YesNoOk
avatar

STREET FIGHTER III 4th Assault - Future of Fighting (Read 1842081 times)

Started by Mastertkof, January 07, 2017, 12:32:10 am
Share this topic:
Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
#181  March 16, 2019, 10:48:06 pm
  • ***
  • me
  • a guy who makes art
    • Brazil
Re: MasterTkof Projects
#182  March 18, 2019, 10:09:42 pm
  • ***
  • me
  • a guy who makes art
    • Brazil
some tests (need to reduce the scale, and the color style don't match)
is only some tests to try going close... not exatly the same style... something like Elena
is not a project
just trying to fix somethings like lightsource and proportions for now









some changes on the protochar sf3

second attempt
still sucking, but a bit less






renders of stand ()
only renders, without the manual work



light parameters tests


Last Edit: March 19, 2019, 07:16:58 pm by Anderson Masters
Re: MasterTkof Projects
#183  March 19, 2019, 06:44:28 pm
  • **
  • Sr. Símio Enfermo
    • Brazil
    • www.facebook.com/people/Manson-Rees/100027897993934
Re: MasterTkof Projects
#184  March 19, 2019, 10:47:47 pm
  • ***
  • me
  • a guy who makes art
    • Brazil
a try of portrait, really don`t like it, but will change later


news
face based on other girls chun, poison, elena
hair based on remy
proportions changed a bit






a cvs color style try... i don't like this style, but is fucking easy to make
just render in 3 shades and manually add the 4th and edit details

Last Edit: March 20, 2019, 06:50:02 pm by Anderson Masters
Re: MasterTkof Projects
#185  March 22, 2019, 07:40:44 pm
  • ***
  • me
  • a guy who makes art
    • Brazil
updated the model and the shader of Boxer in new version of blender...
*fixed proportions
*fixed face
*all the 7 shades is now rendered on the software
*blender is now doing almost 75% of the pixels
Render+pixel art

comparisson

some renders to show the power of the new engine:
here we see the precision of the raytraced shadow, classic on kof xii style of spriting

here we can take a look at the hair, and how simple is going to do the pixel art finishing it

here we can see, the left leg is almost done by the shader

some details still can be better on shader (eyes, legware, and muscles) i will fix somethings before start to render the char



all kind of boxe and kickboxer references are welcome
so soon as possible i will post the palete template


EDIT: finished the shader and the method:
what seems better?
this face?

or this face?

PAL 01

Developer Pal (this i use to finish the sprite, no will apear in game, and have all the colors of the separation)


Edit again:
from now, let's start the "beta char" is the same process snk used on kof xii and xiii
do first all the moves, and than, finish sprites one by one, in my case, it will take less work, cause i'm using the renders to generate more pixels

Jab




Last Edit: March 23, 2019, 05:35:33 am by Anderson Masters
Re: MasterTkof Projects
#186  March 23, 2019, 02:26:43 pm
  • ******
The feet move too much. They have to look like they're standing on the ground.
The body is too stiff.
The attack looks off, it doesn't look like a proper jab, I suggest you to watch some videos about jabs and reference those in your animations.

Spoiler: some videos (click to see content)
Re: MasterTkof Projects
#187  March 23, 2019, 04:46:27 pm
  • ***
  • me
  • a guy who makes art
    • Brazil
The feet move too much. They have to look like they're standing on the ground.
The body is too stiff.
The attack looks off, it doesn't look like a proper jab, I suggest you to watch some videos about jabs and reference those in your animations.

Spoiler: some videos (click to see content)

yes, this is some old bones config i've used on old char.
really seems weird...
but the hard steps are done, is easy to mock any char now...
8 frames + stand frame

Last Edit: March 23, 2019, 04:52:10 pm by Anderson Masters
Re: MasterTkof Projects
#188  March 24, 2019, 04:05:45 pm
  • ***
  • me
  • a guy who makes art
    • Brazil
and now. let's face an important artistic decision now:

use or no smears on the sprites?
reference animation

smear frame

mocking move

mocking move + smear frame

smear frame

to smear or not to smear, what do you thing about this, guys?
Re: MasterTkof Projects
#189  March 24, 2019, 04:52:48 pm
  • ******
Look at KoFXIII sprites, do they use blur frames? References, references, references.

