Ah, yeah... didnt notice. Its my inner retard, we all have one of these sleeping... Come on! It was just a joke, its boring around here without any type of drama/jokes/new art/or who knows... and talking about physics in a 16 bit game isnt even worth it. Platforms fly. Ok, that's it. This is not a 3D new gen game where all make sense (or at least, tries to) because of real life physics after all... Edit; typo.
Looks pretty good. I'd turn off the reflections, though, I don't think it is supposed to be made of glass.
Am I the only one who saw that and instantly thought Spring Yard? And yes, the purple does look flat. So, MaximusDM... how's that personal learning experience called lighting coming along?
Spring Yard has a very similar color scheme, it is just swapped from background to foreground. I wanted to do some Sonic 1 levels but looking at them seemed so bland with no real point of interest. I tried using more ambient light as I think Gambit suggested, but it does give it more of a flat look. This was rendered in two layers, the foreground and background. The back posts were then darkened in photoshop. But maybe its better that it looks flatter? I don't know.
I just remembered something. Remember that Death Egg mock-up that inspired the whole project in the first place? Well, that guy did a CPZ mock-up as well. It might be useful for some inspiration.
Looking at the CPZ background there and part of the platform on the right, I'm like 99% sure those are just the original sprites with some filters, blurring, and fog to mask it up a bit more.
Forum has been pretty dead lately, I'm assuming everyone is just as busy with finals as I am. Here is some more Oil Ocean.
Methinks there needs to be a slight bit more contrast between the shadows and mid-tones, as the blocks seem to blend all too easily. Otherwise, a very good concept render.
Great work! I don't suppose you would be willing, however, to create a full scene rather than the small chunks of foreground objects, would yah? Depending on the quality, it could make all the difference in seeing what the level might look like in HD; these renders of foreground objects give somewhat of an idea, but a render that showed many different aspects of the level - the oil, foreground objects and items, background objects, and so on - would assist artists in getting ideas on what to work from, as well as suggest a potential style for the level in general. If you'd rather not, though, I could always use the excuse to create something for my sonic wallpapers thread.