# - A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z
Sonic X Shadow Generations
Uploads to this Game RSS Feed
Category PC / Computer
Models 16
Hits 16,399
Comments 30
Sonic X Shadow Generations
Sonic X Shadow Generations
Console Genre Developers
PC / Computer Platformer Developer coming soon!
Tagging is in the works and will be here soon!
You must be logged in with an active forum account to post comments.
Avatar
Nov 14, 2024, 1:27 PM
@robowil

So I was only 1/4 right since the green channel is the same.
Avatar
Nov 13, 2024, 7:53 PM
@gameman5804 The PRM maps are actually formatted the same as they've been since M&S Tokyo 2020.

Red - Specular/Reflectiveness
Green - Smoothness (invert for roughness)
Blue - Metallic
Alpha - Ambient Occlusion
Avatar
Nov 11, 2024, 5:03 PM
@gameman5804 Sounds like a plan
Avatar
Nov 11, 2024, 6:36 AM
@BlockyStar only the cutscene models of both Sonics are higher poly, on the other hand they're just design changes
Avatar
Nov 11, 2024, 1:00 AM
Sorry for the late reply, but I was wondering what unique design differences the Badniks have in this game?
Avatar
Nov 10, 2024, 3:27 PM *
@Jackson Merrill
I would use a tool like RippingToolsGUI to convert the DDS Textures in one shot, BUT you gotta make sure that folder you want to convert is ONLY the textures. Also keep in mind with the prm (PBR Specular) maps that the admins might split all 3 RGB channels including the Alpha Channel. Look at all the Sonic Forces levels I ripped and submitted for proof.

Based on a video I saw discussing Forces PRM Textures (this might apply here to)... Red is Metallic (or Specular), Green is Smoothness/Roughness, Blue is Ambient Occlusion.
Avatar
Nov 10, 2024, 11:52 AM
Will the birthday scene from the gens opening be ripped? I know it's a prerecorded cutscene but some people have found the map in the file of SXSHGEN
Avatar
Nov 10, 2024, 11:33 AM
@gameman5804 I can extract the models myself, but I'm gonna need to find a way to convert the DDS Image files to PNGs before I can even submit them.
Avatar
Nov 10, 2024, 9:21 AM *
@AdelQ I actually did try. I downloaded the updated HedgeArcPack, but ModelFbx or Terrain2FBX imports them like virtual swiss cheese. Same with Frontiers for me.

I'll have to wait for an updated tool to convert the whole stage through it's folder.

God I miss how easy it was for Forces. I can import models with no issue... but now it's the terrain instance stuff I need to figure out.
Avatar
Nov 10, 2024, 12:27 AM
@gameman5804 HedgeArcPack from HedgeLib to extract the pac files, and modelfbx from libgens to convert the model files
Avatar
Nov 8, 2024, 8:38 PM
you can rip shadow gens models using the frontiers ripping tools lots of people have already ripped models from shadow gens (the space colony ark model is so high detailed its insane)
Avatar
Nov 7, 2024, 6:02 PM
@Random Talking Bush
I guess we gotta wait for the updated ripping tools. Nothing I have works.
Avatar
Nov 7, 2024, 10:45 AM
So are these models higher poly or something?
Avatar
Nov 6, 2024, 8:29 PM
@Jackson Merrill: Lucky for you, I believe those are all the major changes for the Sonic Generations half now. Seems everyone else's models from that appear to be identical with the originals, mesh and texture-wise (I'd only discovered Vector had changes recently when comparing the textures), so I've essentially run out of content to upload from it.
Avatar
Nov 5, 2024, 12:30 PM
@Awesomeman235ify Agree. Right now, we're only getting models from Sonic Generations, which either are skins, edits of pre-existing models, or Chao stuff.
Avatar
Nov 4, 2024, 5:16 PM
Why has there been no rips of Shadow Generations yet?
Avatar
Nov 1, 2024, 10:45 PM
huh, I always thought the change was pointless but now it makes more sense
Avatar
Nov 1, 2024, 9:22 PM *
@LightSpeed: Compared those too, and yeah, they were reshaped (top and middle quills specifically, but also the side ones slightly). I'll work on getting the updated models for both Sonics up here soon enough.

(EDIT: After another model comparison, it looks like they shaped his quills to be on par with his appearance in Sonic Superstars. The topology isn't a complete match, but it's pretty close!)
Avatar
Nov 1, 2024, 8:59 PM
wait, didn't classic sonic have longer quills?
Avatar
Oct 30, 2024, 6:46 PM
I'm surprised they didn't have them in Base Gens Seaside Hill.
Avatar
Oct 30, 2024, 6:37 PM
Not trying to beg or anything, but were the Sonic Heroes Badniks that appear in Rail Canyon the only Badniks in Shadow Generations to be redesigned to match with the modern Badnik designs from Sonic Colors?
Avatar
Oct 30, 2024, 1:40 AM
@LightSpeed: Huh, you're right. Just compared the two models myself and the one in SXSG has about 3k extra polygons overall. Though it only seems to affect his cutscene model, his in-game model seems to be identical.
Avatar
Oct 29, 2024, 10:48 PM
Watching the cutscenes, Modern Sonic's model does appear to be slightly higher poly in Sonic x Shadow, you can see that his tan belly is more rounder
Avatar
Oct 28, 2024, 4:35 PM *
@Marshi64: Well, yeah, it goes without saying that the Shadow Generations half of the game would use new and updated models.

@(d)emo(n): Added.

@dshaynie: As mentioned on the submission itself, Sega changed her eyelid colour from being cream-coloured to orange -- same change they made between Sonic Advance 2 and Sonic Advance 3.
Avatar
Oct 28, 2024, 3:34 PM
Sonic's models were definitely updated too, Shadow for example uses Frontiers' flow map setup for his fur so I imagine Sonic has this too.
Oh yeah... and the other DLC models including the upcoming Movie models are definitely worth looking into too.
<<First <Prev Page 1 of 2 Next> Last>>
This page does not work well in portrait mode on mobile. Please rotate your device.
Revise
Report
Switch to Dark Theme
Switch to Text Mode
Click to show NSFW Content
Click to toggle list of pending models
Click for a random model!