpretation, even beyond the usual scope for debating the exact line between grey and blue, etc. Does the eye colour on Ethan's model even count as canon, when you never see it in game? Does Donna's, when her eyes are either hidden behind a veil or vanishing as the light fades from them? It's up to you. But have some longer notes below.
Ethan
For Ethan, I could not get a good shot of his in-game model even with mods, so the render comes from Noesis (a tool for viewing game assets). His eyes are a sorta dark-blue-brown, which I think I can safely class as 'hazel' under the standard definition of "kinda brown, but not, like, brown-brown".
Unsurprisingly, the texture for Ethan's eyes has barely changed from the one in RE7 (lower resolution, and with a larger pupil than most in RE8) ‒ because why update what won't even be seen? But they're still distinctly different from every other character in either game, so I like to see hazel-eyed-Ethan as the official version myself.
Miranda and the Four Lords
Genetically unrelated though they may all be, Miranda and her four "children" all have some variant of washed-out-blue-grey-eyes ‒ even Moreau, who has the least human-looking eyes in the family. Is the mould a factor? (Insert your own theories here!)
Donna's eyes look brown in her portrait, and I would not blame anyone for taking that as more definitive than her character model. But the portrait is dark and fairly low-resolution, and her eyes are very pale in death, so I'd still tend towards the grey-blue of the model myself.
For such different characters, Dimitrescu and Heisenberg's very-pale-grey eyes are remarkably similar. Even Donna's are arguably just a darkened version of the same colouration, and all three have areas of orange-brown discolouration near their pupils.
Apparently this counts as a form of heterochromia ("central heterochromia"), which gets some people very excited. Realistically though, this particular form of heterochromia is so common that you probably don't even notice it most of the time (pick an eye colour, plug it into google image search, and I guarantee you will find examples without even looking for them).
The same central-orange-brown-region is also present for Mia, baby Rose, and Ethan ‒ you can even see a traces of the same in the Baker family (though not Miranda herself). And it's tempting to start to theorise that blue/grey-eyes-with-brown-centres are a symptom of mould-infection ‒ but then, two of the five members of Chris' team have it too, as well as some of the villagers. It's not there for every blue-eyed character in this game, but it's probably just one of Capcom's standard ways of adding a little realistic variation to eye textures.
All that said, Heisenberg, Dimitrescu and Miranda's eyes are so pale that they look just a little bit unnatural, and I'd be very surprised if that wasn't deliberate.
As for mutated forms, Heisenberg is the only one whose monster-form maintains his original eyes ‒ though they're darknened by a heavy pink overlay, which looks even more extreme to me in his game model than it does in the asset, so there's probably another layer of filters on top of it.
Dimitrescu and Moreau just get pupil-less white eyes in their own monster forms (though Moreau certainly gets plenty of other monster-eyes elsewhere on his body). And Miranda gets just one weird eye in the middle of her forehead, for whatever reason. Other monsters in this game have all manner of different eyes, probably just whatever the designer thought looked cool ‒ there's no one, consistent mould-infection-standard, just an awful lot of bizarre individual variation.
Bela, Cassandra and Daniella
All have unnatural yellow eyes, which I think we can take as a cadou-fly-people trait. Their eyes are so consistent they all seem to use the same eye-texture-asset between the three of them, so I haven't bothered including it three times.
There's also one official render of Lady Dimitrescu which gives her almost-glowing yellow eyes, though there's a yellow tint to all the light in the picture, so it may just be reflecting ambient lighting. Still, if you want to theorise she can make her eyes do that, that pic's arguably as canon as anything else.
Rosemary Winters
Rose's eyes seem to change a little between her baby stage and her teen years, losing those brown centres, though they're still a similar blue otherwise. The much stranger thing is that both baby and teen Rose's models have two slightly different extra red eye textures included alongside the standard blue ones, and I could not tell you what they're for.
Possibly there's some way of superimposing the red over the blue base to create the glowing-white-eyes you see when she uses her powers. But that doesn't happen until the DLC (which has even more confusing eye textures which might work for this purposes), and never to baby Rose, so I'm not entirely convinced. Were Rose's eyes supposed to flash red at some point in development? I have no idea.
Mia and Chris
Get grouped together because both appeared in RE7, where their models had brown eyes instead of blue. This makes more sense for Chris, whose model was completely redesigned for RE8, but what's going on with Mia? Her eyes are the same colour before and after she's infected in RE7, and her eyes only get even more brown when she's being mind-controlled, so I don't think we can blame the mould. I'm going to have to assume Capcom just changed them when they reworked her model for RE8 (which has changed, if not nearly so much as Chris') and didn't notice, or didn't expect anyone in the audience would.
