<!--quoteo(post=497534:date=Aug 29 2010, 02:55 AM:name=Neo)--><div class='quotetop'>QUOTE (Neo @ Aug 29 2010, 02:55 AM) <a href="index.php?act=findpost&pid=497534"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=497514:date=Aug 28 2010, 05:23 PM:name=BlobVanDam)--><div class='quotetop'>QUOTE (BlobVanDam @ Aug 28 2010, 05:23 PM) <a href="index.php?act=findpost&pid=497514"></a></div><div class='quotemain'><!--quotec-->My only real criticism of the model is that the face lacks character. The eyes are a bit dead, and he has no mouth, but I'd say it's far from terrible (I say that as objectively as I can as the guy who actually made it)<!--QuoteEnd--></div><!--QuoteEEnd--> This could easily be fixed by just adding some white ellipses toward the top of his eyes, like the high resolution artwork did: Another one on the nose could look nice, but isn't really necessary. <!--quoteo(post=497506:date=Aug 28 2010, 05:14 PM:name=BlobVanDam)--><div class='quotetop'>QUOTE (BlobVanDam @ Aug 28 2010, 05:14 PM) <a href="index.php?act=findpost&pid=497506"></a></div><div class='quotemain'><!--quotec-->I've been following this thread, and I'm glad people have taken an interest in it. It's been fun reading the feedback of what people liked and didn't like.<!--QuoteEnd--></div><!--QuoteEEnd--> What I liked the most was how it followed the original game's output (camera and actors' positions), before I realized it was an animation built on top of a prerecorded clip, which while not as exciting as a perfect 3D conversion of the game's engine, is still pretty gosh-darn awesome to see how everything lines up nearly perfectly with the original game. I personally really liked the uncurling bridge near the end of the clip, very nicely done. Faults I could just go on forever pointing out how the grass doesn't have the subdued checkerboard pattern of the original, how the bubble shield doesn't look or animate like the original, and how the HUD doesn't even try to look like an upscaled version of the original, but I'll just leave you with three notes: <ul><li>Sonic's animations don't seem to match the original sprites too much. The sprites intentionally portrayed Sonic almost constantly at a 3/4 perspective, which helps to solve the "overlapping spikes" problem, only having Sonic's head turn side to side while he's picking up speed in his walking animation. When he's spinning/rolling, his sprite also flickers between full detail and a simple opaque sphere with a white shine in the top front corner, which helps to sell the idea that he's really curled himself into a perfect ball, and that he's spinning at a very fast speed by preventing our eyes from constantly being able to track his rotation. </li><li>When the leaves curl up to make a quarter-pipe leading into a wall, the leaves are cut very abruptly with a straight line, immediately switching to the wall texture instead of having a smoother transition where the layer of leaves starts to diminish and become thinner. This is very jarring when you take into consideration the amount of detail applied to the rest of the leaf layer. </li><li>This one is simple enough, Sonic doesn't flicker after taking damage from the enemy. I have to wonder why you left this one out, it should have been easy enough to simple toggle the Sonic model in and out depending on if he actually appears in the source frame or not.</li></ul> <!--QuoteEnd--></div><!--QuoteEEnd--> The problem with the 3/4 perspective issue you've raised is that I can't just rotate the model, because then he's no longer moving in the direction he's facing. Not a problem in the pseudo-3D angled look of the original of course. The best solution to that graphically would probably be to have the camera be a bit further ahead and angle it back towards him, although from a gameplay perspective that seems somewhat counter-intuitive to be slightly facing behind you rather than ahead. It might work in practice, but on paper it just seems off. Something to ponder. You're completely right about the eyes. I did infact originally have the specular highlights for the eyes and nose, but unfortunately that's too reliant on the lighting, and with the HDR lighting I was using, it was too unpredictable to be worth it considering how small it would be on screen anyway. In realtime you could use a cheap environment map, which would probably look perfect. Now I think about it, there's no reason I couldn't have done it that way rendered either. It's always a tough call on how to convert the graphics. I wanted to go for a fairly realistic look for the ground, and it was the basis for my conversion of MHZ to 3D. I don't think it would have had the visual impact if I'd used the less realistic checkerboard look. I tried my best to keep the original feel in 3D, but sometimes I just had to say "screw it" and go with something more realistic. The problem I've seen with other mockup images of Sonic in 3D is that they go too realistic and forget the fact that Sonic levels looked great because of the strong visual cues and palette. I tried my best to balance that out. The purpose of this video was to see if that balance was possible while maintaining that vibe. The HUD was a bit of an afterthought, so it was a bit meh. I tried sticking to the original design, but it just didn't feel like it all fit together to me, so I made it a bit more consistent. Maybe not quite as good, but it stood out nicely against the level. I'm not too happy with it, but 2D design isn't my strong point, and it would have taken too long for me to get it looking good. Now to respond to your 3 notes- 1. I didn't try it with the perfect sphere flickering, but I personally really liked the way it looked this way, so never felt the need to try it the other way. Something to think about in future perhaps. 2. Just plain laziness on my part. I meant to add an alpha map to it to create a rougher edge, but this was only a quick test, and I just wanted to finish it up. If I were to make this for a real project, that would definitely be the first thing I'd fix. Well spotted. 3. See above. I forgot to add the flickering before I rendered it, meaning that to do something as simple as flicker Sonic, I'd have to re-render those frames without Sonic. More of a nuisance to fix after it's been rendered, so I didn't bother. I didn't feel it detracted from the overall video, even though it was a glaring inaccuracy. Surprisingly few people have mentioned it luckily. <!--quoteo(post=497535:date=Aug 29 2010, 02:58 AM:name=Damizean)--><div class='quotetop'>QUOTE (Damizean @ Aug 29 2010, 02:58 AM) <a href="index.php?act=findpost&pid=497535"></a></div><div class='quotemain'><!--quotec-->In case you're interested in letting me play with the MHZ mesh, the Egg Engine is made with Unity (the current version at least). I think (from seeing a couple posts at the Unity forums) you know how to use :o<!--QuoteEnd--></div><!--QuoteEEnd--> Cool. I didn't know the Egg Engine was done with Unity. I've only recently gotten into Unity myself, but I'm not new to programming, and I've even attempted a basic platformer engine in it myself. I'd be interested in finding out more about how you're achieving the movement. You can go ahead and PM/email/IM me and we can discuss sharing some resources. What program are you using to create your models?