Uploaded October 2024 | Updated September 2026, 2 weeks ago
Progression reel: youtube.com/watch?v=UZs-Sjb5LFU
This one was actually the first one in production order (in fact I planned this as early as a year and a half ago!), but I had a lot of issues with getting everything to look nice, and for the animations to play as intended (which meant this was on the backburner for quite a while). Probably the most difficult remake I've done, if I'm being honest.
That said, there have been some changes to my workflow.
- While Sonic is still using his model from Generations, he now has his textures from Unleashed. This is most noticeable on his eyes, which no longer have noticeable compression artifacts.
- Tails is now using a combination of his Generations model (head/tails/body/arms/legs) and his Unleashed model (gloves/shoes), thus essentially matching up with his Colors model as far as his UVs go. This also meant that I could finally use the roughness/specular maps from his Forces model here.
- I disabled motion blur. Turns out that was causing the strange twitches in my previous cutscene remake.
Otherwise, still the same workflow, with me trying to replicate the Wii aesthetic, and utilizing SCU's PBR material maps. I do apologize about the transparency sorting issues on the wisp tank in some shots. That I couldn't fix. Oh and also the slight black bars on the top/bottom of the screen; I accidentally rendered this at like 3840x2124. Ah well.
All this considered, I'm very happy with what I was able to achieve here. Even if doing the final render required me to pull an all-nighter.
(And yes, I am definitely planning on doing videos involving Sonic X Shadow Generations. Highly excited for that to release.)
Rendered in Blender 4.1 with the Eevee renderer.
Tools Used:
KwasTools - github.com/ThisKwasior/KwasTools
Brawlcrate - github.com/soopercool101/BrawlCrate
BerryBush - github.com/hayden0729/berrybush
Progression reel: youtube.com/watch?v=UZs-Sjb5LFU
This one was actually the first one in production order (in fact I planned this as early as a year and a half ago!), but I had a lot of issues with getting everything to look nice, and for the animations to play as intended (which meant this was on the backburner for quite a while). Probably the most difficult remake I've done, if I'm being honest.
That said, there have been some changes to my workflow.
- While Sonic is still using his model from Generations, he now has his textures from Unleashed. This is most noticeable on his eyes, which no longer have noticeable compression artifacts.
- Tails is now using a combination of his Generations model (head/tails/body/arms/legs) and his Unleashed model (gloves/shoes), thus essentially matching up with his Colors model as far as his UVs go. This also meant that I could finally use the roughness/specular maps from his Forces model here.
- I disabled motion blur. Turns out that was causing the strange twitches in my previous cutscene remake.
Otherwise, still the same workflow, with me trying to replicate the Wii aesthetic, and utilizing SCU's PBR material maps. I do apologize about the transparency sorting issues on the wisp tank in some shots. That I couldn't fix. Oh and also the slight black bars on the top/bottom of the screen; I accidentally rendered this at like 3840x2124. Ah well.
All this considered, I'm very happy with what I was able to achieve here. Even if doing the final render required me to pull an all-nighter.
(And yes, I am definitely planning on doing videos involving Sonic X Shadow Generations. Highly excited for that to release.)
Rendered in Blender 4.1 with the Eevee renderer.
Tools Used:
KwasTools - github.com/ThisKwasior/KwasTools
Brawlcrate - github.com/soopercool101/BrawlCrate
BerryBush - github.com/hayden0729/berrybush

![[OLD] Team Sonic Racing (Switch) - Ocean View
Just a regular race in Ocean View as Zavok. Captured directly from my Switch. [OLD] Team Sonic Racing (Switch) - Ocean View](https://i.ytimg.com/vi/y921381dgD4/mqdefault.jpg)


