Since the palmtree is still a WIP (and thus it seems to use GHZ's leaves) I made some leaves. Also, edited the pallette for the palmtree's (wood?), there were some useless shades there. I tried to come up with a geometrical texture, since Sonic's graphics are based over vectorial patterns and shapes, but still add some realism that Sonic 3 & Knuckles' graphics had.
Very very nice but I'm not certain if the leaves should have scan-lines. It's a bit out of place, but I love the direction this is heading in.
<!--quoteo(post=285275:date=Mar 1 2009, 12:59 PM:name=Rave)--><div class='quotetop'>QUOTE (Rave @ Mar 1 2009, 12:59 PM) I tried to come up with a geometrical texture, since Sonic's graphics are based over vectorial patterns and shapes, but still add some realism that Sonic 3 & Knuckles' graphics had.[/quote] Beautiful. You cut down the colors and made enough room for some more greens. It fits the realism that S3&K had but still has a retarded wacky look that the earlier games did. Scanlines seem a little weird but I'm sure we can work something out. Good job. Once we have some decent amount of art and a set palette, I'll set up a GAL Database. For now, we have nothing to work with so we have to start somewhere.
--->--->? Emerald Hill had a lot of funky transparency tricks like this, so why not? ...Please don't spank me for this. D:
<!--quoteo(post=285275:date=Mar 1 2009, 09:59 PM:name=Rave)--><div class='quotetop'>QUOTE (Rave @ Mar 1 2009, 09:59 PM) I tried to come up with a geometrical texture, since Sonic's graphics are based over vectorial patterns and shapes, but still add some realism that Sonic 3 & Knuckles' graphics had.[/quote] Dear Rave. You made me jealous, cry myself to sleep and love you at the same time. Please, take my babies and let's share an appartement in Ibiza.
Some tiles I made some minutes ago. I'm not liking them much, so I'll just let them here if someone wants to improve/redo them.
<!--quoteo(post=285290:date=Mar 1 2009, 06:22 PM:name=Chimpo)--><div class='quotetop'>QUOTE (Chimpo @ Mar 1 2009, 06:22 PM) I tried to come up with a geometrical texture, since Sonic's graphics are based over vectorial patterns and shapes, but still add some realism that Sonic 3 & Knuckles' graphics had.[/quote] Beautiful. You cut down the colors and made enough room for some more greens. It fits the realism that S3&K had but still has a retarded wacky look that the earlier games did. Scanlines seem a little weird but I'm sure we can work something out. Good job. Once we have some decent amount of art and a set palette, I'll set up a GAL Database. For now, we have nothing to work with so we have to start somewhere. [/quote] <3 Yeah, I'm starting to see that the scanlines doesn't work as well as I thought they would. I'll figure something else. <!--quoteo(post=285299:date=Mar 1 2009, 06:44 PM:name=PC2)--><div class='quotetop'>QUOTE (PC2 @ Mar 1 2009, 06:44 PM) --->--->? Emerald Hill had a lot of funky transparency tricks like this, so why not? ...Please don't spank me for this. D:[/quote] I don't see the reason why do this transparency. EMZ had it because it was some sort of bush, so the pixels were leaves, but in this case? <!--quoteo(post=285308:date=Mar 1 2009, 07:02 PM:name=test-object)--><div class='quotetop'>QUOTE (test-object @ Mar 1 2009, 07:02 PM) I tried to come up with a geometrical texture, since Sonic's graphics are based over vectorial patterns and shapes, but still add some realism that Sonic 3 & Knuckles' graphics had.[/quote] Dear Rave. You made me jealous, cry myself to sleep and love you at the same time. Please, take my babies and let's share an appartement in Ibiza. [/quote] <3 <!--quoteo(post=285332:date=Mar 1 2009, 08:21 PM:name=Zenor)--><div class='quotetop'>QUOTE (Zenor @ Mar 1 2009, 08:21 PM) Some tiles I made some minutes ago. I'm not liking them much, so I'll just let them here if someone wants to improve/redo them.[/quote] Grass is awesome, but I'm not entirely sure of the concrete part. We need to come up with the rest of the titles to decide that.
<!--quoteo(post=285299:date=Mar 1 2009, 09:44 PM:name=PC2)--><div class='quotetop'>QUOTE (PC2 @ Mar 1 2009, 09:44 PM) --->--->? Emerald Hill had a lot of funky transparency tricks like this, so why not? ...Please don't spank me for this. D:[/quote] It does look cool actually, if not a bit unrealistic. But hell, this game's about a blue hedgehog collecting rings and jewels so he can defeat a fat guy with a wrecking ball...
The scanlines look weird because art on the Genesis used vertical lines for dithering and/or transparency, but never horizontal. This is why things like TV mode on Fusion and 'fast blur' in Gens only blur the image horizontally; to blur together vertical lines.
<!--quoteo(post=285332:date=Mar 1 2009, 11:21 PM:name=Zenor)--><div class='quotetop'>QUOTE (Zenor @ Mar 1 2009, 11:21 PM) Some tiles I made some minutes ago. I'm not liking them much, so I'll just let them here if someone wants to improve/redo them.[/quote] Although the grass is good im not sure if it fits the tropical style, it could do with being a bit more 'leafy' if you know what I mean, rather than looking neat and well kept.
<!--quoteo(post=285332:date=Mar 1 2009, 03:21 PM:name=Zenor)--><div class='quotetop'>QUOTE (Zenor @ Mar 1 2009, 03:21 PM) Some tiles I made some minutes ago. I'm not liking them much, so I'll just let them here if someone wants to improve/redo them.[/quote] The concrete does fit with the art in the concept art, but the grass seems a little eh. You might also want to try mixing the concrete part with the ground part like in the concept to see if it'll look any better.
I think I see the problem that you have with the grass Chimpo. It seems too mossy, rather than grassy.
The palmtree Rave made gave me a palmtree fetish. :O In fact, the scanlines give me the idea of the project having a television-effects based art style. What with scanlines and "static" textures and whatnot.
I had a go at doing some more rocky parts for this level. First up are a few basic beach rocks for decoration (with tree for comparison), they don't quite look solid enough yet but its a start. Secondly I increased the size of Zenors pillars and added a bit more detail, I think they work better on a bigger scale but the grass from the original still looks a bit out of place. That and we need something to lay the pillars on top of. Edit: Is it just me or does anyone think of this when they imagine the art for this level, just a bit more sandy and a lot less rocky. Obviously its a different style but as inspiration it could be a good path to be heading down. Second Edit: At the risk of turning this post into somekind of on going edit I did a bit of a mock up of how I imagine the grass for this level looking. The grass itself is art I borrowed and recoloured. The orange rock part is far from finished as at the moment it looks too cartoon like and the shading is off but I thought I would leave it in to get the ball rolling on ideas for the art. The dark yellow strip is just a place holder untill someone sprites the yellow/brown bands from the concept art I think it works quite well as we get to keep the usual tropical based first level but its something different and original. Also the orange rocks will make the switch from beach to jungle quite nicely as the orange works with the yellow sand as well as the lush tropical greens
Personally, I was going to suggest we do something a bit different. Make it like the black sand found on some beaches, but as to how that would look is an entirely different story. Also, I'm liking the way that looks, Matwek.
Well that grass was taken from another game as a place holder so it is due a change. The main problem is that we need a grass that works with both the beach part as well as the jungle part. It would be impractical to have a completly different tile for both so we need parts that can cross the gap between the change to make it seem more fluid.
I really don't like the pillars, actually. They look like they are kinda "forced" to be in order. How about a long-short pillar pattern?