Lead 3D Artist in VFX | Wannabe linguist w/ conlang envy | Relapsing Sonic fan | Inline skater | i did a sonic generations mod once | he/him
/jcz-m.bsky.social
Welp, cat's out of the bag?! We were gonna show this when it was totally finished but it's neat to see the reaction to a leaked tiny part of it.
@BlitzPlum
and I have been working on this for a good while - me on the modelling/shading and him on the rig/engine implementation.
There was a stealthy Maya bug going on in the last image which messed up the brow shading! Just posting another closeup with how it actually should look for my own peace of mind 🙃
Thanks for all the comments folks! Hopefully we can get it wrapped up at some point and show more.
Started making this when the
#SonicFrontiers
Cyber Space stuff was first coming out... Worked on it for a day and got bored, but would've been a fun shitpost Gens mod if I'd continued lmfao
Sonic Adventure 2 F-6t Big Foot realtime asset rendered in
#b3d
Eevee, textured in
#foundrymari
.
Been a good few months dabbling with this, and it's been fun trying out a games workflow while merging in VFX techniques I'm more familiar with!
#sonic
#sa2
Welp, cat's out of the bag?! We were gonna show this when it was totally finished but it's neat to see the reaction to a leaked tiny part of it.
@BlitzPlum
and I have been working on this for a good while - me on the modelling/shading and him on the rig/engine implementation.
In SA2 HD, the turbine objects in Sky Rail have been falsely assigned the texture for the bird - its sides have the head mapped onto them, and the curved edge is even labelled とんび, "kite".
Terminally overpromising on the content of this mod but, whatever happens, I had fun with the ""UI"" terrain integration. And whatever this bodge job of a set object layout is.
Used an instrumental of the acoustic Live & Learn track by @/Omega_Morris123 with permission btw 🎵
Today I'm working on probs one of the most important assets in Radical Highway.
It's nice finding that I've created such a breadth of textures already, that I can just mash together stuff I've already made for most detailing going forward. Really speeds things up 🦔🌉🚡
@StevieJoyCole
@BlitzPlum
Thank you!! It's almost all shader stuff (mouth just takes the camera rotation as an input), with the highlight bits being supported by very precisely directed normals and a whole bunch of data maps being fed and multiplied in different ways.
SONIC RIG UPDATE
About time I started posting about this. Here's the bendy setup that applies to the limbs; allowing for automatic and manual bending in both IK and FK, with optional sculpt controls for each joint.
Model by
@jcz_m
The Python tool I made to create roads for my Radical Highway mod is finally ready to use, so I'm making huge progress on the terrain for the stage.
Here's a peak at how it works! 🌉🦔🚧
#sonicgenerations
#b3d
Welp, cat's out of the bag?! We were gonna show this when it was totally finished but it's neat to see the reaction to a leaked tiny part of it.
@BlitzPlum
and I have been working on this for a good while - me on the modelling/shading and him on the rig/engine implementation.
Today I'm working on probs one of the most important assets in Radical Highway.
It's nice finding that I've created such a breadth of textures already, that I can just mash together stuff I've already made for most detailing going forward. Really speeds things up 🦔🌉🚡
Pretty funny to think that they would've had to dig out renderable assets from some 2011 tape archive to make this happen. Can see some discrepancies so it's definitely new frames. Wonder what sort of renderer compatibility issues they would've had when trying to match the orig
@LukaszBorges
@BlitzPlum
The fun part is when you want to use multiple directions at once - I've got an RGB data map with 0-0.5 being reserve for negative XYZ, and 0.5-1 positive XYZ. This then gets fed through way too many nodes to get differently angled highlights throughout the asset.
@SeleDreamsFR
@SPEEPSHighway
@BlitzPlum
In the Maya/Blender versions, the only performance hit is reading the camera rotation and feeding that into the mouth offset. Without moving the designated camera, it runs in realtime - I imagine we'll find a way to optimise this for Unity when the time comes.
High & low poly vs. original from SA2. I'm sure I could've optimised some things in better ways to preserve the forms, way more used to wasteful offline rendering 🤪
Been painfully hard at work the last few months with no room for breaks or sleep, but I'm glad I'm slowly getting something to show for it.
