Discussion in 'Fangaming Discussion' started by Andrew75, Apr 25, 2013.
Make his face and brows a bit more pronounce and you'll have a 90's rendition of CGI Sonic.
We also have a lot of progress to show off on the new interactive blocks systems, which mimics a lot of features from the original game, some of which, have never really been shown off publicly before. ( I could fill a video for half an hour going threw all the features and uses)
Man, I really want to show this off! But ehh, got to wait for Xak to finish up some more stuff with Sonic's gameplay first. (Hat tip to Meinukey for putting the new interactive blocks systems together.)
Also, that New Sonic model by LDX, may just have come at the perfect time to produce new Sprite animations, including the long lost Ring Toss.
Something seems wrong with the eyes...can't quite place it.
I'm the guy who is making this 3d model.
3 years ago I did my first try but the result wasn't convincing. This new model is way better.
Once finished, we'll be able to rip new animations for the project, in a way no one can notice if the sprites are new or old (I hope).
I'm putting a big effort to make this more accurate as possible. This is not a ordinary sonic model, I'm trying to replicate exactly the original Xtreme model.
That's why is face is flat, like the original.
About the eyes, I think that's the camera angle.
Very nice avatar you got there LDX and also welcome to the forums!
Besides the sprite animation, I'm hoping that we could use the model in cut Scenes and at the title screen where Sonic pops up out of his Signature Ring and wings, ( whatever thats called) Emblim?
Back in 2006, I had started modeling the emblim in 3D, but never finished it, and later uploaded to Youtube, just because i had the video sitting around.
I may or may not use this one. I had something a little different in mind. But if we do go with this, than i may just add the Xtreme text below Sonic, and than animate the ribbon using wind physics, and maybe perhaps toss fisheye in for good measure, followed by some low res oldschool pre rendered love.
(may also add some texture to the model, so that its not so clean, needs work for sure!)
However keep in mind this idea is for the AXSX mode main menu. We'll be using the Main Menu that Chris Senn leaked for the classic mode menu where you access all the original levels that I had ported.
Hmmm never heard of that menu before?
I meant in comparison to the original model. Something seems a touch off.
Thanks! Yes, that will works />
Will not be possible to recreate a 3d model 100% identical. I'm trying my best to at least get something like 95%.
Scaled down to sprite level, these minor differences will not be perceptible.
It still a W.I.P. anyway and I still able to improve it. />
Here's the latest render:
I don't know why, but the head feels a little too tilted to his left.
Because he posed it that way? I doubt he's made an asymmetrical model.
Also it looks fabulous and you totally nailed it. Great job!
No need to be defensive, I'm not saying it's bad.
It's obviously not! Did you add brow detail in this render?
I do accept critics, that's why I'm posting here. Please, keep feedbacks coming. />
The brow was in the older model but I make them a bit fat in this last update.
I'll post comparisons pics between this model and the original, when I have added the bones structure and be able to properly animate it. />
Okay! soo , I know you guys want some visual updates here. Yesterday i finally got to sit down with the Percedural Texture generation system for the first time and actually try to produce useable assets for AXSX that were not Checker patterns.
I say that because it seems that the easiest visuals to make are checker patterns lol
I don't know if i will use it much, as the results are kind of meh visualy. However the system does produce some interesting effects! (Read more on the system here if you've missed it http://forums.sonicretro.org/index.php?showtopic=31255&view=findpost&p=878769)
Anyhow, I believe when this system was first conceieved for use in xtreme back in 1996. I think it was a good way to save texture memory for both the NV1 and perhaps the saturn itself, ( however i have my doubts the system would have made it to the saturn.)
Besides saving memory, I think the visuals produced by this system were also useful for padding the level so that you wouldnt have so much visual clutter when using lots of detailed texture maps all in one place.
When i asked Chris Senn awhile back, he stated that the system was also used for prototyping color schemes for the levels.
However nice and interesting the system is, as an artist, i feel that its kind of restrictive in what you can produce, your limited to 32 starting paterns, but of course you can manipulate them Semi freely. 1 base patern can produces 100s of different results as you tweak many settings realtime and in engine.
In AXSX you can also set up scripts to manipulate them during the gameplay and creat animated effects. (again, i don't know how much im going to use the system)
Circled area are all generated in engine.
Everything generated excluding the green, red and Piston textures.
More playing around
Yes even the grey block to the right of the brown is produced with the in engine system too!
Just playing with the lighting, This screen is actually older than the above few screens
(Also to note Metal Blade Zone assets are present here in case your wondering)
Some other Procedural stuff.
Faked lighting again ( part of the Procedural system)
Wait for it !
Looks really good!
Nice to see an update :-)
Normally I don't like to show these kinds of test areas, since a lot of people wont get that's what they are.
Anyhow this level is used to develop and test the interactive blocks for the project. (~Programmers, you are doing an ACE job here!~)
Can anyone guess what the blocks do in the following screens?
We are looking at the blocks with yellow textures.
First answer is free.....
Guess what these do!
Come on.... And what these do!? ( 3 block types pictured below)
Moving blocks? Like the escalator style in the New worlds level?
yes of course. But there are other interesting things blocks can do now too.
Purple blocks - Sticky blocks
Gold blocks - Teleport blocks
Those are my guesses.
Separate names with a comma.