Eric Chadwick said:Hi there!
I would ask what's your focus? Seems like "prop artist" from your portfolio. I suspect the answer is more along the lines of "whatever 3d art job will hire me" because that was my remit back when I was getting started. However, you kind of need more specificity when seeking full-time studio jobs.
Where do you want to work, ideally? And doing what exactly? Because you will generally be hired, as an entry-level artist, to perform a specific task, and to repeat that task 8 hours each day.
So it becomes pretty important for you to drill down and figure out what exactly you really want to be doing, for 8 hours at a time. Then, figure out what employers want that coincides most closely with that desire, and cater your portfolio to match that as close as possible.
I agree with this, specialization is quite important.
I started out as more of a generalist too, experimenting with props, weapons, and environments. But from what I’ve learned, most studios do prefer specialists over generalists.
After doing some research, I found that environment artists are often in high demand, and the competition is a bit less intense compared to some other roles. I also really enjoy making environments, so I decided to focus my efforts there.
By the way, I had a look at your ArtStation, you’ve got some really beautiful work! I’m especially impressed by the textures and models, the Sci-fi Box and the Wizard’s Cave stood out to me in particular.
@sacboipix:
I use voxels a lot now. I even have a WIP voxel editor. They are extremely efficient. I hope to share everything I've learned in the Indie space.
I have 30k+ screenshots to comb through just from this year. I gave it several false starts to organize but I just start to dump stuff. This is wip from personal projects.
The movement for the original sprite is incredibly simple. Only the arms and legs rotate/roll from their pivots.
However, elements from the Sonic Generations model will probably be incorporated to help modernise it. The diagram from Sonic Generations show how there are more joints that roll, which match the workings of a real foot.
The armature for the downloaded mesh is present, so each part can be rotated to see how they work...
Toe:
Foot:
Calf:
Thigh:
The arms for the model have been made so they can extend and retract. Personally, I'm not a fan of this aspect and would prefer to keep the arms short to match the original design. Though this also depends on the type of weapon and how it's used.
Arms extended:
Arms retracted/shorter:
The retracted version better matches the modified design from Sonic Mania where they're a bit thicker compared to the original, including the spikes:
Though for some odd reason, the top of the feet in the Sonic Mania version look quite flat and have a weird protrusion at the back.
Similarly, the back of the Sonic Mania sprite has loads of bolts running down and across the back panel. This is where various designs/elements will be mixed an matched.
Some of the key differences between the original and Sonic Mania sprites have been compared:
Also observed how much more egg-shaped the Sonic Generations design is. I can understand the logic behind the decision, though it also makes the head look a bit small. I'll most likely stick to the rounder design from Sonic Mania.
One design I do like from the Sonic Generations version is the pattern/floating geo on the underside of the base. A lot of it looks to be internal, which may only been seen if/when the boss opens up further during the fight. I haven't quite figured out how I'd go about making this pattern, if I decide to. Thankfully, it's symmetrical, so I'd only have to worry about one side. This may be something to add at the end, depending on how much time is left, otherwise, it's not a super important detail.
I've also gone and looked at the colour palette, mainly for the Sonic Generations mesh, as this is probably the best scheme to follow.
As well as their values:
The metal colour could either be grey using the white colour, so it's in line with the original, or the hue of the blue may be adjusted to match the version from Sonic Mania. Thanks to the original design/sketch being released from Sonic 2's development, I can do some colour experiments in Photoshop.
I also found this image of a Death Egg Guard enemy from Sonic Forces that I may use as reference for the kind of real-time look to go for:
At the very least, it'll be good to use as reference for additional surface detail, such as the scratches and scrapes on the metal and paintwork.
Here are some other references of mechs taken from anime such as Neon Genesis Evangelion, Gurren Lagann, and Patlabor of the kind of real-time look to aim for:
Here are all the gathered references so far:
There aren't going to be many sadly as it's mostly the same screenshots taken from the games. Particularly 2D sprites. The few 3D models out there are fan-made, stylized, and not particularly great. The best example is the mesh from Sonic Generations I managed to download, which will be the best reference.
The image's saturation has been turned down to show the gradients:
And the silhouette from the side:
Some shape breakdowns have been done using colour:
The model from Sonic Generations looks to already have some colour designs and pickers, which are essentially the same in every iteration. There's also a bit of a breakdown on how the arms would move. The scale of that version is a bit too big though compared to the Sonic 2 version as Sonic is completely dwarfed.
The RoboWiki suggests it's around 20ft/609.6cm tall.
And finally, did some paintovers/annotations of the first weapon-type:
Some further breakdowns