Creating really is the best
Been trying out
#MaterialMaker
recently, absolute heaps of fun (even if I should probs be learning its more popular alternative)
Should do nicely for this mod's art assets, I hope
Hmm here's a highway anyway, textures are 95% done in
#materialmaker
(the rest taken from Gens) and really loving its utility
Think I might wait till I've got some bridges and loops before the next post 🌉🦔🛣️
#sonicgenerations
imagine telling this guy that he'd be over-analysing a trailer for the exact same game almost 13 years later
...he would've said how tf did u time travel
but then he'd be over the goddamn moon
@bsthlc
lmao it's nothing in comparison to that bigfoot fight, which needed its own excel sheet for me to keep track of what each eventsetter was doing
anyway don't mind me lol, just got a tickling feeling that if these shadow rumours are true then there's a chance they'll think about doing a modern take on radical highway one day
let's hope this slow burning project doesn't get massively overshadowed 🦔☠️
when the devs have heaps of love for their ip but game scope says so and results in white space being the entire story
man you can feel the schism from here
still love me some gens tho
anyway don't mind me lol, just got a tickling feeling that if these shadow rumours are true then there's a chance they'll think about doing a modern take on radical highway one day
let's hope this slow burning project doesn't get massively overshadowed 🦔☠️
Sonic twitter needs to actually play the fucking mod they're judging lmao
Genuinely one of the most attentively end lovingly crafted bits of generations content out there.
Also it was iterated on a bunch, half the 'waaa no difficulty' comments are from our QOL feedback tbh lmao
/Sonic Frontiers spoilers
Spent a bit analysing the language used by the Ancients to see if I could figure anything out... Hard to say if it's a fully fledged conlang (my bets are on a Japanese re-lex), but some words such as key nouns are repeated more or less consistently [...]
The ultimate archive of Sonic 06 development is out, featuring:
1 hour and 43 minutes of free content ✅
Cut Content ✅
3 Prototypes Analysed ✅
Obscure and Unknown Trivia ✅
Link in the thread!
Likes and RTs appreciated!🙏
Might just not be clued in on creature workflows, but I feel like it's pretty mad that they got the brow to furrow like this, with the groom following so expressively? What the heck is the topo like...
#SonicMovie2
@JustVriska
@BlitzPlum
Hi! Your first port of call would be playing around with plugging a diffuse shader into a ramp with no interpolation, might need to be converted first using a shadertoRGB node. This particular setup uses the normals converted to camera space, which gets the highlights to follow.
I've been feeling a tad burnt out from endless vertex wrangling lately, so I thought I'd take a break and draw.
Haven't sat down and properly drawn anything for 2 years, so I'm glad I gave it a try again!
#sonic
#2d
#art
Just finished the exterior environment for my 2nd year film, thought I'd give it a share.
(It's actually underwater, this is just a beauty render to see the stuff!)
@dshaynie
@BlitzPlum
Viewport! It was supposed to be just a recreation for preview when animating, but ended up doing the whole thing. Really pushing it to its limits, it doesn't like lots of nodes being pushed into one shader.
funnily enough the cable detour was one of the first things i put together (in late 2021 💀), but it felt like a fun thing to show off as i keep things going in the background. might automate it a bit less since developing other similar areas
Sonic Generations (2011):
Hedgehog explores his origins and faces foes from the past (space robots and water monster!🙂🙂🙂✨)
Sonic Generations (2024):
Hedgehog explores his origins and faces foes from the past (respirator-bound lizard brother and hellspawn sperm donor🗿🗿🗿💀)
sonic fans when game have thing but new game not:
at moq 46 why did you never consider this, pls implement, アriがとございmuch
please just let designers design...
How sad is it that generations' perfect chaos has taken over as the its primary look in the public consciousness now. Such a deviant interpretation of the original design. We saw the damn thing in fmv from the start, it's just water with an underlying bone structure!
We finished our 2nd year uni film! It was a heck of a few stressful months but we've come out the other end satisfied and accomplished.
Do check it out if interested!
fuckin--
found a tweet of the nicest art i've seen in ages. instant fave, did a repost and bookmark and everything.
i go to follow the guy
"ai artist"
just fuck offffffff
Watch them leave excess data in the remaster upon delving back into their 2011 data that helps in the reverse engineering of the original release
After colours ultimate I'd hardly be surprised
Here's what I've been working on for the last couple of months! It was a blast being involved in the post production of this and I'm excited for everyone to see what's to come in the next instalment🛶
Ahoy there! ⛵
@antanddec
have set sail for Australia - it’s up to YOU to help them get there.
Go to the
#ImACeleb
app and choose where the boys go next 👉📱
@imacelebrity
Returns this November on
@ITV
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