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Badniks & Bosses Art

Discussion in 'Sonic 2 HD (Archive)' started by Vincent, Apr 24, 2008.

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  1. Vincent

    Vincent

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    True, but you would have to make the exact coordinates and amount of blurring trough each new frame.
    "Skips" and different garbled pixels in following frames, may really lower the animation quality.

    While initially time consuming, doing manual shades with vectors gives you more control over the coherency of animation flow, for both stopped and moving parts.
    No need to use gradients! I personally draw all shades manually at actual 4X resolution. Getting 3-4 shades per color is more than enough to get perfect transitions thanks to antialiasing!

    [​IMG]

    I highlighted in green the suggestions! :colbert:
     
  2. Canned Karma

    Canned Karma

    S2HD Project Manager Member
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    Any updates RGX? :)
     
  3. RGX

    RGX

    Animator Member
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    Sorry for the lack of appearance but I've just been busy with the Sonic shorts..
    I sent my platform to Vincent, just in case I'll send it to you as well.

    also I never actually contributed to "Badniks and Bosses Art"...XP
     
  4. Canned Karma

    Canned Karma

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    You're not wrong - that's what happens when you try to reply to multiple threads at once! Got the PM, getting the platform uploaded.

    Of course, if you want to try your hand at a few Badniks, I highly doubt you'll see anyone complaining. :thumbsup:
     
  5. Yvan

    Yvan

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    Some update about Grounder:

    While I was working on the other frames, I made a change on the wheels, so I want you to tell me what is better:

    Grounder A
    [​IMG]

    or

    Grounder B
    [​IMG]

    Original:
    [​IMG]

    Don't try to make an animated gif with these, for the moment the animation is broken.

    Also what do you think of the smoke?
     
  6. Vincent

    Vincent

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    I personally like them both, besides version B is better for shapes and light effect. ;)

    About the smoke.. It's not Smoke! :D
    It's actually a Rock which jumps out from the walls they appear from!


    *A suggestion to make animations smooth with Illustator:

    Make the main body of Grounder (all except Belts) Layer 1
    Add the Belts as new layers exactly on top of Layer 1.


    By making them visible / hidden you can actually test their frames in sequence! (Without the hassle to realign all the main body pixels)
     
  7. Yvan

    Yvan

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    Oh yes, you're right! Now it needs a recolor ;)
     
  8. Vincent

    Vincent

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    Any updates on the missing frames, Yvan? :)
     
  9. SANiK

    SANiK

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    [​IMG]

    *waits for the 0.5 pixel misalignment in frame 1 to be fixed*
     
  10. Vincent

    Vincent

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    Fixing it is also pretty easy, due tracks being the only animation! :)

    Fix method:

    -Create one layer named "BODY" and put into it all the body shapes EXCEPT tracks
    -Create 3 separate layers on top of "BODY" layer, then put into each of them one single frame.
    -Align the tracks to the same coordinates by aligning the circles. (use the opacity settings on layers to aid you)
     
  11. Yvan

    Yvan

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    Here I come with some updates!

    I'm working on the other frames, here is the current progress.

    [​IMG]
     
  12. Vincent

    Vincent

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    Awesome work Yvan! :thumbsup:

    Please add more color shades, and especially darker contours on the two new frames! (The head needs it alot!)

    -About new frame 1, the head lightspot should be a perfect shape, like the original.
    -About the old frame I tried to make the right drill, more.. Drill-like! ^^

    [​IMG]
    .AI file download
     
  13. Lapper

    Lapper

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    Truly done by a talented artist. Great work! About the shading on the 3rd frame (IMO): It should not be a smooth version of the original colours, it should be fully blended, from dark to light. But it is still great, you have gone far and beyond with this geat badnick! :thumbsup:
     
  14. SANiK

    SANiK

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    Yvan, your grounder makes me wish there was a plushie Grounder toy :o
     
  15. Yvan

    Yvan

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    Although I havn't finished this frame (to Vincent: I will had more shades, so don't worry ;) ) , I upload it just to see some comments about the wheels:

    [​IMG]
     
  16. Lizam

    Lizam

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    Mario & Sonic: Worlds Clash
  17. Blanche Hodapp

    Blanche Hodapp

    *urp* Eternal Queen
    Agreed. They look too thin in comparison to both the original sprite and the side-on view. Also (though you might be working on this anyway), they look too dark compared to the highlighting on the side-on sprite.

    The bottom of the body also appears to be slightly higher off the ground on the face-on sprite compared to the side-on view.
     
  18. Lapper

    Lapper

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    On the original, the bottom of the front facing groundr looks all cozy, but the remaster looks too spaced out.
     
  19. Vincent

    Vincent

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    [​IMG]

    Ok! Some in-depth comparison.
    (marked in green!)

    1)The head sides must be more curved
    2)The eyes needs darker shades
    3)Shoulders are too low
    4)the tracks are low as well
    5)The tracks metal parts sections should follow the original
     
  20. Drex

    Drex

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    Well we're all being "in depth" I would like to mention that the shine the artist's right drill should end at the point of the drill not before like it is now. Copare the the "snout" drill. it's shiny detail follows all the way to the tip of the drill unlike the aforementioned one which ends somewhere before.
     
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