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Badniks & Bosses Discussion & submission of enemy art

#1 User is offline Canned Karma 

Posted 21 March 2010 - 09:12 PM

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-- Badniks & Bosses --

This thread is for discussion and submission of assets relating to level badniks and zone bosses only. As art is submitted, it will be moved to WIP status and each artist's name will be updated in the OP as the piece moves through WIP, approved and completed status.

Before you attempt to remaster any badnik, read CeruleanNights' guide on the official process. He has outlined the method we expect to be used on all assets created for in-game enemies.

    Art style references:

    Masher:


    Flasher:


    -- Badniks --

    Chemical Plant Zone

    Aquatic Ruins Zone

    Casino Night Zone

    Mystic Cave Zone

    Hill Top Zone
    Rexon | WIP, Cerulean Nights
    Spiker | WIP, Cerulean Nights, Cryops
    Ghora | WIP, Cerulean Nights

    Oil Ocean Zone

    Metropolis Zone

    Sky Chase Zone


    -- Bosses --

    Chemical Plant
    Aquatic Ruins
    Casino Night
    Mystic Cave
    Hill Top | incomplete
    Oil Ocean
    Metropolis
    Death Egg
    Final Boss


PM CeruleanNights if you have any questions about this.
This post has been edited by Canned Karma: 29 June 2010 - 07:20 PM

#2 User is offline Vincent 

Posted 21 March 2010 - 09:41 PM

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Here is the original concept art created for the enemies used in Sonic 2:










#3 User is offline Sonuw 

Posted 21 March 2010 - 10:13 PM

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So I guess I should repost what I have so far for Nebula.



#4 User is offline Canned Karma 

Posted 21 March 2010 - 10:25 PM

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SCZ badnik WIP confirmed and credited to you in the OP.

#5 User is offline zemulii 

Posted 22 March 2010 - 11:42 PM

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Terrible mock up (APNG):



Looking at the official art up there, it looks like his "arms" are sort of spherical metal shoulders.

Also the yellow parts could be brought out a tad and not line up exactly with the black, as he looks a little cramped in there (and that's how the official art is anyway).

Probably not to the extent that I did, but I exaggerated it to make it more obvious wink.png.
This post has been edited by zemulii: 22 March 2010 - 11:47 PM

#6 User is offline subsubstantive 

Posted 23 March 2010 - 04:47 PM

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Could you please make him look more like this sketch I did in class today?


#7 User is offline Canned Karma 

Posted 23 March 2010 - 04:57 PM

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Gambit and CN have authority on this, but I have to agree. The South Park eyes don't do it for me at all. There has to be a better way to blend the artwork and the sprite. Try putting a slight angle on the eyes using the sprite shapes and see what happens.

#8 User is offline Gambit 

Posted 23 March 2010 - 05:37 PM

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I think the issue is that we've made the thing too thin and then the guy inside is still fat so it looks kinda tight, granted, he looks snugly fit in the sprite, but he doesn't look squeezed. When I suggested doing what I did I pretty much used this drawing as the inspiration. I don't really care if it's official or not, it's got a great shape and shows some extra details that would be nice to see added.



I would recommend breaking down the shapes of this thing and then putting them into perspective for your own use. I think doing that will help get this thing down.

@Sub: While that's a nice drawing, it doesn't really add much to this badnik, and while you could argue that there wasn't much added to something like the flasher, I think the nebula has some potential to be more than it was originally.

#9 User is offline T.Q. 

Posted 23 March 2010 - 06:48 PM

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Question. Should we be concerning ourselves about making the Nebula have the ability to open up? The in-game art never used an animation where the Nebula opens up. Or is there going to be an animation added into the HD game?

#10 User is offline subsubstantive 

Posted 23 March 2010 - 09:12 PM

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I always felt Nebula was essentially meant to look like an egg cup, which I believe should be reflected in his HD sprite.

This post has been edited by subsubstantive: 23 March 2010 - 09:12 PM

#11 User is offline RedStripedShoes 

Posted 23 March 2010 - 09:27 PM

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QUOTE (subsubstantive @ Mar 23 2010, 09:12 PM)
I always felt Nebula was essentially meant to look like an egg cup, which I believe should be reflected in his HD sprite.


Well, I guess this mystery *puts on shades* is "cracked".

#12 User is offline Covarr 

Posted 24 March 2010 - 12:58 AM

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QUOTE (RedStripedShoes @ Mar 23 2010, 07:27 PM)
QUOTE (subsubstantive @ Mar 23 2010, 09:12 PM)
I always felt Nebula was essentially meant to look like an egg cup, which I believe should be reflected in his HD sprite.


Well, I guess this mystery *puts on shades* is "cracked".

YEEEAAAAAAHHH!!

But to keep this post somewhat on topic, I noticed something in this photo that really stood out to me. The very top of the cup isn't a sharp edge, something that's really been bothering me about all the WIP sprites I've seen of this guy. The walls of his little container/ship/whatever shouldn't be paper-thin, shouldn't have such a sharp edge. Give it some thickness.


#13 User is offline Gambit 

Posted 24 March 2010 - 01:01 AM

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QUOTE (T.Q. @ Mar 23 2010, 06:48 PM)
Question. Should we be concerning ourselves about making the Nebula have the ability to open up? The in-game art never used an animation where the Nebula opens up. Or is there going to be an animation added into the HD game?

There's going to be lots of new frames added to things. wink.png

#14 User is offline Sonuw 

Posted 24 March 2010 - 10:59 AM

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I have returned with an edit! I have made the eyes less south-park-like and more like the sprite with the mad look of the concept art, although I think I made his eyes too big... Anyway, I also made the overall base a little bigger, and the base edges bigger as well so he doesn't look so cramped.



EDIT: Made the eyes smaller.
This post has been edited by Sonuw: 24 March 2010 - 11:10 AM

#15 User is offline Hamneggs 

Posted 24 March 2010 - 04:35 PM

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QUOTE (Sonuw @ Mar 24 2010, 09:59 AM)
I have made the eyes less south-park-like


Not by much though. In all honesty, you won't be able to escape this as long as you use the concept art eyes, or when shading make them a glossy 3d. Try curving the eyelids, perhaps that would help.


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