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Levels & Items Art —Current goals: Chemical Plant and Aquatic Ruins—

#1681 User is offline ICEknight 

Posted 03 February 2010 - 04:25 PM

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QUOTE (Canned Karma @ Feb 3 2010, 01:20 AM)
QUOTE (ICEknight @ Feb 2 2010, 09:27 AM)
That would make no sense, since the green part is supposed to be fixed to the post.
You're not really going to go on about what physically makes sense in a Sonic game are you? This is about what has visual flare, not how real-world mechanics can be applied to it.
What. Physics are about the only thing that should make sense in Sonic games. But besides, the devs took some elements that were supposed to act like their real world counterparts, so perhaps we should keep applying common sense with those.


QUOTE
I understand that you aren't thrilled with it, but like T.O. has said, give him something to work with. Describe what you'd like to see done with it.
He has already done it. The last version looks more fitting, in my oppinion.

You know, because a zone looks more plain than the others, it shouldn't mean we should change it into candyland zone for this project.
This post has been edited by ICEknight: 03 February 2010 - 04:28 PM

#1682 User is offline test-object 

Posted 04 February 2010 - 04:47 PM

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It certainly is a pretty tree, but not very fitting in :/

#1683 User is offline Hamneggs 

Posted 04 February 2010 - 05:49 PM

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In all honesty, the trunk looks good. Its just the leaves that look out of place; Its like someone drew them with some colored pencils.

Perhaps add detail to the shape of the leaves, and not just the texture, to get a truly acceptable tree.

#1684 User is offline Kirinja 

Posted 04 February 2010 - 06:56 PM

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I think it looks kinda flat. Kinda clashing with the rest of HTZ. It's the trunk that looks flat. At least flat compared to the rest of the stuff on the screen. Gradients and then suddenly not gradients.
I like the look of the tree by itself but I still think it clashes with the rest of HTZ.
This post has been edited by Kirinja: 04 February 2010 - 07:05 PM

#1685 User is offline Gambit 

Posted 04 February 2010 - 07:34 PM

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I do think your trunk is interesting, but the top is still terrible. I have a feeling there will need to be some artistic liberty to get that thing to fit in properly. A suggestion for the trunk would be to add some shapes to the lines on there to make it similar to real tree bark. Nothing too over the top, but it could look nice. I'm not sure what the top needs yet, but if I have any ideas I'll throw 'em out there.

#1686 User is offline Canned Karma 

Posted 05 February 2010 - 01:18 AM

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QUOTE (ICEknight @ Feb 3 2010, 04:25 PM)
What. Physics are about the only thing that should make sense in Sonic games. But besides, the devs took some elements that were supposed to act like their real world counterparts, so perhaps we should keep applying common sense with those.

It's going to work like a see-saw regardless. That's not the issue here. What is is how it looks. And yes, the iterations he's posting are getting better.

QUOTE
You know, because a zone looks more plain than the others, it shouldn't mean we should change it into candyland zone for this project.

No one is saying that. But improvements can and will be made to tastefully and appropriately spice it up.

T.O. the trunk you've got there is interesting, but I have to agree with Gambit. The top just looks dirty. Here's food for thought: add in additional small points coming out from between the large ones, and then shade all the segments individually to make it look like they would have a /\ shape if viewed from parallel to their surfaces.

#1687 User is offline RedStripedShoes 

Posted 05 February 2010 - 07:47 AM

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QUOTE (Canned Karma @ Feb 5 2010, 12:18 AM)
T.O. the trunk you've got there is interesting, but I have to agree with Gambit. The top just looks dirty. Here's food for thought: add in additional small points coming out from between the large ones, and then shade all the segments individually to make it look like they would have a /\ shape if viewed from parallel to their surfaces.


You mean a fractal style?

#1688 User is offline Exodus 

Posted 05 February 2010 - 10:54 AM

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This was my last contribution for the HTZ tree. It's not perfect and could use some work but I think it looks better than what we've currently got (and I don't mean test-object's one)





I also remember several 3D trees being posted which, if I remember, were looking quite good. I'll try and look back and find them when I get some time but it might be worth someone checking them out.

Edit: The tree isn't actually mine, someone else did most of it, I just added a few adaptations.
This post has been edited by Exodus: 05 February 2010 - 10:56 AM

#1689 User is offline Gambit 

Posted 05 February 2010 - 01:14 PM

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Yeah, that tree was done by Master Emerald and the 3-D trees were done by Canned Karma, I believe.

#1690 User is offline test-object 

Posted 05 February 2010 - 02:32 PM

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1. Announcements

2. Artist's Shrine:
*Concepts and Mockups
*Character Art
*Badnik and Bosses Art
*Item and Misc Art
*Level Art
-EHZ
-CPZ
-...

3. Music Departement:
*Sound Effects
*Remasterings

4. Programmer's Corner



This post has been edited by test-object: 05 February 2010 - 04:04 PM

#1691 User is offline The Growler 

Posted 05 February 2010 - 04:09 PM

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It seems like no matter what we do to these trees, they'll always end up looking like a piece of origami - purely because of the style of tree can be so hard to recreate in HD.

Anyway, on to test-objects trees...

I'm liking the bottom of the green, er, tree area, but it doesn't seem to have a uniform shading to it towards the top like it has in the original. I've noticed that the edges of the top of the tree are lighter than the ones at the bottom.

Perhaps you could try uniformly shading it the same, from top to bottom?
This post has been edited by The Growler: 05 February 2010 - 04:23 PM

#1692 User is offline ICEknight 

Posted 26 February 2010 - 10:18 AM

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After all the latest tries, it definately looks to me like these trees need to be in 3D in order not to look flat.

#1693 User is offline Black Squirrel 

Posted 26 February 2010 - 10:40 AM

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Yeah just render them properly in 3D and work from there.

It's clear that the Mega Drive versions are broken and out of proportion. I don't think it's possible to avoid them looking flat if you follow the original guidelines.

#1694 User is offline MaximusDM 

Posted 28 February 2010 - 04:58 PM

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That was tree I made a while back even though the lighting/shadows are giving off some funky stuff and the render is missing the top of the tree.
I would need to dig around for the file to find it again though.

#1695 User is offline steveswede 

Posted 28 February 2010 - 05:14 PM

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QUOTE (MaximusDM @ Feb 28 2010, 09:58 PM)



That's looking pretty smart at the moment with those little details you've thrown in there.

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