*Badnik Creation Process Guide* By Cerulean NightsI thought it would be worthwhile to give you all a little direction on the method that will be used to create ALL of the new Badniks. This guide is not just a suggestion, but is the definitive process and should be followed as close as possible in order to get the best results.
I will be using the first Badnik I created, the Whisp, as an example throughout the guide, to give you a better understanding of each step.
1. Main shapesThis is just a bare-bones design of the body, with little to no shading involved. The point of this step is to get the proportions and perspectives absolutely perfect. You may not move to the next step until this one is completely fulfilled. You will need to consider all of the ways the Badnik will need to be animated, and add that into your design decisions.
Take a look at the initial Whisp. His shading is done with very few color steps, but you can get the idea of where I was going with it.

Post as many revisions of your Badnik as possible on the forums, you will get invaluable help from the others and there will almost certainly be little things you may have overlooked, that should be fixed as early as possible.
At this point, the body shapes are perfected, so it is ready to go to the next step. I'll stress this again, do
not move on until the shapes and proportions are perfect!
2. Details and shadingNow that you have the perfect shapes for you Badnik, it is time to tone it and make it look nice. This is anything from adding in finer details to basic shadings. It is in this step that you will want to make sure you are keeping the same art style we have set for the Badniks. Take a look at the next revision of the Whisp:

You will notice there are many differences. The legs have been slightly modified to fit with the concept art and have metal tones added, the eyes have a glassy-like reflection, shadows have been added, and the all around shading is starting to come together. Once your basic shadings are done, you can move on to more complex details

Now you will notice things have been taken even further. A hexagon pattern has been added to the eyes, the stripes to the nose, as well as the reflections on his body. Final shadings have also been applied. Have fun with it, but make sure it is still going along with our set art style.

The finishing touches have been added, and now that you are absolutely sure that your Badnik is perfected, you can move on to the next step. It is essential that before moving on to the final step, you get a final approval from me or another staff member, otherwise and further time spent on it will be wasted.
3. AnimationNow it is time to bring your Badnik to life! At this point the shading will be finalized, so all that is left is to give it the finishing touches to get it ready to be used in game. For the Whisp, there really isn't a lot to animate, but for most badniks, it will take a little bit of work and thinking.

You have seen how Sonic's new running animation is fluid and beautiful. That is the style that we want to see on all Badniks from now on. I will use the Spiker as an example. The drill and his legs are the main things that will need to be animated. Those legs are going to have to move fluidly, and each individual frame of animation on them will have to be shaded to perfection. This includes how the shadows move, and how the light reflections will change according to the position of each leg. It is not something that can be half-baked, we want to make sure people know how much care went in to each and every frame for our Badniks. This goes for all steps, actually.
Once your Badnik has been approved by the staff, you can pat yourself on the back for a job well done, then get to work on the next one!
As always, the staff is here to help. If you have a problem with anything, PM me and I will get back to you as soon as I can. The staff has the final say on what goes in the game and what doesn't, so it is highly advised you follow this guide as closely as possible. In the long run you will be glad you did.
This post has been edited by Vincent: 13 April 2010 - 12:04 PM