Jump to content


TSS Member
  • Content Count

  • Joined

  • Last visited

Reputation Activity

  1. Thumbs Up
    Kamakai reacted to Chris in New Moderators   
    I'd like to welcome two new moderators to the team this morning: Akito and Sonikku_Kiah. I hope the transition won't be too hard on you two and we're here to help.
  2. Thumbs Up
    Kamakai reacted to -Robin- in Is there anything that reminds you of Sonic, even though the thing is not directly related to Sonic?   
    I'm just getting serious Sonic + Tails vibes from these two in the XY anime. Headstrong and adamant kid who typically dresses in blue and who never stays in one place for too long, and his blonde-haired level-headed friend who has a penchant for mechanics.

    I'm waiting until the show brings in a cocky teen dressed in red.
  3. Thumbs Up
    Kamakai reacted to Stritix in Is there anything that reminds you of Sonic, even though the thing is not directly related to Sonic?   
    The kruger level in Mirror's Edge reminds me a lot of Sweet Mountain. Both look similar in areas with the whole white 'n orange factory style.
  4. Thumbs Up
    Kamakai reacted to Straw Hat in New Sonic game in works for Xbox One, PS4 and Wii U?   
    .....Is that even a question...?
  5. Thumbs Up
    Kamakai got a reaction from Shikushi in Kamakai's artistic world of Sonic n' stuff!   
    Hi, I'm Kamakai. Here it is... My long awaited ART THREAD!
    *Crickets chirp*
    Well, here you go:

    What do you think? Should I post more?
    (Opinions and constructive criticism are appreciated)
    EDIT: Here's another one:

  6. Thumbs Up
    Kamakai got a reaction from Shikushi in Kamakai's artistic world of Sonic n' stuff!   
    Here's another one!

    And since I know you're all getting sick of blue:

  7. Thumbs Up
    Kamakai got a reaction from Shikushi in Kamakai's artistic world of Sonic n' stuff!   
    Here we go with a few new pieces!
    First up:

    And one of JP Classic Sonic:

    And another one of Classic Sonic:

    And I finally finished that one I posted last time:

    ... I may tidy some of these up on the computer at some point.
  8. Thumbs Up
    Kamakai reacted to Nepenthe in Sony makes a disabled fans day... Microsoft does... something else   
    Even without Sony's gesture to compare this to, shrugging your shoulders at a group of people who cannot physically access your booth with an apology as meek as that is a pretty bad from a PR standpoint and just isn't in plain ol' good taste. I'd personally be scrambling to do something for them, even if it wouldn't have amounted to a free console.
  9. Thumbs Up
    Kamakai reacted to Kuzu in Iizuka confirms: Shadow REQUIRES a Chaos Emerald to use Chaos Control   
    You're still going on about this dude, let it go.
  10. Thumbs Up
    Kamakai reacted to Jet Prower in Anyone out there with shameful Sonic-related secrets?   
    Should give it a try one day. Wii's aren't that expensive anymore, or you can go right for a WiiU eventually and play both libraries at the same time.
  11. Thumbs Up
    Kamakai got a reaction from JemiDove in Forgotten gems in Sonic soundtracks?   
    It's a commonly known fact that Sonic games typically have music that excels beyond typical "video game music" standards, be it almost universally loved songs like Live and Learn, as well as "love or hate" stuff like Sonic R's whole soundtrack. But what about the songs that never get credit? An example that springs to mind for me is Wave Ocean from Sonic 06. No, seriously. There is a good vibe in that tune that always makes me hit the replay button. What do you think?
    SOnic R.htm
    But seriously, this is the shit.
  12. Thumbs Up
    Kamakai got a reaction from FromASloth in My First Game   
    Sonic. Adventure. No, not the gamecube port, I mean the original. I will always have a soft spot for this game; a spot that SADX simply can't fill. SA just feels so much more...natural. I remember me, my brother and my sister each had 30 mins to play my Grandad's Dreamcast while a family reunion was going on. The chose Crazy Taxi and SEGA Bass fishing, but I played the one with the blue animal. So... if blue wasn't my favourite colour, I might've never fell in love with Sonic.
    ...That's a scary thought.
  13. Thumbs Up
    Kamakai reacted to Nepenthe in SegaSonic Art: What It Is, What It Isn't, and What It Can Be!   
    (The first section includes technical criticism of Archie's art. This isn't intended as bashing or hating so much as it's being used as a point of comparison so I can better explain what I believe SegaSonic art is on some kind of objective level. Frankly I have no opinion on Archie's art other than "it's good," especially since I don't read it, so I'm hoping this isn't taken as a personal attack or- worse- that the topic ultimately derails from this. For the love of chub don't get offended.)
    This persisting art style we know and mostly love doesn't seem to have any deep analysis here, despite the fact that it can crop up in discussions anyway, mainly as a comparison point for Archie's style or to complain about Sonic's teeth. So I thought it'd be interesting to open up the gates to a path unknown, so we can try to see not only what SegaSonic looks like, but why it looks the way it does and how broad the style actually is. So hold on to your butts children, because Penth's going to blab about artz!

