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Smash Brothers - MetalMan

Hey all,

Since I'm a fan of smash brothers and side scroller looking things, I decided to make a Megaman 2 inspired level for SSBB. Naturally I chose Metalman since he's the one everyone remembers ;)

MetalMan_WIP1_view1.jpg

Metalman_WIP1-render.jpg
Saddly though the NES level isn't exctly the most inspiring; it has greens and yellows, with gears and crankshafts floating in a black void.
So I'm gonna fill in the background and detail as best as I can, keeping a mechanical factory feel to everything. Lots of conveyers, gears, junk, debris and very dynamic. The two right pillars will move up and down, the two horizontal platforms, will alternate left and right. And the right pillar with do a bit of both.

I'm still in block out stage finding what looks interesting for the background, etc. As I haven't done much side scroller art everything is going a bit slower than I thought.

I'm also using a custom gear creation max script for this project to save some time :)

metalman%20stage%202.jpgmetalman%20stage%203.jpg
I'm also using The Matrix to help with references
Matrix%20reference1.jpg

Replies

  • Richard Kain
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    Richard Kain polycounter lvl 18
    When you start coloring, keep the background areas in muted reds, browns, and blacks. Make the foreground interactive areas much brighter and vibrant, with the greens, yellows, and a brighter tone of red.

    When dealing with 2D gameplay titles, it is important to differentiate between the interactive areas, and the non-interactive areas. Some designers make the mistake of making their backgrounds too complex and showy. Think of ways to visually push your background into the background, while making your foreground "pop."
  • Xenobond
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    Xenobond polycounter lvl 18
    Neads more gears! Put gears that turn perpendicular to the foreground gear platforms.
    Chains could add for a nice foreground element, too.
    Also could use some different sized gears. Hellboy 2 for example.
    The big horizontal ones between sapien and hellboy in the back.
    hb2_01.jpg
    The big tapered one here, too.
    hb2_02.jpg
  • dolemite
    metal man! OMFG!


    Mega man 2 was teh shit. Good work on the environment, btw.
  • Minos
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    Minos polycounter lvl 16
    That's such a nice idea, I'd love to do something like this!

    As for references you could check some Bionic Commando Rearmed screenshots. Grin did an awesome job separating the foreground and background while still using the same "old school" colors of the original game.
    bionic-commando-rearmed-20080313001530931_640w.jpg
    01.jpg
    area5.jpg
  • bounchfx
    Keep it friendly and colorful! the matrix pic you posted is pretty dark and .. eh.
    It's smash brothers!
  • Richard Kain
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    Richard Kain polycounter lvl 18
    Minotaur0 wrote: »
    As for references you could check some Bionic Commando Rearmed screenshots. Grin did an awesome job separating the foreground and background while still using the same "old school" colors of the original game.

    Wow, I've only played through the first level of Bionic Commando Re-Armed. (and the challenge missions) They really did do a fantastic job on the separation between foreground and background! You'll notice that they often use haze/fog to mute the background a little, while the foreground elements are crisp and sharp. They also go out of their way to use solid color pallette discrepencies between the two. Grin did it up proper with Re-Armed, no doubt.
  • Renalicious
    Sweet :)

    Thanks for all the feedback. Colour is something I'm definitly gonna look into, as well as lighting. I'm still working on filling in the detail: Putting in more gears, different sized gears, etc.

    Rendered:
    Metalman_WIP2-render.jpg

    Viewport:
    Metalman_WIP2-viewport.jpg
  • killingpeople
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    killingpeople polycounter lvl 18
    screw threads are the raddest things to unwrap, love it.
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    love the idea, id try and get some more parrellexing in, maybe chasms of screw threads that disappear off into the distance, once animated would really make you dizzy
  • Renalicious
    Ok, more updates: More gears, more parallax, more lighting :)

    Next up I'll be working on the foreground / play area and adding more detail.

    Render:
    Metalman_WIP3-render.jpg

    Viewport:
    Metalman_WIP3-viewport.jpg
  • cycloverid
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    cycloverid polycounter lvl 15
    As a smash fan, this is an interesting alternative to the standard smash level design (I'm assuming that this is for a multipalyer-style map). I guess it could be for either MP or SP, so my next point isn't that important. In Brawl, both players would pick turtling ranged characters and spam all day at eachother!! -- since all the pitfalls are in the middle of the stage. :poly142:

    Anyway, this could be very cool. I'm assuming it will all be stylized diffuse and no normals? If so, it will be a good challenge.

    Make it happen!
  • Archanex
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    Archanex polycounter lvl 18
    Awesome idea!!! I'll be keeping an eye on this one!
  • Mtg_kirin
    I would def add more platforms in the middle. Like in the metal man level. Connect 2-3 gears to make a platform in the middle
  • Drawallday
    I think this project is very interesting! Hope there is enough motivation to finish this ASAP!! :)
  • imb3nt
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    imb3nt polycounter lvl 14
    I REALLY wanna see this animated.

    i <3 cogs.
  • Maxram0
    I look forward to seeing this in motion with awesome music :)
  • Renalicious
    Ok, here is what I have so far. Didn't have a lot of time to work on it in the past few days. Now I'm gonna be figuring out lighting and colour, maybe doing some quick and dirty paint overs in photoshop. Not sure if I'm gonna add more detail yet or now. Kind of want to focus the players attention on the forground where all the action is.

    Metalman_WIP4-render.jpg
  • Maxram0
    looking good, keep it up :)

    I just remembered there were gears in one of the early sonic games on the megadrive, they had these gear where u can run on it in a certain direction to make it ascend or descend
  • Renalicious
    I'm using some of the original colour pallet to play around with colours and getting a feel for how everything might look in the end. I'm going for more subtle colours and tones which I think fits SSBB a bit better than the extreme colours of Bionic Comando. But I think things need to be bumped up a bit more anyways.

