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Thread: Low-poly Sonic

  1. #16
    16-bits is all he needs Master of Shinobi matteus's Avatar
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    Quote Originally Posted by cleeg View Post
    What're the furries?
    don't open that can! we start getting furry posts and this site goes to pot


  2. #17
    Raging in the Streets Sik's Avatar
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    So huuuuuh I brought up the cross-compiler and got a working EXE for Windows, but it crashes when the program quits (not sure if it's just Wine though) Should I upload anyway?

    Probably using the SDL 2.0.5 DLL with a program built against a patched (not even vanilla) SDL 2.0.4-9174 isn't helping matters. The alternative is to rebuild SDL2 with the cross-compiler though. Uuuuuugh. (there are prebuilt binaries it seems? though not sure if it's MinGW or MinGW-w64)

    Quote Originally Posted by Flygon View Post
    no seriously, of the 34 on FA, Sonic stuff tends to be on the bizarre end of the spectrum
    I wonder where Pokémon lies (trainers aside, that is).

  3. #18
    Raging in the Streets Sik's Avatar
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    Tweaked the model further, especially the colors (there wasn't enough contrast honestly).





    Also have some binaries (yes, on Windows it crashes on quitting =/):
    https://github.com/sikthehedgehog/lo...ster/bin-linux
    https://github.com/sikthehedgehog/lo...er/bin-windows

    Lopoly Sonic won't run on Windows 10 S though! =P

  4. #19
    16-bits is all he needs Master of Shinobi matteus's Avatar
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    this looks like the model I saw in a recent Saturn demo!


  5. #20
    Hedgehog-in-Training Hedgehog-in-TrainingSports Talker Team Saber Rider's Avatar
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    The model looks good. Proper low poly is not easy!

  6. #21
    Raging in the Streets Sik's Avatar
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    https://github.com/sikthehedgehog/lopolysonic/issues/2
    OK so huh, turns out I really skimmed down on polygons. Sonic R model has 34 more polygons than this one (and somehow manages to look worse).

    Should I just aim for that polygon count and try to add in more detail or stay as it is? Obvious place to add polygons would be the missing halves from legs and arms (which are 20 polygons on their own, although other stuff needs much less thankfully). From that GitHub link:

    • The missing halves from arms and legs. That would eat up 20 polygons (ouch)
    • The quills in Sonic's back. Note that this would replace his current back (which is 6 polygons), so I believe that in total it only would need 6 more polygons?
    • The hands are pointy, we could maybe add an extra flattened surface there? (2 more polygons only, since the surrounding triangles would become quadrilaterals)
    • The nose could use some improvement but I'm not sure how to go around it. And the best option would be actually replacing it with a deformed sphere sprite rather than using polygons...
    Excluding the nose that's 28 polygons (i.e. it's still under the Sonic R polygon mark), so I suppose the biggest question is how to make that nose look better (note that the existing nose is already taking up 4 polygons). Also probably worth noting that maybe it'd be a good idea to have multiple models for LOD purposes (though I suppose that in a game Sonic wouldn't be seen from far away very often, if ever)

  7. #22
    Raging in the Streets Sik's Avatar
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    Change of plans:



    You don't want to see the underlying code... (loads of interpolation going on x_x)

  8. #23
    Raging in the Streets Moirai's Avatar
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    Hmm something still looks “off” to me.... like this isn’t really the “real” sonic... maybe the proportions need to be adjusted...?

  9. #24
    Raging in the Streets Sik's Avatar
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    Probably still more real than modern Sonic :v

    Which reminds me:





    This thing came out before the actual Sonic games, how come they ended up using a worse model later? (・_・) (aside from shoes not being pointy, but that's a minor fix in comparison)

  10. #25
    Raging in the Streets Moirai's Avatar
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    I like the Christmas nights sonic model. With a few tweaks it would be perfect.

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