Uploaded January 2026 | Updated September 2026, 2 weeks ago
Rendered in Blender 5.0.0 with the Cycles renderer.
It's been a long time since I've done a cutscene remaster, so I figured I'd do one for Sonic Generations this time.
Unlike the ones I've done for Colors, this one was rendered in the Cycles renderer, due to a refraction shader that didn't seem to work in the Eevee renderer. This also got me to make the cutscene look more "cinematic" as a result in regards to the lighting.
The morph anims for the mouths had to be done manually by copying values over, but it wasn't too much trouble. Just tedious. Same with the eye UV-animations.
For the picture itself, it was technically rendered in open-matte (in-game it's zoomed in), so I decided to add some cinemascope bars to the top/bottom of the screen. Mostly to hide an error where the chandeliers would appear to be floating in mid-air without a ceiling, and to somewhat better match the framing of the original (though there's still more on the sides that can be seen).
I'm overall happy with what I was able to manage, though I also apologize for any inaccuracies when compared to the original cutscene from the game itself.
Tool credits:
@Kwasior - KwasTools: github.com/ThisKwasior/KwasTools
@Radfordhound - HedgeArcPack: github.com/Radfordhound/HedgeLib
@samothethief - SonicGLVL: github.com/DarioSamo/libgens-sonicglvl
@Justin113D - HEIO Tools: github.com/hedge-dev/HedgehogEngineBlenderIO
Rendered in Blender 5.0.0 with the Cycles renderer.
It's been a long time since I've done a cutscene remaster, so I figured I'd do one for Sonic Generations this time.
Unlike the ones I've done for Colors, this one was rendered in the Cycles renderer, due to a refraction shader that didn't seem to work in the Eevee renderer. This also got me to make the cutscene look more "cinematic" as a result in regards to the lighting.
The morph anims for the mouths had to be done manually by copying values over, but it wasn't too much trouble. Just tedious. Same with the eye UV-animations.
For the picture itself, it was technically rendered in open-matte (in-game it's zoomed in), so I decided to add some cinemascope bars to the top/bottom of the screen. Mostly to hide an error where the chandeliers would appear to be floating in mid-air without a ceiling, and to somewhat better match the framing of the original (though there's still more on the sides that can be seen).
I'm overall happy with what I was able to manage, though I also apologize for any inaccuracies when compared to the original cutscene from the game itself.
Tool credits:
@Kwasior - KwasTools: github.com/ThisKwasior/KwasTools
@Radfordhound - HedgeArcPack: github.com/Radfordhound/HedgeLib
@samothethief - SonicGLVL: github.com/DarioSamo/libgens-sonicglvl
@Justin113D - HEIO Tools: github.com/hedge-dev/HedgehogEngineBlenderIO
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