Also why does she move her head that way? M.Bison (the boxer) doesn't move his head to jab.
Re: MasterTkof Projects
#190  March 27, 2019, 03:05:06 pm
  • ***
  • me
  • a guy who makes art
    • Brazil
testing the raytraced shadow (seems good to me, feels like fit on the style)


new moves (she will also had a overhead punch)
Overhead Elbow
inspiration

frames
Re: MasterTkof Projects
#191  March 27, 2019, 04:23:47 pm
  • **
    • Brazil
she lacks twist in her torso, that's what gives that elbow strike it's power.
Re: MasterTkof Projects
#192  March 31, 2019, 07:00:03 pm
  • ***
  • me
  • a guy who makes art
    • Brazil


Last Edit: April 01, 2019, 08:01:08 pm by Anderson Masters
Re: MasterTkof Projects
#193  April 16, 2019, 09:43:08 pm
  • ***
  • me
  • a guy who makes art
    • Brazil
 new adjusts wip.. stand.. face, boddy... colors


Re: MasterTkof Projects
#194  April 17, 2019, 02:38:49 am
  • ***
  • me
  • a guy who makes art
    • Brazil
Quote
So whose that was again? Well...
what r u? a bot?

edit
finishing

tests with pals





Rendered Frames (only software)




Last Edit: April 29, 2019, 06:09:41 pm by Anderson Masters
Re: MasterTkof Projects
#195  April 29, 2019, 06:10:14 pm
  • ***
  • me
  • a guy who makes art
    • Brazil
Finished Frames (software + pixel art edit)
finally finished the process, so... new animations will take a time to get finished... but i will do the renders first... as the animations is done in renders, no in pixel art...
cycle animations (walk, run, stand) is the hardest par of pixel art there, cause need to be the "same" proportions of face and minor details, but turn a "different" sprite each one
all sprites had 320*320 px cause is that the resolution of the renders, and i no want to change it cause will be pretty hard to align again one by one


need some feedback with faces



Re: KOF XIII MAXY MEYERS
#196  May 03, 2019, 07:23:42 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
I like 4 and 6. (6 is more serious/concentrated to me)
But most are OK
Re: KOF XIII MAXY MEYERS
#197  May 06, 2019, 05:04:10 am
  • ****
    • Argentina
    • sites.google.com/view/senseiyoda/sensei-yodas-mugen
Nice progress so far.
Good luck!
Re: KOF XIII MAXY MEYERS
#198  May 07, 2019, 06:32:35 pm
  • ***
  • me
  • a guy who makes art
    • Brazil
I like 4 and 6. (6 is more serious/concentrated to me)
But most are OK
thanks everyone for your feedbacks, i will use alot of things that you mentioned here

sure i really like "4" too, but don't fit on the style :/
but the new face style will be more "serious"



Nice progress so far.
Good luck!

thanks man


at now... is this:
whoo miss Vanessa?

a BR pal HUEHEUHUEHEUBRBRBRR
Re: KOF XIII MAXY MEYERS
#199  March 18, 2020, 06:58:24 pm
  • ***
  • me
  • a guy who makes art
    • Brazil
Anyone had more Eisuke Ogura working vídeos.?
I found only one... And trying to make a similar portrait is not exactly easy...
Something like 40% fone selecta portrait até nos...
She needs 3 artworks
Select screen... Winner... And promotional art
Re: KOF XIII MAXY MEYERS
#200  March 18, 2020, 09:01:53 pm
  • ******
  • SNK is life


... Man, you've finally got all the shading technique right. This looks very legit, it's a great advancement!

Now all you need to do is to polish the poses for the animations, mainly the feet positioning.

Great job :2thumbsup: