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Badniks & Bosses

Discussion in 'Sonic 2 HD (Archive)' started by Canned Karma, Mar 22, 2010.

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  1. Canned Karma

    Canned Karma

    S2HD Project Manager Member
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    <!--coloro:yellow--><span style="color:yellow"><!--/coloro--> -- Badniks & Bosses -- [/COLOR]

    This thread is for discussion and submission of assets relating to level badniks and zone bosses only. As art is submitted, it will be moved to WIP status and each artist's name will be updated in the OP as the piece moves through WIP, approved and completed status.

    Before you attempt to remaster any badnik, read CeruleanNights' guide on the official process. He has outlined the method we expect to be used on all assets created for in-game enemies.


    • Art style references:

      Masher:
      [​IMG]

      Flasher:
      [​IMG]



    • -- Badniks --

      <!--coloro:yellow--><span style="color:yellow"><!--/coloro-->Chemical Plant Zone[/COLOR]

      <!--coloro:yellow--><span style="color:yellow"><!--/coloro-->Aquatic Ruins Zone[/COLOR]

      <!--coloro:yellow--><span style="color:yellow"><!--/coloro-->Casino Night Zone[/COLOR]

      <!--coloro:yellow--><span style="color:yellow"><!--/coloro-->Mystic Cave Zone[/COLOR]

      <!--coloro:yellow--><span style="color:yellow"><!--/coloro-->Hill Top Zone[/COLOR]
      Rexon | WIP, Cerulean Nights
      Spiker | WIP, Cerulean Nights, Cryops
      Ghora | WIP, Cerulean Nights

      <!--coloro:yellow--><span style="color:yellow"><!--/coloro-->Oil Ocean Zone[/COLOR]

      <!--coloro:yellow--><span style="color:yellow"><!--/coloro-->Metropolis Zone[/COLOR]

      <!--coloro:yellow--><span style="color:yellow"><!--/coloro-->Sky Chase Zone[/COLOR]



    • -- Bosses --

      Chemical Plant
      Aquatic Ruins
      Casino Night
      Mystic Cave
      Hill Top | incomplete
      Oil Ocean
      Metropolis
      Death Egg
      Final Boss


    <!--coloro:yellow--><span style="color:yellow"><!--/coloro-->PM CeruleanNights if you have any questions about this.[/COLOR]
     
  2. Vincent

    Vincent

    Sonic 2HD - Project Leader & Chara Member
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    Here is the original concept art created for the enemies used in Sonic 2:

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  3. LuckyLagomorph

    LuckyLagomorph

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    So I guess I should repost what I have so far for Nebula.

    [​IMG]
     
  4. Canned Karma

    Canned Karma

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    SCZ badnik WIP confirmed and credited to you in the OP.
     
  5. zemulii

    zemulii

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    Terrible mock up (APNG):

    [​IMG]

    Looking at the official art up there, it looks like his "arms" are sort of spherical metal shoulders.

    Also the yellow parts could be brought out a tad and not line up exactly with the black, as he looks a little cramped in there (and that's how the official art is anyway).

    Probably not to the extent that I did, but I exaggerated it to make it more obvious ;).
     
  6. Could you please make him look more like this sketch I did in class today?
    [​IMG]
     
  7. Canned Karma

    Canned Karma

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    Gambit and CN have authority on this, but I have to agree. The South Park eyes don't do it for me at all. There has to be a better way to blend the artwork and the sprite. Try putting a slight angle on the eyes using the sprite shapes and see what happens.
     
  8. Gambit

    Gambit

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    I think the issue is that we've made the thing too thin and then the guy inside is still fat so it looks kinda tight, granted, he looks snugly fit in the sprite, but he doesn't look squeezed. When I suggested doing what I did I pretty much used this drawing as the inspiration. I don't really care if it's official or not, it's got a great shape and shows some extra details that would be nice to see added.

    [​IMG]

    I would recommend breaking down the shapes of this thing and then putting them into perspective for your own use. I think doing that will help get this thing down.

    @Sub: While that's a nice drawing, it doesn't really add much to this badnik, and while you could argue that there wasn't much added to something like the flasher, I think the nebula has some potential to be more than it was originally.
     
  9. T.Q.

    T.Q.

    The Sims 2, Tim Drake [Robin] Member
    Question. Should we be concerning ourselves about making the Nebula have the ability to open up? The in-game art never used an animation where the Nebula opens up. Or is there going to be an animation added into the HD game?
     
  10. I always felt Nebula was essentially meant to look like an egg cup, which I believe should be reflected in his HD sprite.
    [​IMG]
     
  11. RedStripedShoes

    RedStripedShoes

    And I'm gone again. Member
    Well, I guess this mystery *puts on shades* is "cracked".
     
  12. Covarr

    Covarr

    Sentient Cash Register Member
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    Trapped in my own thoughts.
    Two stageplays, a screenplay, and an album
    YEEEAAAAAAHHH!!

    But to keep this post somewhat on topic, I noticed something in this photo that really stood out to me. The very top of the cup isn't a sharp edge, something that's really been bothering me about all the WIP sprites I've seen of this guy. The walls of his little container/ship/whatever shouldn't be paper-thin, shouldn't have such a sharp edge. Give it some thickness.
     
  13. Gambit

    Gambit

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    There's going to be lots of new frames added to things. ;)
     
  14. LuckyLagomorph

    LuckyLagomorph

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    I have returned with an edit! I have made the eyes less south-park-like and more like the sprite with the mad look of the concept art, although I think I made his eyes too big... Anyway, I also made the overall base a little bigger, and the base edges bigger as well so he doesn't look so cramped.

    [​IMG]

    EDIT: Made the eyes smaller.
     
  15. Hamneggs

    Hamneggs

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    Not by much though. In all honesty, you won't be able to escape this as long as you use the concept art eyes, or when shading make them a glossy 3d. Try curving the eyelids, perhaps that would help.
     
  16. ICEknight

    ICEknight

    Researcher Researcher
    That's what I was thinking. And making the pupils smaller.
     
  17. LuckyLagomorph

    LuckyLagomorph

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    Better or worse?

    [​IMG]
     
  18. Hamneggs

    Hamneggs

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    Better, but not quite good. Have you thought about just making the occupant smaller, but just a bit? Like, 5%? I think that would help, and you could make it smaller and more like the original sprite. And I think shading will help the eyes when it comes time.
     
  19. LuckyLagomorph

    LuckyLagomorph

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    Alright then, occupant size as been decreased and base has been reduced to previous size. If you didn't want the base size shrink back, then I can fix it real quick.

    [​IMG]
     
  20. zemulii

    zemulii

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    Hey, that's pretty nice! It's definitely getting better. I quite like the overall proportions now, I think what you could perhaps focus on next is the arm.

    Unfortunately everyone seems to have a different take on it...

    [​IMG]

    1. The arm is higher up like yours, but "rounder" and more shapely. The colour matches the sprite.

    2. This one's arms bend down and back and then forward (but the forearm overlaps the upper arm). Just like I imagine those in the sprite to.

    3. This was my rough interpretation of the official art. With spherical metal shoulder type things for arms (personally I think it makes him look more like a robot).

    4. This is the official art (for comparison).
     
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