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Concept Art & Mockups - Aquatic Ruin Mockups Needed!!

Discussion in 'Sonic 2 HD (Archive)' started by Vangar, Mar 13, 2008.

  1. Vincent

    Vincent

    Sonic 2HD - Project Leader & Chara Member
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    Sonic 2 HD
  2. DustArma

    DustArma

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    Learning Python.
    I appreciate the feedback, I really do, I'm going to try to learn to use renderers to get a better quality (Altough I still think most of the graphicals enhancements will come from the engine itself)

    That being said I have a new Image
    [​IMG]

    Fixed stuff:

    - The tubes are longer and they are more separated from the balls and closer between tubes, also they are slightly floating (It can't be seen in this picture :) )
    - Fixed the black line that could be seen in the earlier WIPs
    - Darkened the orange stripes to get a better contrast between them and the yellow arrows in the current lightning conditions
    - Increased the number of balls from 6 to 7 (I don't know how did I miss the 7th one before :eng101: )
    - Balls have been made smaller and they are more separated from each other. (The balls ARE balls, they are stretched because of the FOV I used when taking the screenshot, as it made it resemble more the original)


    And a Mockup I made with the orignal HUD, Sonic, Tails and the rings sprites.

    [​IMG]


    Hope you like it.
     
  3. Polygon Jim

    Polygon Jim

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    All the bitches.
    Sadly, your contribution is worth shit. Google sketchup can't really be used in anything. You need to use a real modeler, like 3ds max.



    If we are doing prerendered, it will work fine, but if we are using it to be like Sonic 3d blast stages, it';s worthless.

    The model isn't bad though, but if we aren't using pre-rendered, it can't really be used.
     
  4. Tweaker

    Tweaker

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    I'd disagree, considering the results so far.
     
  5. Sappharad

    Sappharad

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    Sadly, your opinion is shit and isn't really worth much of anything.

    If he feels the need, Google Sketchup Pro can export to a bunch of formats including 3DSMax. He'd just need to download the trial.
     
  6. Canned Karma

    Canned Karma

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    Here's my take on it.

    [​IMG]

    Still version of concept:

    [​IMG]

    Reference image:
    [​IMG]

    Pardon the flashing bit in the center there, just a leftover bit of lighting hassle I didn't feel like ironing out. While I can hardly agree with the way Jimmy put it, he does have a point - making something like this in a professional package is going to produce a far better result. By all means DustArma, get yourself a demo of Max and go to town.
     
  7. Polygon Jim

    Polygon Jim

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    All the bitches.
    I'm not really trying to be rude, but it should be done in something like 3ds max. The effects sketchup gives aren't very good ussally. Max, and other profesional apps produce much better results.

    Canned Karma, your rendition looks pretty great.
     
  8. DustArma

    DustArma

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    I do agree with you, as I said earlier, sketchup doesn't have a good renderer to output a good looking image, but if we are doing 3D modeling, it shouldn't matter the renderer outcome, be it something so simple as sketchup's renderer or something so professional as 3Ds Max's one, what matters is the model itself and how it will look like when rendered through the real game engine, both my model and Canned Karma's look very similar, they are just rendered in a different way with different shaders and that kind of stuff, that's what makes them look different and what makes Canned Karma's look better (Not saying that it would look worse without that, I see you did a great job with this).

    Both 3DsMax and SketchUp have different ways to model stuff and diferent ways to present it, I just don't agree that SketchUp is shit just because It doesn't have a good renderer (That can be fixed with a plugin or exporting to another program) In fact, if used well, it can be quite a good modeling program.

    That being said, from here on all my screenshots will be posted without any kind of colouring or shading, so people will see the underlying geometry instead of judging based on the modeling program rendering technique, if it is a mayor change or a new section of the track I'll post a shaded version along with the non-shaded version.
     
  9. Canned Karma

    Canned Karma

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    Yes and no. While the world's best shaders aren't going to make up for a poor model, a lacking renderer (e.g. Max's scanline renderer) is not only terribly inefficient, but it makes a critical impact on the lighting of your scene, how your textures come together, time to completion, etc. I personally haven't used SketchUp, but if you feel you can get a good result out of it then more power to you. No need to let your program choice hinder your creativity. Totally agreed on the comment both of ours solely being concepts at this point, and it's something that I'd like to emphasize. Until we have the game engine to work with, these serve no purpose other than to flesh out ideas some of us have had.
     
  10. Vincent

    Vincent

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    Excellent work on that! :thumbsup:

    I also like the Cel-Shading effect on it, which merges greatly with characters.

    About shadows, they are still too rough.
    I think a softer transition could be much nicer!
     
  11. Canned Karma

    Canned Karma

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    The same cartoon shader I applied also creates that sharp division with the shadows. I'll try making a few adjustments to see what happens though.
     
  12. Flare

    Flare

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    I don't like the outlines, I would like to see it without.
    And considering there is a lot of space without really any detail to add why not give it a light texture?
    [​IMG]
     
  13. ICEknight

    ICEknight

    Researcher Researcher
    That's something I didn't like at all, to be honest.. And the "neon" tubes shouldn't be dark in the distance.

    Besides that, I think this could work quite nicely, rather than a full-3D engine.
     
  14. Aquaslash

    Aquaslash

    <The Has-been Legend> Moderator
  15. Flare

    Flare

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    Yeah, looking at it, it does look rubbish, but my point was I think there needs to be some texture or something to stop it from having giant shapes of blue.
     
  16. Andeh

    Andeh

    Derp herp. Oldbie
  17. DistroyA

    DistroyA

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    My own artwork
  18. Endgame

    Endgame

    Formerly The Growler Member
    I've noticed in the original that the background 'jumps' roughly every 1/2 a second. Perhaps you could add that into it?

    Anyway, my suggestion is to blend the dark/medium & light blue a bit more - so it looks more "natural".
     
  19. muteKi

    muteKi

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    I support these previous statements wholeheartedly.
     
  20. Canned Karma

    Canned Karma

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    That's because the animated gif I used as reference is only a few frames in length.

    Working on a more updated version right now, I'll post it up here shortly.