    First: What's an art style? According to the book Art History and its Methods, a style is a "distinctive, and therefore recognizable way, in which an act is performed or an artifact made or ought to be performed and made"; an academically-loaded way to say how art is done. Style details innumerable things, from the way line, color, and volume are rendered to the way principles like balance, harmony, and repetition are applied. It's not enough to say: "In this style, all men wear hats and all women wear skirts." What kinds of shapes do the hats and skirts take on? What kind of line quality do they have? Are all of them rendered in warm or cool colors? The answers to these and other questions can be gathered into what we call a style.

    So let's start at the foundation. The most universal quirks I can see is the way basic forms are connected simply and make great use of perspective, giving Yuji Uekawa's drawings a pleasing feeling of weight and mass. Even in their widest poses, characters don't twist mid-form in bone-breaking ways. Take these two images of Vector for example. I tried to find two that were a little similar in pose:

    Notice how Uekawa uses crosshairs, not just on the face but everywhere. The right shoe followsthe general perspective of his top jaw, belly lines, headphone band, etc.. Their prominent use allows shapes to build logically off one another so Vector alludes he's a single figure. In this Archie panel, perspective is broken which can't just be the fault of cartoony posing: If we note the shape of Vector's head, it actually suggests his skull is lopsided. His muzzle slopes at an awkward angle due to the positioning of the eyes. His back is also broken just by the spikes: they're visible, meaning they're not possibly in the middle of his back but have been haphazardly thrown to the right, until they reach the middle of the tail where they're centered again. I'm unsure how his body is actually flowing, destroying the idea that Vector's one flowing mass. Archie Vector is more unbelievable than Uekawa's Vector despite more variation in his pose!

    Another thing about Uekawa's style is his interplay with curves, angles, and tapering. From head to tail, Vector's body is one cylinder with a nice flow built in. This is broken up by his mouth which is basically flats cubes. His round legs flatten into the cubic shapes of his shoes, a distinction that further suggests they support a heavy load. Along with the body, the legs and arms gently taper towards their ends. This feeds mass to different parts of the body, which adds weight, suggests an organic feel to the character, exaggerates hands and feet, and frankly it's just easier on the eyes. Archie Vector lacks tapering in his body, looking more like a jelly bean instead; but notice how sharper the tapering is on his arms and legs, making them look skewed, especially as they contact his gloves and shoes. There's also less thought given to the interplay of angles and curves in terms of defining what is supposed to bear weight or suggest bone. Look at his shoes, which are more rounded and look like simple boots. Also notice the broadness and stubbiness of his muzzle; compare how the bottom teeth are placed in the two drawings (Archie Vector is now an alligator!).

    If I were to draw that same pose more along the lines of SegaSonic style, this is how I would've done it. Excuse Paint scribbles:

    Now we've only talked about lines, yet we can see their application can result in two completely different renditions of the same character. Also note that the way lines can interact with each other to make shapes is pretty much infinite. The implication of this is that we can have characters of wildly different body and clothing types that still stick within the same style and thus belong together! This is why Vector and Sonic belong in the same universe when both are drawn by Uekawa, even though one is a tube croc and the other's a basketball-headed hedgehog:

    In Uekawa's Sonic, you can see the same things: Better adherence to perspective, gentle tapering towards the ends of his arms and lower body, smooth S-curves throughout, flat-bottomed shoes to suggest weight-bearing, and other things, as well as compare how dissimilar Archie Sonic is. Don't let anyone argue that just because Vector or Big or Chip don't have Sonic's exact shape like Shadow does that they don't belong beside him artistically. Not true! Art isn't that restrictive, much less Uekawa's style, hence why we can have all of these awesome-looking characters in the first place and potentially many more.

