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Badniks & Bosses Art All the related art for Enemies

#1 User is offline Vincent 

Posted 24 April 2008 - 11:04 AM

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Click Here for ****Contributors Guideline****

IMPORTANT
The way we remaster Badniks / Bosses is to stay as close to the original pixel art as possible, while adding details from the official S2 Concept Art:

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This post has been edited by Vincent: 24 May 2009 - 04:40 PM

#2 User is offline Drex 

Posted 19 June 2008 - 12:56 AM

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Long time no post. I need to get my own computer fixed so I can make consistent progress.

Anyway, here's the masher.
Posted Image

What I did:
-put in more in between shades for the upper body (perhaps too many)
-adjusted the eye (no eye lid this time)
-adjusted shading on the fins, teeth, and body
-I got the idea of how the tail will work now I got to make it look decent

What I haven't done:
-make the fins larger on the "mouth open" frame
-something else I m. I'm just too tired to remember right now

I will upload the finished frames tomorrow, but you should still post your critiques. I'm also working toward finishing this tomorrow.

It has minor flaws, but they wouldn't be noticed in game

Posted Image
This post has been edited by Drex: 19 June 2008 - 01:14 AM

#3 User is offline Vincent 

Posted 19 June 2008 - 03:20 AM

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Quote

Posted Image

Fantastic!! :D

I especially love the tubes in lower part you added, as the really seems like an HD ver of that sprite.


About improvements I suggest:

-Right fin is too squarish

-Add a darker shade on the belly (just to mark the outline)

-Lower the tubes just a little
This post has been edited by Vincent: 19 June 2008 - 07:48 AM

#4 User is offline ICEknight 

Posted 19 June 2008 - 11:32 AM

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Erm... You're not basing it on the original sprite.

The thing on the left is poorly arranged and looks different than it should (quite bad). I've just attached the real thing.

EDIT: I've also checked the boss you're making, and the drill's shape is also wrong, thus the HD version doesn't look like the old thing. Where are you getting those incorrect sprites?

Attached File(s)


This post has been edited by ICEknight: 19 June 2008 - 11:42 AM

#5 User is offline Drex 

Posted 19 June 2008 - 12:47 PM

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Boss: http://sdb.drshnaps....itesGenesis.htm

Masher: http://forums.sonicretro.org/index.php?sho...st&p=193705

#6 User is offline The Growler 

Posted 21 June 2008 - 01:46 PM

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QUOTE (Vincent @ Jun 21 2008, 06:15 PM) [post="201809"]Posted Image

You can use it to place him inside any bosses vehicle you want to draw.[/quote]

That's the old version; you've already done an updated Eggman, here: http://forums.sonicretro.org/index.php?s=&...st&p=197372


Although even so, it's *still* not quite right yet
Posted Image
This post has been edited by The Growler: 21 June 2008 - 01:48 PM

#7 User is offline Drex 

Posted 21 June 2008 - 02:56 PM

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Question: Here are my current badinks:
Posted ImagePosted Image

After working on the masher I realized there seems to be a difference in the shading styles between the two. I think the Buzzer may need more needs more in between shading on the back-end, but I thought I'd ask first the community first.

Also, please excuse my sail paced work. I've got work, summer school, 4 little nieces and nephews to watch over, and a shared computer to wrestle for.
This post has been edited by Drex: 21 June 2008 - 03:07 PM

#8 User is offline Vincent 

Posted 21 June 2008 - 03:20 PM

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Posted Image

Go for the Masher shadings :thumbsup:

#9 User is offline Drex 

Posted 21 June 2008 - 09:36 PM

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QUOTE (ICEknight @ Jun 19 2008, 12:32 PM) [post="201370"]Posted Image

Is this any better?

Edit: It does still look a little puffy around the edges and I didn't get the shading right on the furthest right cone, but I can't stand to look at it anymore today. Also, Posted Image looks like a gradient in-game. I don't know how I feel about that.
This post has been edited by Drex: 21 June 2008 - 09:44 PM

#10 User is offline Athelstone 

Posted 22 June 2008 - 04:42 AM

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I actually like the shades you have there, they match the style of Blue Streak's spikes too

Posted Image

Though I think you're right about the edges looking a little "puffy".

#11 User is offline Vincent 

Posted 22 June 2008 - 04:48 AM

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That's much better!
And nothing is wrong with the shading! :)


Corrections:

-Perfect triangle shape to look like a drill
-The drill's tip segment, need to have its shine backwards

#12 User is offline Drex 

Posted 22 June 2008 - 10:25 AM

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Posted ImagePosted Image

This is about as close to a triangle as I think I can get while keeping the grooves indented and the size close to the original sprite. I still notice inconsitantcy between the top and bottom because I realized something.

I ripped the drill sprites myself and they match up perfectly to the one I've been using. This drill still doesn't look sharp because it's going along a "perfect" triangle. I still believe the only way to make it look more pointy is to have the top (right) of each section angled inward slightly like in the sprite (though better than my first attempt, of course).
This post has been edited by Drex: 22 June 2008 - 10:27 AM

#13 User is offline Vincent 

Posted 22 June 2008 - 05:12 PM

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Good.

The only correction I'll do now, is the upper part of the last tip which is not regular and seems like a bump!
This post has been edited by Vincent: 22 June 2008 - 05:13 PM

#14 User is offline Rika Chou 

Posted 22 June 2008 - 05:32 PM

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Great job on the shading, it really makes it look like metal.

#15 User is offline Phos 

Posted 22 June 2008 - 06:49 PM

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Considering the colors that the masher is going to be up against, I don't think the darker shade is really necessary. Also, I think you should make the eye round. And I wouldn't worry about having too many shades, like I said, It appears to be meant to have color shifting paint, I'm surprised it could be done with manual shades.

About the Eggman, His waistline appears to be based off a section of a circle, like the original, but the new one's circle is too small, making it look like you're seeing him from a lower point of view than the original.

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