I could not actually find any textures for Chris' eyes in the RE7 files, probably because he only shows his face in cutscenes stored in video format, but here's a close-up pic anyway.
The Villagers (and the Duke)
There are 8 named villager characters in the village files, but only five different eye textures to share between them ‒ and two of those are just lightly-adjusted variants on one of the first three. Luiza's model doesn't even have textures for her eyes ‒ I assume her model just references eyes from one of the first five.
Below in order are Elena, Leonardo, Roxana (the other woman at Luiza's), Griggori (man with the gun who Ethan meets first), and finally, the common texture used by Anton, Iulian, Sebastian, and even the Duke. Maybe we can blame inbreeding.
I doubt there's any important buried lore to be found in the fact the Duke has the same eyes as half the village, it's probably just a texture the developers liked using for characters whose eyes would never have to be seen up close.
Chris' Team
Yet more pseudo-canonical eyes, never actually seen in game. But they do all have detailed face models (you can reveal them with mods), probably because there were plans to give them bigger roles earlier in development. Their eye textures are an a different format to the usual, possibly because their models are invisible and incomplete, but they do match what that mod reveals.
The team are notable mostly for containing some of the very few white-skinned but brown-eyed characters in the game (the mother and daughter on the bus from Rose's epilogue are the only others) ‒ though the team isn't all white anyway.
And having now spent way too long digging into this subject, I'm not totally sure Capcom is aware that green eyes are a thing that a) exist, and b) can be as common as blue in some parts of Europe, because Eveline is the only person in this game with green eyes, and she's just a hallucination.
What colour eyes do white people have again? Blue, right? Blue eyes for everyone!
Do you think the body we pull the d-series arm from in RE7 in the upstairs old house, is Evelyn’s body? Could it be possible? I know the old lady we see following us around is Evelyn, and the little girl version of her is Evelyn as well. But could it be possible that the rotten body upstairs is Evelyn too? What’s your thoughts? The body certainly looks like it could be her, black hair and a dress, and a child like stature. Any ideas? Maybe it’s a victim? I don’t know
Dunno where you got the idea Eveline has multiple bodies. She's got one body (same as the rest of us), which has rapidly aged into an old woman over her 3 years with the Bakers, while she's cut off from the drugs that kept her looking like a 10yo. Outside of Mia's flashback sequence, young Eveline only ever appears as a hallucination. RE7 leaves a lot to the imagination, but that much is pretty unambiguous.
The D-series arm itself actually has a whole fascinating backstory in some unused earlier drafts of RE7 documents, which I've posted about before (short version: it belonged to D-002 Dahlia, who was 'decrepit after 319 days' ‒ presumably suffering the same rapid aging that afflicts Eveline. Eveline herself carries the arm around as a twisted memento of her dead 'sister', before gifting it to Marguerite). But I glossed over the actual body Ethan finds the arm attached to at the time, so let's take a deeper look at that.
So what is the body itself? Well, having now looked at the thing properly for a minute, I'd say it's almost certainly a doll covered in human skin.
Though it's human-shaped, you may note the skin doesn't fit very well, especially over the legs, where it seems to have been loosely tied in place. You can also see clear lines of Frankenstein-style stitching over the face, hand and legs. The arm itself seems to have grown a fleshy connection to the main body ‒ and even a creepy miniature face after being severed from the body (see pic at top). Seems the thing is (or was) only mostly dead.
In support of IDing the thing as a doll, we do have some concept art for the room below, where it's called a 'live sized doll'.
A second concept piece refers to it as the 'body of the D-series', but whether we should just take to mean 'the doll body attached to the D-series arm', or whether that room was supposed to contain Dahlia's entire corpse at some point, it's still pretty safe to say it's a doll in the finished game.
The asset in the game files is called 'evelindoll' too.
And that all tracks ‒ after all, Eveline does love her dolls! There are more dolls decorating the entrance to the old house, hanging from the ceiling, in the doll house and playroom ‒ it's a whole theme. (Of course, her very favourite dolls to play with are people, but just what a gloriously and irredeemably fucked up little monster Eveline truly is is a story for another post.)
Marguerite calls the whole morbid display her 'altar' in a note on the door, which tracks with how the doll is displayed on a raised 'dais', surrounded by flowers, candles and food offerings. The way she talks about being gifted the arm by Eveline tracks with all the same vibes.
