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Logan McCloud's WIP Thread

Send me a message if the model pack is done.
Just use the "Watch" button.
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Hello! I took a bit of an extended break from SRB2 (and Sonic in general) to work on other things, pursue some other passions, and take care of a lot of life stuff. Thank you for your patience.

It has been a while so I don't remember all I've mentioned. All the base-game enemies are done, have been for a while now. Really *most* of the pack is done at this point, the most important things that are left are the rest of the main cast and seeing how far I can get with certain downloadable characters before the initial release.


Part of the reason for my absence is that I'm not very efficient at modeling; my techniques didn't scale well. I could work fast when I needed to but complex models took a disproportionate amount of time. So I spent most of last year basically relearning 3D modeling from the ground up, learning proper fundamentals this time instead of relying on my lopsided knowledge. I can work in high poly and even sculpt now, not that that's relevant to this pack, which is staying low poly, but I'm hoping I can apply what I've learned to work much faster and more efficiently for the more complex models I need to do next.

Again thank you for your patience. I'll try to keep you guys posted for when I'm able to make significant progress again.
 
Hey now that you're back Logan and feeling more confident then ever, could I make a few suggestions on how you could make your Fang model a little better than the original the original sprites since they're a little bland. I apologize if I'm overreaching here, you're the genius behind the models after all.
 
Hey now that you're back Logan and feeling more confident then ever, could I make a few suggestions on how you could make your Fang model a little better than the original the original sprites since they're a little bland. I apologize if I'm overreaching here, you're the genius behind the models after all.
Fang isn't going to be based on the current sprites., he's currently being resprited and the design will be based heavily on the new sprites.

In addition, Fang was a character lucky enough to get a proper figure back in the day, since his designer, Shinichi Higashi, was a sculptor who worked at SEGA, and I'll be taking a lot of influence from that model, the original concept sketches, and his Fighters model as additional guides. (That said, I'm open to suggestions)

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In other news, it was brought to my attention there's a build of SRB2 that allows for more control over character animations, specifically in not having to be restricted by the number of sprites in an animation. So I started messing with it to see how it works:



And I'm sold. If this feature gets merged into the main engine, I'm planning on taking full advantage of it as it allows me to have even more control over animation than I've ever had before. More frames also plays nicer with interpolation so it doesn't look as squishy.


I don't know what will come first, the release of my model pack or this engine feature, but either way I'll be using this in my model pack as soon as main engine supports it. If my models come out first, they'll use my base animations instead.
Post automatically merged:

Also I finally fully read through what I missed in the thread. Thank you for the birthday wishes in August, that was really sweet. Again I want to apologize for disappearing, real life worries and obligations took priority for a while.
 
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Fang isn't going to be based on the current sprites., he's currently being resprited and the design will be based heavily on the new sprites.

In addition, Fang was a character lucky enough to get a proper figure back in the day, since his designer, Shinichi Higashi, was a sculptor who worked at SEGA, and I'll be taking a lot of influence from that model, the original concept sketches, and his Fighters model as additional guides. (That said, I'm open to suggestions)
Oh that resprite is news to me but a long time coming since it was always a little lacking. Anyways my suggestions were pretty basic things like making him a little more expressive like having his hat nearly fall off in his hurt and death animations and have his run animation look more like his run in triple trouble 16 bit since I thought it looked cooler. I honestly kinda forgot most of my suggestions in the time between that post and now. If I remember anything that's any good I'll tell you.
Edit:
So I think most of my general suggestions I had were just things to make him a little more menacing like having his face in shadows except for his piercing eyes during his shot animation and having him keep a hand on the grip of his pop gun during his idle animation and also conversely having him being really goofy during his hurt and death animations to contrast the cool cowboy bounty hunter persona he has I guess. It's all pretty muddy in my head so I probably forgot a lot of things and didn't properly sell it but I'm sure you could make something cool out of it if you wanted. I just think a proper Fang needs to both make him look really cool when he's doing well and also like an absolute buffoon when he's flailing around like an idiot.
 
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Oh that resprite is news to me but a long time coming since it was always a little lacking. Anyways my suggestions were pretty basic things like making him a little more expressive like having his hat nearly fall off in his hurt and death animations and have his run animation look more like his run in triple trouble 16 bit since I thought it looked cooler. I honestly kinda forgot most of my suggestions in the time between that post and now. If I remember anything that's any good I'll tell you.
Edit:
So I think most of my general suggestions I had were just things to make him a little more menacing like having his face in shadows except for his piercing eyes during his shot animation and having him keep a hand on the grip of his pop gun during his idle animation and also conversely having him being really goofy during his hurt and death animations to contrast the cool cowboy bounty hunter persona he has I guess. It's all pretty muddy in my head so I probably forgot a lot of things and didn't properly sell it but I'm sure you could make something cool out of it if you wanted. I just think a proper Fang needs to both make him look really cool when he's doing well and also like an absolute buffoon when he's flailing around like an idiot.
I appreciate the detailed response.

Because of the nature of this model pack I'm going to be taking the most influence from the sprites. I don't want to deviate too much because the pack's goal is to be faithful and nearly seamless with the sprites and art direction, at least as much as I can given the pack's other limits. Otherwise I want to keep nudges in different directions more subtle while running those changes by the devs I know. So suggestions that change this much might be better served for those making the new sprites, though I appreciate what you're saying.

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This is something I've wanted to test for a while. I finally made a proof-of-concept for animated textures, if that were something I could do:


Please note that the stuff in this video might not make it to release, it depends on if these features get supported by the engine properly.
 
Eh that makes sense. I'll save any more odd requests like that for a while after the pack is released and gotten a couple updates and probably in the form of maybe some alternative outfits or textures and stuff like that I guess. I can't wait to see what the final product looks like! Wish you luck and good fortune friend <3
 

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