    So, now we have an idea of the universal attributes that constitute a SegaSonic-styled character, so let's delve into specifics: common body shapes and clothing types. Most of these observations aren't universal. As I argued, SegaSonic art isn't chained down by cyclops eyes or gloves. There's at least one ruling exception to everything yet these unique characters still belong. Remember, the shapes themselves are limitless; It is the way they're drawn that is far more important!
    So here's a huge mosaic that looked a lot better in my art program but is here anyway for ease of comparison. And can you tell I forgot Cream at the last second? Anyhoo!

    No head is fully angular. While Knuckles, Tails, Marine, and Chip have square-ish heads from different base shapes, there still exists curves, usually around the mouth area and to soften potentially hard corners. Circles are the default shape.

    The eyes on a character are usually pretty lengthy, probably about half the length of the head or more. Ridged brows are most prominent in tough male characters; completely absent for females. In return, only females have eyelashes. Proper wrap-around for both the eyes and brow is paramount in keeping consistency and volume and establishing a head direction. The classic elongated pupils should not be fat or pill-like; I'd best liken them to grains of rice instead.

    Every character has a differently-colored mouth/muzzle. Female muzzles lack the prominent stop of their male counterparts. Their noses also tend to be short and triangular, even if a male of the species tends to display another shape of nose. Mouths must again properly wrap around the head although one is not restricted to the "Felix the Cat" look of floating lips; Prominent mandibles, such as on Vector and the Werehog, are plenty allowed.

    Ears- if they're there- all tend to emerge from a general triangular or diamond shape. Sharpness, roundness, straightness, length, and positioning can vary as seen fit.

    The typical center mass of a character tends to be an inverted triangle or candy corn shape: broad at the top to support a heavy head and humanoid shoulders, and ultimately tapering down at the pelvis. Of course, this is merely the default. Pudginess, rotundness, feminine shapes, lizard bodies, and rationally anything else or inbetween are all allowable. However, a neck is almost always absent.

    Arms and legs work are solid tubes and function roughly the same. The wrists and ankles are usually just slightly wider than the shoulders and femur respectively, although depending upon the body build the opposite can be true for the arms. If the angle of the bend in one's elbows or knees isn't extremely acute, then suggestion of bone is absent in favor of perfectly curved limbs.
    Hands are what I would consider a slightly cartoony version of a human hand. The palm is roughly the length of the fingers, of which there are five. Fingers are limber, long-looking, the same width all around, and in many cases visibly possess three bones like ours. The relationship between curves and straights is most apparent here: a character's knuckles can be shown with straights which lead into curves at the fingertips, tendons in the palm, areas that are wrinkling. Also, characters have fingernails now; thank the Werehog for that. But feet- when visible- are much easier: they're flippers that are roughly the length of the entire body.
    A character's tail can be nearly any shape that is best appropriate for the species, but a common quirk is that they end in a point or series of points. Whether completely round like Cream's or fluffy like Tails, a tail usually has a point of some sort.

    The coat of most mammals and birds is very short, meaning actually drawing hair or accurate feathers is off the table by default. In cases where fluffy hair exists, it only needs to be drawn in pointed wisps or bunches emanating from the source. Species like foxes, long-haired cats, or werewolves where fur would be long all over do not need to be rendered all over as such: keeping it simple with suggestion at certain points is preferable. Hair styles are usually a blatant extension of a character's fur depicted as such. A separate mop of hair of a different color entirely like in humans is usually out of the question, being only present in Vanilla.

    The most common dress for males consists of gloves and shoes. The former tend to be white, although usually the cuff is more decorated with colors, metal bands, and studs, usually to coordinate with the shoe. Shoe types are fair game: sneakers, sandals, boots- ankle or knee-high- air skates, buckle-up, slip-in, laced, etc. Accessories are not out of the question: belts, chains, necklaces, glasses and the like are typical. An entire clothing piece, usually a jacket, is rare although seen on special occassions and events. Pants are almost always absent. The rules for gloves and shoes are the same for females, although they must bear the burden of clothing that covers at minimum their chest and groin, which means suits, dresses, tops, skirts and pants are far more plentiful.