Mind you, there is a second 'altar' for the box containing the serum recipe, complete with candles, flowers, angel statues, and even a painting that looks quite a lot like Eveline herself, so IDK, maybe the whole top floor of the old house is Marguerite's 'altar' in her own twisted, bug-filled mind? If it's got imagery of Eveline and creepy biohazardous material, it's good enough to light some candles over, I guess!
Which really leaves us with just one burning question: whose skin is that? The doll does resemble Eveline and other subjects like her, presumably including the D-series, and the name 'evelindoll' is a clear nod to that.
So did the Bakers skin a little girl who looks like Eveline? Did they artificially shrink an older person's skin and stick black hair on it? Is that Eveline's actual hair, that fell out as she aged? Fuck, does Eveline herself shed her skin periodically as she ages? So many possibilities, and all of them creepy AF! Maybe the only thing worse than telling us whose skin that is is leaving us to wonder whose it is, let alone how it got there.
Granted, as lore, that may be a little disappointing, but as horror? A++, no notes!
Because someone recently asked for texture assets of the paintings from around the Baker household from RE7 (and because I do love the excuse to go texture-diving in the game files), I have just spent the evening cropping and reorganising every one I could find.
A couple of personal faves to start with ‒ the girl on the left I've already drawn attention to recently on the wall of Marguerite's shrine (could it actually be meant to be Eveline?) And that artwork of the angel and swooning woman twigs me as weirdly kinky in a way I can't quite put my finger on (pretty sure that one shows up both in the Baker's house and again on the tanker).
But there are many, many more! Some of the ones you're most likely to recognise come in reasonably large format. Old-timey vibes are strong throughout, old men and skulls definitely a theme.
You've also got a couple of larger scenes ‒ a battle and a harvest:
Plus a couple of more generic still-life shots of flowers:
But in case those flowers were too exciting for you, how about three portraits of men with heads?
Past that point though, it becomes much harder to keep track of how many of these assets ever made it into the game, versus how many were created but never actually used. Have some more generically old-timey scenes, in increasingly smaller resolutions:
A couple are explicitly labeled 仮 which I understand means "temporary." These are barely above thumbnail-size, and appeared as part of bigger gallery-asset files, so were presumably never removed.
Not everything decorating the walls is artwork ‒ you've also got a photo of the tanker (found on board, of course), and a easter-egg photo of the "Arklay Mountains" (not a real location, but part of the RE canon).
There's also one very distorted swamp pic that I definitely recognise but could not place, plus a picture of the old house itself:
There are a ton more pictures or photos in these files that I can only describe as "blurry swamp", and some other miscellany that, unfortunately, is going to put me over tumblr's limit, so will have to be shaved off into a bonus post. But while I've still got space for a couple of last pics, have a couple of the more sinister examples:
But as sinister goes, it's hard to beat this last one:
Yikes. (Great composition, A+ implications, no notes!)
Do you possibly have some assets of the general nature and plant life in the re 8 village? I can’t really find people talking about it and I’d like to know so that I can try and figure out the general ecosystem of the village and how it would look like in other seasons.
Kinda depends what you mean by 'assets'. Textures? Models? Filenames that mention an actual species? Because if the latter, the majority of 'nature' assets from around the village are called things like 'vine', 'shrub' or 'villagetree' ‒ not very specific.
Only three trees get specific names: 'oak' (of which Europe apparently has over 100 species, so 'specific' is still pretty relative here), 'black alder' (a specific species, but most of what I get on an image search looks nothing like what's in the game) ‒ and 'silver fir'. That last is at least an identifiable species that occurs only in mountainous regions, including Romania (ie. Transylvania), so would be the strongest suggestion they might've had a real biome in mind. Still doesn't really tell us much more than you could get from just looking for a list of mountain forest trees of Eastern Europe, though. Even a glimpse at the game should tell you we're in the middle of a huge pine forest ‒ though for what's growing inside the village that isn't a pine or an oak, we're still down to 'villagetree' as our only descriptors.
There's one other named plant in this game, and it's one I've been meaning to make a proper post on for ages, because they are, specifically, Donna's flowers. According to the filenames, however, they're actually wolfsbane.
They look about right for it too ‒ yellow is one of the colours Wolfsbane naturally occurs in (there are a number of sub-species), and the shape of the flowers is about right. Also notable: wolfsbane is a powerful hallucinogen, and an ingredient in witch's ointments (none of which will actually make you fly, but oh boy could they have you tripping hard enough to make you think you were). Its association with werewolves is (I'm sorry to tell you), 100% invented by modern pop culture, but the association is still there. (These are some serious get-me-started-at-your-peril topics, FTR ‒ witchcraft superstitions and werewolf folklore are topics I know far too much about.) And considering there's even a gun called the Wolfsbane in RE8, so there's no way that was an accident.
