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Logan McCloud's WIP Thread

Yeah I Didn't, You Can Tell From How I Type.
(They Really Need To Change This Tho, This Can Be Used Nefariously)
i dont know who thought of this feature or why its here
This is how quotes have worked on forums for basically their entire existence.

I don't think STJr can actually do anything about it because of this function likely being the only way the software used for the MB itself (Xenforo) has quotes implemented.
It definitely wouldn't be hard for Xenforo to change how it functions to be secure, but this way is fine because again; this is how quotes have always worked, so my thought is that it would have been changed by now had it been an actual issue.


Also, this is all off topic. take this somewhere else.
 
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This is how quotes have worked on forums for basically their entire existence.

I don't think STJr can actually do anything about it because of this function likely being the only way the software used for the MB itself (Xenforo) has quotes implemented.
It definitely wouldn't be hard for Xenforo to change how it functions to be secure, but this way is fine because again; this is how quotes have always worked, so my thought is that it would have been changed by now had it been an actual issue.


Also, this is all off topic. take this somewhere else.
Ok then... but also does someone know how to fix Tails' model? Like, when i use it on SSNTails he has, well, no tails! I know these were made for the original cast but also are any alternatives that ARE for SSNTails??
 
Ok then... but also does someone know how to fix Tails' model? Like, when i use it on SSNTails he has, well, no tails! I know these were made for the original cast but also are any alternatives that ARE for SSNTails??
SSNTails has no tails because, until recently (2.2), Tails' tails were on the same sprite; Now, they're separate from each other and are attached with an extra line in the S_SKIN file.
 
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Greetings friends. It has been almost 2 years since I last worked on anything SRB2 related. I got a new job, moved to a new place, but that doesn't matter here. What matters is that I'm picking things up again. And I want to try to finish this pack this year.

First thing I did to get the rust off was... make another Sonic.
blender_2026-04-28_16-25-44.png
blender_2026-04-28_16-26-13.png


Modern Sonic specifically. He's styled after Unleashed/Generations both in terms of looks and animations. His body shading is a little bit softer than most of my character models, mostly because I thought it worked better for the style, though I may still change it to be more in line with my other models. He's still unfinished, his hands aren't done yet, I don't have any trick frames yet, but I'm happy with how he looks. His model currently sits at a total of 781 triangles, well within my expected triangle budget.

Speaking of low polycounts, I decided to clean up base Sonic's model a little bit. Mostly stuff you won't notice, though the shoes are a little more obvious:
blender_2026-04-29_16-03-43.png
blender_2026-04-29_16-04-05.png

blender_2026-04-29_16-04-19.png
blender_2026-04-29_16-04-28.png

The base triangle count has been reduced. There were a lot of extra triangles that weren't really helping the shape all that much, particularly in the spines, so I got rid of them. You probably can't even tell and it has no impact on the animations either.
The base model has been reduced from 756 triangles to 688, bringing the models total polycount (including faces, wheel mesh, etc), from 876 to 808, which makes me happy.
 
Greetings friends. It has been almost 2 years since I last worked on anything SRB2 related. I got a new job, moved to a new place, but that doesn't matter here. What matters is that I'm picking things up again. And I want to try to finish this pack this year.

First thing I did to get the rust off was... make another Sonic.
View attachment 188000View attachment 188001

Modern Sonic specifically. He's styled after Unleashed/Generations both in terms of looks and animations. His body shading is a little bit softer than most of my character models, mostly because I thought it worked better for the style, though I may still change it to be more in line with my other models. He's still unfinished, his hands aren't done yet, I don't have any trick frames yet, but I'm happy with how he looks. His model currently sits at a total of 781 triangles, well within my expected triangle budget.

Speaking of low polycounts, I decided to clean up base Sonic's model a little bit. Mostly stuff you won't notice, though the shoes are a little more obvious:
View attachment 188002View attachment 188003
View attachment 188004View attachment 188005
The base triangle count has been reduced. There were a lot of extra triangles that weren't really helping the shape all that much, particularly in the spines, so I got rid of them. You probably can't even tell and it has no impact on the animations either.
The base model has been reduced from 756 triangles to 688, bringing the models total polycount (including faces, wheel mesh, etc), from 876 to 808, which makes me happy.
what about msv6, though? ok dumb question. though do you plan on making the model pack an open asset?
 
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Greetings friends. It has been almost 2 years since I last worked on anything SRB2 related. I got a new job, moved to a new place, but that doesn't matter here. What matters is that I'm picking things up again. And I want to try to finish this pack this year.

First thing I did to get the rust off was... make another Sonic.
View attachment 188000View attachment 188001

Modern Sonic specifically. He's styled after Unleashed/Generations both in terms of looks and animations. His body shading is a little bit softer than most of my character models, mostly because I thought it worked better for the style, though I may still change it to be more in line with my other models. He's still unfinished, his hands aren't done yet, I don't have any trick frames yet, but I'm happy with how he looks. His model currently sits at a total of 781 triangles, well within my expected triangle budget.

Speaking of low polycounts, I decided to clean up base Sonic's model a little bit. Mostly stuff you won't notice, though the shoes are a little more obvious:
View attachment 188002View attachment 188003
View attachment 188004View attachment 188005
The base triangle count has been reduced. There were a lot of extra triangles that weren't really helping the shape all that much, particularly in the spines, so I got rid of them. You probably can't even tell and it has no impact on the animations either.
The base model has been reduced from 756 triangles to 688, bringing the models total polycount (including faces, wheel mesh, etc), from 876 to 808, which makes me happy.
Glad you're doing well in life, and these looks rads as hell. Wish you again the best luck for the mod's progression. I've always loved the mega man legends types of low poly models who uses the restrictions to their advantages and mix them with 2D art for a goregous 3D Asthetic, so when it'll finally be done, this might easily be my definitive pack of 3D models.
 
Greetings friends. It has been almost 2 years since I last worked on anything SRB2 related. I got a new job, moved to a new place, but that doesn't matter here. What matters is that I'm picking things up again. And I want to try to finish this pack this year.

First thing I did to get the rust off was... make another Sonic.
View attachment 188000View attachment 188001

Modern Sonic specifically. He's styled after Unleashed/Generations both in terms of looks and animations. His body shading is a little bit softer than most of my character models, mostly because I thought it worked better for the style, though I may still change it to be more in line with my other models. He's still unfinished, his hands aren't done yet, I don't have any trick frames yet, but I'm happy with how he looks. His model currently sits at a total of 781 triangles, well within my expected triangle budget.

Speaking of low polycounts, I decided to clean up base Sonic's model a little bit. Mostly stuff you won't notice, though the shoes are a little more obvious:
View attachment 188002View attachment 188003
View attachment 188004View attachment 188005
The base triangle count has been reduced. There were a lot of extra triangles that weren't really helping the shape all that much, particularly in the spines, so I got rid of them. You probably can't even tell and it has no impact on the animations either.
The base model has been reduced from 756 triangles to 688, bringing the models total polycount (including faces, wheel mesh, etc), from 876 to 808, which makes me happy.
Glad to hear! Funny enough, I'm moving soon, too! So hopefully, I'll be able to get a decent job there! Hope everything goes well!
Also, good work, dude! Rad!
 
I like this model pack it seems very ambitious
I have a question if you want to answer
How roughly close would you say you are to completing the model pack
 

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