    Even on the most clothed characters, wrinkles are sparse, only occurring around a few points like on cuffs or the waist and in large, angular bunches. Two folds are enough; anymore and you potentially lose the simplicity of the style. Also, normal fabric is rarely thick and as such has sharp edges.

    In summary, what does SegaSonic style look like?
    Characters are always a solid conglomeration of simple shapes that build off of one another with the excess aid of perspective. This helps suggest volume and mass. A general flow is built into the character through the use of curved lines to define body parts as well as the way a character is posing, an "action line". This makes a character feel organic and believable. Curved lines play against more angular or flat ones where necessary, such as on spikes, clothing, and shoe soles. This differentiates between different parts on a character and those parts' purposes. These three main observations I've made are not restrictions, but a foundation for a wealth of design. They can apply just as much to a hedgehog as they can a cat, and just as much to a cat as they can a chameleon, and so on and so forth. Ultimately, they allow Sega to unify a whole host of creatures of various looks, personalities, and clothing choices, and give us a cast that is both highly varied yet ultimately unified. 
    I'll draw up some unseen species in the style as best I can to further prove this assertion, but it's like 2:30 or somethin' and I'm much too exhausted for any artistic foolishness. Discuss, debate, advocate for some other things I haven't talked about (color maybe?), the usual. But ultimately I hope you learned something, or at the very least came to better appreciate the style that we'll probably continue seeing for many years to come.
  14. Thumbs Up
    Kamakai reacted to Speedy in Artwork: Speedy's Paintings   
    Guess I'll update this and see how many pictures I can fit in one post before the board starts complaining. But I don't want to be called off for bumping this topic either.
    Okay, here's some seasonally fitting stuff first. Snow picture from last year:

    Tails looks kinda weird, but the snow turned out well I think.

    And snow picture from this year. With chao, oviously. ^^

    Some more art from last year...

    Team Sonic on the plane. I like Knuckles on this one. (And holy shit I still remember how much work all those damn bolts on the Tornado were...)
    A kinda fuzzy Sonic with a sparkly Chaos Emerald:

    And some newer stuff.
    The Triple Threat chilling around a campfire:

    Portrait of Sonic at Seaside Hill

    Knuckles and the moonlit Master Emerald

    And something to maybe fit the upcoming New Year. Sonic on a rocket, with fireworks.

