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Concept Art & Mockups - Aquatic Ruin Mockups Needed!! Share & discuss all concept art and project mockups

#31 User is offline 87th 

Posted 14 March 2008 - 06:46 AM

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The bottom of Sonic's arm is weirdly huge, but otherwise, it's a lovely image.

#32 User is offline Vincent 

Posted 14 March 2008 - 07:03 AM

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Posted Image

That's a quick fix.
however, I't just an edit from Yarharhar's example, so credits goes to him.

#33 User is offline Yuski 

Posted 14 March 2008 - 09:38 AM

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YarHarHar's way is the best. But you can make with all Sonic details like fingers on his hand. If

And that one I made was just an example, mine it's horrible that Sonic with chin. =P

#34 User is offline ICEknight 

Posted 14 March 2008 - 10:36 AM

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Wow, Yarharhar's Sonic has really proven his point. It really retains the game's style, and even resembles the Sonic at the title screen. Great job, dude!


Being a work in progress, here's my few suggestions:
-I'd just make his arm a bit less angular and more even
-add some visible fingers
-Shoes: add the buckles, the familiar round bright shine and a bit of black for his soles (as seen in all the Mega Drive Sonics)
-I'd stress the shine in his head (because it's almost non-visible here)
-add a few shiny bits in his eyes and nose to give him some life
-even the light and shadows a little, since the left sock seems to be a little bright, and his right glove is a bit too dark.

Something like this:
Posted Image


EDIT: really big version here.
This post has been edited by ICEknight: 14 March 2008 - 11:39 AM

#35 User is offline Jayextee 

Posted 14 March 2008 - 11:14 AM

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QUOTE (ICEknight @ Mar 14 2008, 03:36 PM) [post="184018"]Posted Image[/quote]

You know, if I was controlling a highres Sonic that looked like this (The far right one), I'd probably bleed pure happiness everywhere. WANT.

#36 User is offline P.P.A. 

Posted 14 March 2008 - 11:39 AM

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QUOTE (ICEknight @ Mar 14 2008, 04:36 PM) [post="184018"]Posted Image[/quote]
Total win. Even though I always found the buckles rather ugly and unnecessary but that's probably just me.

#37 User is offline Phoebius 

Posted 14 March 2008 - 12:19 PM

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Don't you think Sonic looks more like the Sonic 2 one without the mouth?
Posted Image















Or maybe like that, I don't know...
Posted Image
This post has been edited by Phoebius: 14 March 2008 - 12:27 PM

#38 User is offline ICEknight 

Posted 14 March 2008 - 12:45 PM

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I must say that, while Yarharhar's method works wonders with characters when done correctly, since they're supposed to be kind of cartoony (or "spritey", whatever), on the other hand, the levels themselves were always supposed to look hi-tech-like, filled with polygonal elements (palmtrees in Green Hill), CG stuff (corkscrew EHZ thingies, barrels, plants in Chaotix), and even holographic things (translucent plants in Star Light and palm leaves in EHZ, squared globe bushes in Emerald Hill) so, at least for backgrounds or objects in general, I'd go with CG. Also, alpha blending would be needed to achieve some of the original effects (for example, the cylinders in Marble just need some transparencies).

Badniks might be considered as "alive" (from the many expressions they've shown in specific moments, and the way they look in the manuals), so I'd go for the cartoony look for them too... although this might also depend on each game, since Sonic 3's look more CG-like, but we're talking about Sonic 2 here anyway.



By the way, here's just a pic of how would the previous Sonic character look in a smoother setting. I've just taken an hqx4 pic and cleaned up some of the dithering, with the inbetween colors that can be seen in Kega's TV mode, but you get the idea. =P
Posted Image
This post has been edited by ICEknight: 14 March 2008 - 03:30 PM

#39 User is offline Overlord 

Posted 14 March 2008 - 02:43 PM

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View PostICEknight, on Mar 13 2008, 10:46 PM, said:

View PostSik the hedgehog, on Mar 13 2008, 04:57 PM, said:

Er, I don't think it'll be needed to redraw stuff from scratch completely ignoring the old graphics... I would scale them up, and then take them as a base for the new graphics.

Speaking of this, how many times do you need to upscale an old MegaDrive sprite to make it HD?

x2? x4?

I suppose at the end of the day it depends what HD resolution you're drawing for - 720p or 1080p...

EDIT: That HD Sonic looks BEAUTIFUL. Kudos, man!
This post has been edited by Overlord: 14 March 2008 - 02:48 PM

#40 User is offline ICEknight 

Posted 15 March 2008 - 01:30 PM

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QUOTE (True_Dude @ Mar 15 2008, 12:26 PM) [post="184132"]Posted Image
Hmm, I think that Sonic has a bit too many inbetween colors. Yarharhar's method made Sonic look more like he was taken from an animation cell.

On the other hand, the backgrounds do indeed look quite good this way, with all the light and shadows you can put. I think that having this difference between cartoony characters and elaborated backgrounds could make Sonic and Co stand out more.

EDIT: Here's an edit of AlchemistDefined's Death Egg pic with the other Sonic, for the curious.
Posted Image
This post has been edited by ICEknight: 15 March 2008 - 01:34 PM

#41 User is offline Vincent 

Posted 18 March 2008 - 01:30 PM

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Posted Image

That's it, concept art than Adobe Illustrator CS2 for vector paint.

#42 User is offline Tweaker 

Posted 18 March 2008 - 01:55 PM

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Whoa, that's pretty awesome! What I'd suggest is filling the color gaps better with some sort of gradient, and getting rid of that smile—Super Sonic looks badass, not cheery with a pedosmile.

#43 User is offline Puto 

Posted 18 March 2008 - 03:16 PM

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Posted Image
Edited Vincent's sprite to remove the cheery smile.

#44 User is offline True Dude 

Posted 18 March 2008 - 03:20 PM

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Now if only there was a way to add a glowing effect to him ingame, because I doubt that the glowing pallete will effect him.
This post has been edited by True_Dude: 18 March 2008 - 03:21 PM

#45 User is offline Vincent 

Posted 18 March 2008 - 04:14 PM

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QUOTE (Athelstone @ Mar 15 2008, 01:27 PM) [post="184121"]Posted Image

New smile, shades, gloves and fix on head dimension.
I'll need to retouch some color, then I'll move onto next frame.

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