calling bullshit on this notion that classic Sonic wasn't made for 3D. These guys
weren't made for 3D, whereas Sonic is so simplistic in design that you can create a rudimentary clone using the basic primitives in any 3D application within a matter of minutes- two spheres, four cylinders, four tapered half-cones. The only complex geometry is in his spines, hands and facial features, the latter two having no real impact on his overall form. The orthographic Rave posted just goes to show how airtight his design was from the very beginning. I wonder why we never thought to complain of his design in S3DB, X-treme or any number of promotional 3D renders classic Sonic received over the years, let alone all the context specific sprites for rotating barrels, special stages, and especially corkscrew loops that showcased his figure in exceedingly complex orientations?
I'm hearing a lot of talk of forced perspective in the spines, and I'm skeptical as to whether the perspective was ever
forced in the Japanese art. Forced orientation, sure; he was only ever showcased in profile and ¾ views because that's where his silhouette is strongest, but the spines always looked to have been logically placed to me. And even if they weren't, I'd wager that was more the fault of the artist rather than a conscious stylistic decision. The spines are complex forms, and these people were illustrators, not industrial design draftsmen. Nothing would've been lost in drawing them correctly.
QUOTE (Tweaker @ Apr 8 2011, 06:59 AM)
The longer spikes, the way he runs, the extra color contrast in the eyes—all of them contribute towards a more lively and aesthetically appealing 3D model.
Longer spikes? Makes for a more streamlined appearance, sure. The way he runs? Swinging his arms is less
lively than holding them back like a retard? Extra color contrast in the eyes? A design sensibility that has no relevance to form. If black eyes worked in 2D, they'll work just as fine in 3D.
I do not consider Polygon Jim's photoshop to be an improvement.