    Okay, guess that was it for now.
  15. Thumbs Up
    Kamakai got a reaction from Sonictrainer in What are your favourite official Sonic images.   
    As well as the kickass Sonic Adventure bendy-action style, I love the Sonic Battle art. The shading is simple and clear, the colours bold and bright, although I never really see it get any love. I really wish Yuji Uekawa and Hisanobu Kometani would do some images like this for spin off games, and keep the Adventure style for the main series. Anything is at least better than the uninspired, bland CGI on the boxart today.
  16. Thumbs Up
    Kamakai got a reaction from GuyWithThePie in Sonic's image today   
    From what I can tell, Sonic's general image is, "That stupid blue hedgehog game for 6 year olds." Ask any 12 year old.
  17. Thumbs Up
    Kamakai reacted to Nepenthe in Lost World Trailer 2 "This looks a bit like *Insert game here*"   
    Has anyone stated that one of the goals of Lost World is to actually translate classic art design mantras into 3D? If not, I wouldn't put much relevance in the statement that they're missing the point. They're allowed to miss the point and be their own thing.
  18. Thumbs Up
    Kamakai got a reaction from Goldenlink64 in Bullshit previous gameplay mechanics   
    I hate the Air Boost so much. When I press the homing attack button in mid-air, I generally want to jump dash. A reasonable, controllable jump dash. The Air Boost, however, is an overpowered broken clusterfuck. Mapping it to the jump dash button makes it even worse, as when your gauge is empty, you can jump dash. If it isn't, have fun dying due to an unnecessary, ridiculously unreliable mechanic.  
  19. Thumbs Up
    Kamakai got a reaction from Blue Blood in What are your favourite official Sonic images.   
    As well as the kickass Sonic Adventure bendy-action style, I love the Sonic Battle art. The shading is simple and clear, the colours bold and bright, although I never really see it get any love. I really wish Yuji Uekawa and Hisanobu Kometani would do some images like this for spin off games, and keep the Adventure style for the main series. Anything is at least better than the uninspired, bland CGI on the boxart today.
  20. Thumbs Up
    Kamakai got a reaction from TheDanimator in What are your favourite official Sonic images.   
    I've always loved the Sonic the screensaver art. It's nice, the idea of Sonic and all of his friends and Robotnik living in this crazy, colourful world where no rules apply. It shows that all of the heroes have lives outside defeating Robotnik, and Robotnik has a life outside getting his ass handed to him by Sonic. Just look at my avatar. I love this art
  21. Thumbs Up
    Kamakai got a reaction from Emmett L. Brown in Bullshit previous gameplay mechanics   
    I hate the Air Boost so much. When I press the homing attack button in mid-air, I generally want to jump dash. A reasonable, controllable jump dash. The Air Boost, however, is an overpowered broken clusterfuck. Mapping it to the jump dash button makes it even worse, as when your gauge is empty, you can jump dash. If it isn't, have fun dying due to an unnecessary, ridiculously unreliable mechanic.  
  22. Thumbs Up
    Kamakai reacted to SilentDoom in Bullshit previous gameplay mechanics   
    Grinding in every 3D game except SA2.
    In SA2 it was a well thought out mechanic and one that actually contributed to making the game more enjoyable to play.  Sonic felt like he had weight whilst he was on the rail.  If you tried to grind upwards you would slow down and you would build up speed whilst going downwards.  The horizontal vector of the velocity you had upon hitting the rail influenced your speed on the rail and this was all rounded off by the balance system where leaning side to side so that Sonic was always perpendicular to the rail whilst crouching so that he would keep on building speed made it so the mechanic actually had some depth to it.  Final Rush was the best level in the game because it made full use of this mechanic, and speed running it was a lot more satisfying when you had mastered it.  Heck you even had the cool ability to do a trick at the end of certain ramps which would fling you further depending on your speed as well as when you time you button press.  The only flaw with this mechanic was the fact that it was awkward to switch rails.
    But then from there the mechanic was just dumbed down.  The balance mechanic was never to be seen again in any other 3D Sonic game.  Heroes, whilst had a couple of gimmicks with switch presses on the rails, those gimmicks don't mask the fact that the mechanic itself was very poorly implemented.  The rails were still awkward to switch between but most of the satisfaction had gone.  It was a little better in Shadow since you could very easily switch between rails but still there was very little substance to the mechanic barring the fact that you could infinitely increase your speed by mashing that crouch button.  Then you come to 06 where there is absolutely nothing to grinding whatsoever.  No feel of weight of physics.  As soon as you touch a rail you're set to a speed and the easy switching between rails from Shadow was gone.  It was absolute garbage.  It got better again in Unleashed, Colours and Generations and it was very accessible and easy to use but again there weren't any instances where it was cleverly implemented and the grinding sections didn't really add anything to the game.  
    It's not even that the mechanic doesn't have potential (SA2 proved from the get go that it does), but they never tapped into it.  Just take the SA2 grinding with the balance system, give it easy switching with triggers/bumpers as well as the ability to easily lock onto rails and make some crazy, erratic rail formations in some levels and the mechanic instantly becomes much cooler.  It retains a level of accessibility but actually has some depth to it.
  23. Thumbs Up
    Kamakai got a reaction from UltraGizmo64 in Classic Sonic - US vs JP   
    Alright, so when Sonic the Hedgehog was designed in 1990, SEGA of America decided they had to change the original design to make it more 'edgy' to fit the audience.
    Here is the original design: and here is the redesign:
    Which do you think is better, and why? Personally, I prefer the original (JP) one by far. Smoother lines, lovely colours, and just a better shape in my opinion. The USA 'mohawk' style looks ugly to me,
  24. Thumbs Up
    Kamakai reacted to Blue Blood in Theory on why Shadow is so much like Sonic   
    The whole existence of Hidden Palace can be brought into question by the Emerald Altar, which has seemingly replaced it in the game canon. But if Gerald built a complete replica of the Altar, it's not far-fetched to believe he may have seen Hidden Palace in the process (if it's still considered to be canon).
  25. Thumbs Up
    Kamakai got a reaction from Kareemadeem in What Sonic Series would you like a sequel for?   
    I'm all for a sequel to the Storybook games, although I'm certain the characterization wouldn't even scratch the surface of comparing with the former two. The gameplay could be far more refined and polished, and it would most likely look gorgeous.
    I'm not holding my breath though.
  • Create New...

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.