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

#1 User is offline Vincent 

Posted 22 April 2008 - 05:08 AM

  • Sonic 2HD - Project Leader & Character Artist
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****Contributors Guideline****

Since we upgraded to million colors, 256 color limit don't exists anymore.
HD stands for "High Definition". Any upscaled / hq2x filtered original 4X art, with few color shades or details will be not qualified.
For this reason, being inspired by the "Original Level" feeling, you can picture and add as much details as your creativity dreams of! ;)


  • Vector Art is Required. Your program of choice must be able to save Layered files (Adobe Illustrator, Adobe Flash, Adobe Photoshop, Inkscape..).
    Layered work save us time to redraw parts from scratch and if exported correctly, we can easily put them into the engine.


  • Upon an Art contribution reaches the "Approved" status from S2HD Staff, the author can upload the source on the Database..
DRAWING STYLE
  • Start a new base by tracing over the original 4X Level Art shapes*


  • You can *with caution* use gradients on metal plates to make them look right!


  • We accept textures if they feel perfectly integrated into the level


  • To produce it faster and better, using "grid" helps ALOT in "tiling it"


  • Place this "New Sonic Frame"into your level art to test the IN-Game feeling.

    ****Mini-Tutorial****

    Part 1
    1 - Import the Original 4X art, than Lock it.
    2 - Create a new Layer, and by clicking on the "Layer spot" (or layer properties) change its opacity by 75%
    3 - Draw!

    Part 2
    1 - To properly check the results, you can switch back the opacity to 100% by selecting again the layer properties.

This post has been edited by Vincent: 03 March 2010 - 06:07 AM

#2 User is offline Athelstone 

Posted 24 April 2008 - 03:30 PM

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Here is the latest WIP example of one of the Emerald Hill tiles produced together by Neo and Trunks.

Posted Image

Suggestions:

- Thicker shadows ought to be added as in the original sprite
- Perhaps something to slightly contrast the shiny blocks (perhaps either a gentle texture or some shading)

Remastered artwork of all the following is still required. Any and all members of the community are welcome to post their attempts;

Posted Image
This post has been edited by Athelstone: 26 April 2008 - 04:53 AM

#3 User is online ICEknight 

Posted 24 April 2008 - 05:09 PM

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It's looking good, but I think the right eye is supposed to go behind the red part of its head, judging from the pixel art and the official artwork.

#4 User is offline Polygon Jim 

Posted 27 April 2008 - 02:37 AM

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The cg is nice, but isn't it gonna clash with Sonics art?

#5 User is offline SANiK 

Posted 27 April 2008 - 03:08 AM

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Posted Image

Top Buzzer = by DiscoKing
Bottom Buzzer = by Drex

#6 User is offline Athelstone 

Posted 27 April 2008 - 04:56 AM

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DiscoKing, thank you so much for this excellent contribution. We've been looking at the possibility of CG art for certain assets for a long time, this gives a perfect opportunity for further discussion and feedback from the community. Fantastic work!
This post has been edited by Athelstone: 27 April 2008 - 04:58 AM

#7 User is offline Vincent 

Posted 27 April 2008 - 05:06 AM

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That's an excellent contribution! :D

However I think it detaches too much from the characters style. Can you try to make some kind of "cel shading" on it?

#8 User is online Drex 

Posted 27 April 2008 - 05:15 AM

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QUOTE (DiscoKing @ Apr 27 2008, 03:05 AM) [post="191050"]Posted Image

Posted Image[/quote]
Well shit...

That looks great DiscoKing. I wish I knew how to to that

Oh well here are my latest one's for comparison.
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image=P
(This gold and silver one actually looks a bit better than I would have thought. I stil choose the silver with open eyes though)

Edit 2 @ V: Yeah, that's what I suggested earlier and still plan on doing if my art is the decided one.
This post has been edited by Drex: 27 April 2008 - 06:18 AM

#9 User is offline The Taxman 

Posted 27 April 2008 - 05:40 AM

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Perhaps the eyes could be open in the regular frame, and then angry when it's shooting?

#10 User is offline DimensionWarped 

Posted 27 April 2008 - 07:32 AM

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I think all of this highly shaded artwork is clashing with the existing character artwork. If you don't mind me saying so, toss the gradients.
This post has been edited by DimensionWarped: 27 April 2008 - 07:33 AM

#11 User is online Drex 

Posted 27 April 2008 - 09:18 AM

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Posted Image

No granites 1st attempt.

All granites were taken out barring the shine under the body and the ring connecting the pole and thorax. Anything else that may be there was missed.

#12 User is online ICEknight 

Posted 27 April 2008 - 10:57 AM

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QUOTE (DiscoKing @ Apr 27 2008, 02:05 AM) [post="191050"]Posted Image[/quote]
Hmm, It's very cool, but the pupils are a bit too big, and the holes in front of the rockets could be a little bigger, among other little things that look a bit diferent from the original.

Both styles are looking quite good, I'm thinking we could work with 2 different sets of enemies.


PS: Also, it would be amazing if you could give a shot at the Emerald Hill backgrounds... Please?
This post has been edited by ICEknight: 27 April 2008 - 11:44 AM

#13 User is offline SANiK 

Posted 27 April 2008 - 11:01 AM

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Drex - that looks very nice.

For artists, gradients are the problem; see:
http://forums.sonicretro.org/index.php?s=&...st&p=191085
http://forums.sonicretro.org/index.php?s=&...st&p=191115

With CGI - if there was a way to step down the gradience to make it look like hand drawn, things would then be perfect.
The problem with CGI is, it goes from 0% black then 1% black then 2% black
Whilst Sonic (if you look at the sprites) goes from let's say 10% blue to 50% blue to 80% blue, etc.

Until we get the CGI gradience thing fixed, Drex's bee is the best
This post has been edited by SANiK: 27 April 2008 - 11:17 AM

#14 User is offline Tweaker 

Posted 27 April 2008 - 11:15 AM

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QUOTE (Drex @ Apr 27 2008, 10:18 AM) [post="191095"]Posted Image

No granites 1st attempt.

All granites were taken out barring the shine under the body and the ring connecting the pole and thorax. Anything else that may be there was missed.[/quote]
That looks great! Still detailed whilst not overdoing it. Very well done! :)

#15 User is offline uk resistant 

Posted 27 April 2008 - 01:14 PM

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Flat shading keeps being mentioned and whilst im not sure I agree that sonic was flatshaded due to hardware limitations (for example check out box artwork to see gradient styles). however,I do think that with streetfighter hd employing the same style then this should be pursued.
That said I think we need more shades, as the game may be in danger of looking like a flash game, for example the shield tv graphic could be smoothed out a little with extra shades in between the ones already there. Im not meaning to dump on anyones work, because there is some great stuff being made, I just think some of it isn't pushing itself as much as it could. for example I have edited the emerald hill artwork to show what I mean.

Posted Image

On the right are changes I have made, including adding a lower shadow to give volume as well as adding some edges (as these pick up more light). I also highlighted the corners for extar detail.

aisde from the rant, great artwork is being done so keep it up everybody!

cheers

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