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

#1351 User is offline Hamneggs 

Posted 23 February 2010 - 05:40 PM

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Is it just me, or does everything MaximusDM makes seem to come out too yellowish?

#1352 User is offline MaximusDM 

Posted 23 February 2010 - 06:03 PM

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It isn't just you. Most lights in my maya scenes are set to a pale yellow to mimic that of a real light. I wouldn't advise anyone to stare at a light bulb or the sun but they are kind of a pale yellow. I also colored it by eye, so I'll bring it into photoshop to attempt to color correct it and post an update.

#1353 User is offline MaximusDM 

Posted 23 February 2010 - 07:02 PM

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With Classic Sonic.

Edit: Fixed alphas for Vincent.
This post has been edited by MaximusDM: 23 February 2010 - 07:37 PM

#1354 User is offline Vincent 

Posted 23 February 2010 - 07:17 PM

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Concepts-time is great, but use this with full alpha channel! wink.png

http://I.imgur.com/AIO9e.png

#1355 User is offline steveswede 

Posted 23 February 2010 - 07:35 PM

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QUOTE (MaximusDM @ Feb 24 2010, 12:02 AM)

With Classic Sonic.


I really am sold with this style of the sandstone. Nice touch with the grass. It fits it really well.

#1356 User is offline Hamneggs 

Posted 23 February 2010 - 08:50 PM

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Except for the non sonic-like yellow I would call this direction THE direction Aquatic ruin should go. Playing such an awesome level may cause spontaneous cum bustion.

QUOTE (MaximusDM @ Feb 23 2010, 05:03 PM)
It isn't just you. Most lights in my maya scenes are set to a pale yellow to mimic that of a real light. I wouldn't advise anyone to stare at a light bulb or the sun but they are kind of a pale yellow. I also colored it by eye, so I'll bring it into photoshop to attempt to color correct it and post an update.


But that wasn't how it was on Mobius. But then again, if all the level lights were adjusted accordingly on ARZ, it would definitely work. But mind that such changes would also have to apply to Sonic himself, his pals, and all the badniks.
This post has been edited by Hamneggs: 23 February 2010 - 08:54 PM

#1357 User is offline MaximusDM 

Posted 23 February 2010 - 09:52 PM

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Re-color corrected.

And here is the original.


Now maybe my monitor's colors are off which could be the case but I didn't change that much...
Toned down the yellow, made the orange more vibrant and desaturated the white blocks.
Don't mind the cheap photoshop grass, but I don't think I'm going to be doing the grass in Maya so take it for what it is.

#1358 User is offline RedStripedShoes 

Posted 23 February 2010 - 10:02 PM

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Maximus, just make sure the tiles where the Grounder breaks out are distinctly discolored to make it clear that something's hiding there. The player was given this hint in the original game, and it would be a bad design move to replace it with anything else, since we can't ensure that the replacement effect will have the same balance of overtness/subtlety.

#1359 User is offline MaximusDM 

Posted 23 February 2010 - 10:08 PM

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I'm not making the tiles. And yeah, those bricks were brown and darker drown. But who wants to see a broken brown wall instead of ARZ's wall.
A grounder couldn't take out that many bricks if he tried, he isn't tall enough.

#1360 User is offline Hamneggs 

  Posted 23 February 2010 - 11:11 PM

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QUOTE (MaximusDM @ Feb 23 2010, 08:52 PM)
Don't mind the cheap photoshop grass, but I don't think I'm going to be doing the grass in Maya so take it for what it is.


The grass actually doesn't look half bad at all, Maximus.

But what if the grass was animated? Aquatic Ruin Zone was meant to look less cartoony than the other outdoor levels, and such animation would hence be a nice touch.

#1361 User is offline nineko 

Posted 24 February 2010 - 04:38 AM

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I unformally suggest to give MaximusDM a "S2HD contributor" achievement.

#1362 User is offline steveswede 

Posted 24 February 2010 - 05:05 AM

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QUOTE (nineko @ Feb 24 2010, 09:38 AM)
I unformally suggest to give MaximusDM a "S2HD contributor" achievement.


Agreed. He's been putting a lot of effort in the project and coming up with really good results.

#1363 User is offline Canned Karma 

Posted 24 February 2010 - 12:49 PM

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Agreed. I'll get that taken care of.

#1364 User is offline LOst 

Posted 24 February 2010 - 03:33 PM

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QUOTE (MaximusDM @ Feb 24 2010, 06:52 AM)

If your grass is painted on with a brush, then I suggest you try to make the grass in 3D instead. Look at the original grass, and use your magic to construct a 3D grass shape that you can mix together somehow.
I think the grass will be the hardest part to make for this game.

And I am not suggesting actually using the 3D art in game, but as a concept instead, to help us figure out shapes and sometimes depth. All your 3D models are full with detailed candy that is so well made!

#1365 User is offline subsubstantive 

Posted 24 February 2010 - 06:27 PM

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I just realized this morning that ARZ looks much more like British Columbia than the Amazon, I pulled this image from a picture book I own...



[EDIT] oh eff, I put this in the wrong thread. This should be in concepts, sorry all.
This post has been edited by nineko: 24 February 2010 - 06:36 PM
Reason for edit: moved on request

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