Which begs the question: were these flowers going to be used in some anti-werewolf capacity in an earlier draft of the game, or were they just a convenient model for Donna's weird-ass powers? I'd guess probably the latter, but we'll never know for sure. It's a neat little detail either way.
You do have to be a little careful in pulling assets out of a game like this, because a few of vegetation assets only appear in Rose's visit to the graveyard during the closing credits (set in a different country in a completely different season), and so can't be taken as village natives (other assets are reused freely across both locations, because who's really paying that much attention to the local biome?) So I've tried to exclude those from what I looked at.
Anyhow, on the off-chance you really are looking for texture-assets, I'll dump a few more under the cut. Gonna be pretty long and ugly, because tumblr still limits how you can place images in ask response posts.
Oak tree assets:
Black alder assets ‒ these ones only appear as clumps of smaller stalks like in the pics below
Silver fir assets (a big category ‒ there are many of these ones)
That time Heisenberg stabbed Ethan with a rusty fencepost
Thanks to this one fic project that needed a pornographically detailed list of Ethan’s most memorable injuries, I've spent some time trying to figure out exactly what Heisenberg stabs him with when they first met. Working mostly from a free-camera version from youtube, I settled on calling a metal pipe with a square profile.
Tumblr: I was wrong. The reality is so much worse.
Having cracked the game files and installed my own free-camera mod, I tracked down the original asset for this thing, and, well...
No, really, this is it! Check out those matching cross-bars if you doubt me.
FWIW, it isn’t actually a spear. Those semi-mangled crossbars flag it instead as a spear-headed fence-post. (This may not be a distinction that Ethan would find very comforting after being stabbed with the thing, but there it is, regardless.)
In fact, if you poke around the cemetery area just outside the castle gate, you can even find the fence it presumably came from.
Look in on the cemetery near the church from the lane leading up to the Duke's shop beside it, and this is what you'll see.
It's not a perfect match (in fact, it's even worse viewed from the opposite side, because someone has clearly stuffed up the textures on different sides of the same asset). I'll also note that if you go back to this fence again after meeting Heisenberg, you won’t find any suspicious gaps in it where a post was recently ripped out. So I’m going to just go ahead and assume this particular piece was lying in a pile of surplus scrap in the cellar somewhere, and Heisenberg did not, in fact, drag the thing all the way there from well outside the whole damn building. I mean, at that point, you’re just showing off.
The fence post is, admittedly, pretty hard to get a good look at in the actual game. Unlike all the other crap Heisenberg already has levitating around him in this scene, the fencepost doesn’t appear at all until Heisenberg stabs Ethan with it. It actually seems to emerge at speed from between a couple of barrels at the back. But if you’re enough of a lunatic to play around with the various slow motion/rewind settings that came with the free camera mod, you can get a decent shot of it in flight, cleaning up any remaining doubt that this is the same asset that was used in game.
It even freaking spins in the air as it moves. FTR, yes, it does go in pointy-end first. And the whole fucking spearhead ends up buried in poor Ethan. (Please feel free to insert your own dick-joke here.) Those paying really close attention might even note that the blood on Ethan's shirt is present even before the spear hits him, but that's just going to be virtual-stunt-coordination having a normal one.
I can offer you no similarly definitive insight into why Heisenberg would think stabbing Ethan with this thing was a good idea. I can’t even tell you if he knew for sure that it was Ethan Winters he was talking to at this point (maybe he's just playing dumb, pretending not to recognise him. Or maybe he legit didn't know that Ethan himself had made an appearance until Miranda told him. Sure, he's already got that whole conspiracy board, but finding real pictures of this Ethan-guy is surprisingly hard.) But whether Heis was already testing out Ethan’s ‘interesting body’, or whether he’d just generally assumed that anyone who could survive a full lycan assault on the village wouldn’t be too seriously inconvenienced by a little stabbing, hoo boy was this one way to make a first impression.
I’m not even sure which of these losers is the bigger idiot here: the one who imagined Ethan might still agree to work with him even after inserting a very convincing imitation-spearhead into his intestines, or the one who never thought to seriously question how he keeps shrugging off injuries just as exciting as this one.
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.
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?
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.
Both Marguerite and Lucas appear with much creepier whitened eyes later in the game ‒ 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.
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
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!
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 ‒ 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 ‒ 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) ‒ 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).
Why does this matter? Well, distinct as the three PCs are otherwise, their player models all have the same eyes ‒ 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.
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.
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).
You'll never see it in game, of course ‒ 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 ‒ 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.
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.
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 ‒ 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 ‒ 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.