    All geo is now default gray and renderer is Mental Ray + final gather instead of scanline + light tracer.
    Metalman_WIP5-render.jpg

    I'm not too sure about making the foreground green, or green-ish; it ends up looking kind of weird.

    Metalman_WIP5-render_alt.jpg

    What do you guys think? I've always seemed to have troubles with colours and saturation, so I could use plenty of feedback and suggestions here :)
  • Minos
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    Minos polycounter lvl 16
    I think this is heading to a nice direction. I would personally switch your brightness/darkness scheme, making the background lighter and foreground darker. This will give your scene some more depth. Right now it looks like an abandoned place being lit by a huge spotlight in the foreground.
  • d00kie
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    d00kie polycounter lvl 17
    For some reason, i imagine this place in an area with alot of molten steel like Terminator 2 or Brinstar Depths from SSB. Maybe you could play with different light schemes like that.
    - An area with molten lead (lots of (oranges, reds, and yellows)
    melee-brinstar.jpg

    - A dimly lit abandoned look with lights flickering on and off here and there and parts sparking (various shades of blue and some gray or a color palette similar to Shadow Moses)
    shadow_moses_ssbb_lg.jpg

    If you have Brawl, take a gander at some of the choices of their color palettes and lighting they used. Maybe they could set you on the right track as well. You can still stick to the original design and put an interesting color twist on it. :)
  • Renalicious
    You know, I was actually considering doing something like that myself, including elements on Shadow Man in this stage. Having pools of magma or hot stuff flowing around. At the very least I'm gonna do some red / yellow lighting from below as though there was a pool of magma.

    As for the foreground, I'm thinking something cooler / neutral to contrast the red fog and lights in the distance. Then letting the textures add the greens and yellows.
  • Renalicious
    Got everything unwrapped, and starting first pass textures. I also have the gears animated, more or less, and made a quick fly around video simulating the extents of the camera.

    Metalman_WIP7-render.jpg

    Video <-- Divx 6.8 AVI
  • Renalicious
    More texturing progress :)

    Metalman_WIP8-render.jpg
  • Renalicious
    I talked to an art director whom I have much respect for (Ed at Threewave), and he gave me a bunch more pointers and feedback on the scene.

    First off I changed the fog from dark red or pale yellow, this really makes the scene a lot more alive I think. It's not drowning in and in blackness.

    Next I'm gonna add more detail and debris everywhere, but not 'war-torn', just making it look like this place has been around for a while now.

    There will be more elements that will lead the eye back into the scene to where the action is.

    So yeah, this is what I have so far: more texturing progress, and finally some lighting. There is one ambient light shining from the top, and a bunch of point lights. All the shadows you see are fake :)

    Metalman_WIP12-render.jpg

    Video fly around

    The whole scene weighs in at just under 35K tris, and when I was looking closely at the levels in SSBB I realized just how little detail they have :O I guess the trade off is that some of them are really dynamic.

    What's next:
    The middle will be textured with more neutral colours (or something slightly yellow-ish)to blend the background and foreground.

    More molten metal moving around in the back ground to have an excuse to make it red / red-ish.

    Any comments on lighting and textures so far? It's still 1st pass but I appreciate the feed back :)
  • jakelear
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    jakelear polycounter lvl 14
    Love the concept, fantastic idea taking the metal man level.

    I just have one criticism at the moment.

    Right now, everything, save the magma in the background, sort of blends together, and I think it's largely because of the greenish/grey texture being everywhere. Don't be afraid of color. Maybe consider some vibrant red rust on the gear cog faces or elsewhere, just to break it up a bit. Also, what is emitting the red light on the center/left? I know you're early on in lighting and texturing, but I'd consider giving that light a source.
  • ZacD
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    ZacD ngon master
    yeah the surfaces you can stand on and the background need contrast.
  • GugloPWN
    Green forground red background!
  • Ferg
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    Ferg polycounter lvl 17
    nice progress on this man, really comin together
  • glib
    If you don't want to use color to separate fore-mid-back grounds, then try some subtle DOF on the fore, and increasingly intense DOF on the background elements.
  • Spacey
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    Spacey polycounter lvl 18
    I really wanted to comment on this as I enjoy both Smash and Mega Man. How cool would it be to have the Blue Bomber in Smash?! Damn, can't wait =3

    Anyway, I don't agree with your color choices and like the original greens and reds. I played around in PS and threw this together. I don't think the greener foreground looks weird at all. Maybe that's because I'm the type of person that loves it when artists almost abuse color? Either way, to me it looks far more interesting and more 8-bit "Mega Man"-y than the bland gray textures. Start bold; you can always take away if it's too much.

    Aside from the colors, I'm not getting a Mega Man vibe from the stage as a whole. I made the conveyor belts look more like the ones that are in Metal Man's stage. Maybe you'll be adding in more nods later? Like metools or those drill things that go from the ceiling to floor that you can farm for health/weapon energy and lives?
  • Renalicious
    Based on some very recent career developments, I need to put this scene in a temporary hold while I work on a couple new things.

    Here is how it looks so far:
    Metalman_WIP13-render.jpg

    Spacey, thanks for the feedback. For sure it could use more colour, it's something I'm gonna be working on once I finish the 1st texture pass. However I've noticed that SSBM and SSBB's stages go for a more muted look, so I don't know if I would go overboard with trying to emulate the extreme contrast of the original NES version like they did with Bionic Commando. But rest assured that more colour will be added, and the lighting will also be improved ;)

    I like the idea of having some more mega man related detail in the background, heh, I kind of forgot about those :)
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