Due credit will be given to any contributor whose work has been used. All contributed artwork must be vector rather than raster. Manual shading ought to be used rather than set gradients. The art style for all assets is remastered 2d rather than CG. Please see the various forum threads for examples of this art style.
Levels & Items Art —Current goals: Chemical Plant and Aquatic Ruins—
#61
Posted 28 April 2008 - 06:11 AM
Very well, I have updated the project summary thread:
Due credit will be given to any contributor whose work has been used. All contributed artwork must be vector rather than raster. Manual shading ought to be used rather than set gradients. The art style for all assets is remastered 2d rather than CG. Please see the various forum threads for examples of this art style.
Due credit will be given to any contributor whose work has been used. All contributed artwork must be vector rather than raster. Manual shading ought to be used rather than set gradients. The art style for all assets is remastered 2d rather than CG. Please see the various forum threads for examples of this art style.
#62
Posted 28 April 2008 - 06:45 AM
DimensionWarped, on Apr 28 2008, 12:37 AM, said:
All the sprites in the old Sonic games are stylistically consistent with the character and level art. that's what's at issue here. If you use the CG badnik sprites, they won't look consistent with the existing art and will break the look.
#63
Posted 28 April 2008 - 08:13 AM
Tweaker, on Apr 27 2008, 11:05 PM, said:
JPEG is a very poor choice to display that in. Could you render it as PNG so it's a bit easier to make out detail?
It's the image host I used that converts it to a jpg. I'm making the image in Illustrator and did a convert for web which produces a png. I can try another image host when I upload the next revision. What image hosting is everyone else using?
#65
Posted 28 April 2008 - 10:46 AM
Athelstone, on Apr 28 2008, 07:11 AM, said:
Very well, I have updated the project summary thread:
Due credit will be given to any contributor whose work has been used. All contributed artwork must be vector rather than raster. Manual shading ought to be used rather than set gradients. The art style for all assets is remastered 2d rather than CG. Please see the various forum threads for examples of this art style.
Due credit will be given to any contributor whose work has been used. All contributed artwork must be vector rather than raster. Manual shading ought to be used rather than set gradients. The art style for all assets is remastered 2d rather than CG. Please see the various forum threads for examples of this art style.
Athelstone, I think this statement is a bit premature. Clearly the character art and level art is working best as remastered 2D, but we may find that the Special Stage should be entirely CG, as it was intended to look in the original game. I would limit that statement to include anything not part of the Special Stage and perhaps keep the door open for CG backgrounds until we've actually seen what one looks like. I just don't want to toss those options out until we have something like the Buzzbomber where we can directly compare the two formats. Feel free to disagree and we can debate it further.
#66
Posted 28 April 2008 - 10:54 AM
I agree; we should see examples of both. I know it is time consuming but it allows us to judge which is a better representation of the original game afterwards. We can't dismiss CG entirely because somebody may be able to reproduce the original graphics very accurately in CG
#67
Posted 28 April 2008 - 11:02 AM
I agree with both of you. I'm trying to implement the community's feedback into the project but I was too hasty there, my apologies. I have updated the summary as follows:
All contributed artwork must be vector rather than raster. Manual shading ought to generally be used rather than set gradients. The art style for characters and badniks is remastered 2d. Please see the various forum threads for examples of this art style. We are still discussing whether to use CG for the backgrounds and level art. Please feel free to post your examples of this.
Edit: I would like to see a CG example of Hill Top's background with the moving clouds, similar to the Death Egg concept background
http://alchemistdefined.wiredotaku.com/ima...HD-BBs-wall.jpg
All contributed artwork must be vector rather than raster. Manual shading ought to generally be used rather than set gradients. The art style for characters and badniks is remastered 2d. Please see the various forum threads for examples of this art style. We are still discussing whether to use CG for the backgrounds and level art. Please feel free to post your examples of this.
Edit: I would like to see a CG example of Hill Top's background with the moving clouds, similar to the Death Egg concept background
http://alchemistdefined.wiredotaku.com/ima...HD-BBs-wall.jpg
This post has been edited by Athelstone: 28 April 2008 - 11:09 AM
#68
Posted 28 April 2008 - 11:11 AM
Things such as the 3D tube would be easier by using GC, but it should be either be drawn over, or cell shaded, simply to keep things consistent. Also for the backgrounds, I don't see how GC would enhance it. 3D is really getting over used for things and its nice just to see good old hand drawn sprites instead of pre rendered sprites.
#69
Posted 28 April 2008 - 11:17 AM
As was mentioned, using CG makes background scrolling a lot easier -- what was a pseudo-3D parallax effect in the Genesis games is now actual 3D.
#72
Posted 28 April 2008 - 11:22 AM
Athelstone, on Apr 28 2008, 11:17 AM, said:
Yes, it keeps it simple to go with everything else, its 2D in the actual game which this is a HD remake not a 3D remake. I think it will just give us the wrong effect we are going for. It will stand out too much, which is not the background's job.
This post has been edited by Flare: 28 April 2008 - 11:22 AM
#73
Posted 28 April 2008 - 11:26 AM
seems this conversation is happening in two threads at once.....
I don't think the normal stage background should be Cg, but they should be less flatshaded then the characters.
a while ago there was a image floatinga round of a enhanced green hill zone which seems to have now disapeared. The level artwork was neither cg nor flatshaded and had the look that I feel the level backgrounds should have.
if anyone can find it, please post it!
I don't think the normal stage background should be Cg, but they should be less flatshaded then the characters.
a while ago there was a image floatinga round of a enhanced green hill zone which seems to have now disapeared. The level artwork was neither cg nor flatshaded and had the look that I feel the level backgrounds should have.
if anyone can find it, please post it!
#74
Posted 28 April 2008 - 11:35 AM
Those who don't want CG backgrounds should try to make the corkscrew thingies and Metropolis tubes by hand.
#75
Posted 28 April 2008 - 11:36 AM
Flare, on Apr 28 2008, 12:22 PM, said:
Smash Bros. Brawl would like to have a word with you (at least in terms of flashy backgrounds).
This post has been edited by muteKi: 28 April 2008 - 11:36 AM

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