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Concept Art & Mockups - Aquatic Ruin Mockups Needed!!

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

  1. RamiroR

    RamiroR

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    Yes I did with the original background and that is why I'm asking somebody if could make a HD background.
     
  2. RamiroR

    RamiroR

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  3. Vincent

    Vincent

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    In fact, I'm looking forward to its improvements! :objection:

    We'll need either tons of pre-rendered stills into ram or 3D Cel-Shaded stages.
    (Let's move any further Special Stage discussions over the Concept Art Topic)
     
  4. RamiroR

    RamiroR

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    Yes that's a big problem, I had to changed the FOV (Field of view), to make the wished perspective view, I've put the the original screenshot at background to make it closer to the original version, I will try to change the FOV, if it does not work, we would try to make these balls as sprites. (harder to the programmer)
     
  5. RamiroR

    RamiroR

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    Ok, I made a new version:

    -I fixed a bit the colours (because it burnt eyes)
    -I fixed FOV (no more stretched view)
    - and I fixed the tubes

    Thanks Canned Karma :objection:

    EDIT: I forgot to put the image hahahah.

    [​IMG]

    PS: I'm still needing the background
     
  6. Cyberblade

    Cyberblade

    Can't catch me ya bastard! Member
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    I really like your render, but right now it's missing something crucial to keep it from being blinding.

    [​IMG]

    Notice that as you look down the track it gets a little darker, then the very edge of what you can see is much darker. Because you're missing this the entire track comes across as overly bright. I'm assuming it wouldn't be the most difficult thing to fix via some lighting to get a more evenly lit track, but it's what your render is really missing in my opinion.
     
  7. roxahris

    roxahris

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    That screenshot is horribly stretched. I do agree with you, though.
     
  8. Canned Karma

    Canned Karma

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    No problem, glad I could help.

    I agree with what's been said about lighting issues with the track, but lighting in and of itself is very much a trial and error process. Here's a couple reference shots from concepts I did in August utilizing different lighting techniques, one with the toon-shaded sharp lighting divisions of the original game and another with more realistic gradient shading:

    http://i528.photobucket.com/albums/dd330/l...tage_test02.gif
    http://i528.photobucket.com/albums/dd330/lache85/test5.gif

    Also, please correct your two center 'lanes'. They're out of proportion to each other, which makes the arrows centering them bring out their inconsistencies that much more. If you're working in Max, you can easily correct this with a basic multi-sub object material and simple diffuse colors applied to your material IDs. If you're in another program, I'm sure something similar exists as well.

    On a related note, consideration has been given to which style (hand-drawn vs. 3D) the special stage characters will be done in, but not the items in them as of yet. We've seen some absolutely stunning HD versions of the emeralds using the vector art method, but I'm not convinced this approach should be taken for the rings and bombs in the stage as well. Anyone else want to add their thoughts on this?
     
  9. RamiroR

    RamiroR

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  10. Acaeris

    Acaeris

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  11. Vincent

    Vincent

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    Too many balls now RamiroR! :lol

    (Jokes apart, nice rendering It's really good!)


    Acaeris thanks for your concept, could you please make a color version to see it in action? :psyduck:
     
  12. RamiroR

    RamiroR

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    Well, I tried to make it darker at the end.. and I took out some balls xD :

    [​IMG]
    PS: I don't get the idea of what are these tubes xD
     
  13. Acaeris

    Acaeris

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    [​IMG]

    Here you go, that is the orange, yellow and white marble blocks. As I said above, still need to add detail to make it rougher and the final version will have a few different seem options for each colour to add variance to the level.
     
  14. RGX

    RGX

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    Hate to be in between the Aquatic Ruins and Special Stage discussion, but I was wondering if this Tails looked better and if it resembled the official artwork more closely..

    (The Animals haven't been altered at all)
    [​IMG]

    -Tails Muzzle has been changed
    -Right Ear is pointier
    -Eyes' shape has been altered to a more pill-like shape
    -Iris has an extra grayish eye glare
    -Nose has been altered
    -I looked more closely at the sprite where Tails' chest hair was so I fix that as well.

    Reference:
    http://sanik.hacking-cult.org/inker/data/1...TitleFrame5.png
     
  15. Endgame

    Endgame

    Formerly The Growler Member
    For either of those options, I'd say the best idea would be the one which is the most easily editable for future projects that would use the Sonic 2 HD sprites/objects/etc - that is, if anyone wanted to change the layout of the Special Stage for some reason.
     
  16. RamiroR

    RamiroR

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    I was thinking, why I render the model?, it will be in real-time, it will be real 3d, by the way, I which format I have to export?
     
  17. Vincent

    Vincent

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    We won't start developing/planning Special Stages now, like I said earlier.

    When the time comes we'll consider which one of these 3 methods works better:
    1. 3D engine (so any .3ds file will be good enough)
    2. Pre-rendered stills (transparent pngs: BG and foreground)
    3. Movies (DiVX playback ala laserdisk game, may lag very bad)
    Now, any Special Stage contributor's main goal is to find an appealing and pleasing image of how it will look in-game.
    Than render an animated gif, like previous mockups did.

    Don't forget to save and upload the .3ds file! ;)
    (Upload it on the database under "Concept Art" or send me the upload link)
     
  18. ICEknight

    ICEknight

    Researcher Researcher
    They've always looked like neon lights to me.
     
  19. ICEknight

    ICEknight

    Researcher Researcher
    Kega does that for a reason, pixels aren't square in the Special Stages.