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SF3 M.Bison (Read 137706 times)

Started by ink, February 22, 2017, 08:03:32 pm
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SF3 M.Bison
New #1  February 22, 2017, 08:03:32 pm
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I have started this SF3 M.Bison a while ago but have been sitting on the majority of the work, today I decided to share it. Hopefully this thread will help motivate me.
Spoiler, click to toggle visibilty
Anyways, here's my project! Easily my best work... 100% SF3 style, Mainly based on SF4 M.Bison, everything here has been done using my SF3 Method outlined here. I want to completely finish this SF4 based M.Bison first and then I will think about redoing his stand animations for an optional SF5 based M.Bison. Who knows maybe even a cape!

I hope you enjoy!

SF3 Size reference.


A look at color separation.(This image is not indexed, I'm not accepting palettes.)



Completed:
Stand
Stand turn
Stand to crouch
Crouch
Crouch turn
Crouch to stand
Walk fwd
Walk back
Jump

What’s Left:
Dash Fwd
Dash Back
Stand Attacks
Crouch Attacks
Air Attacks
Get hits
Taunt
Intros
Win/lose


Last Edit: September 08, 2018, 02:47:01 am by ink
Re: SF3 M.Bison
#2  February 22, 2017, 08:17:30 pm
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Have you ever thought of a Patreon? It could help. A donation button works too, I mean, SeanAltly and Balth have em, I guess it wouldn't hurt to get donations from those who follow/admire your work.

Good luck with Toro here, animations and lighting look phenomenal as usual.

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Re: SF3 M.Bison
#3  February 22, 2017, 08:34:17 pm
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Awesome stuff! :suttrox:

Wish there was something I could do to help you out, man. Like you said, responsibilities in life get in the way of highly involved fan-projects like these. A patreon definitely sounds like a good idea.

ink

Re: SF3 M.Bison
#4  February 23, 2017, 01:48:47 am
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Thanks guys, I'll definitely check out Patreon.

Just started finalizing this one. I should be able to finish it up tonight if all goes well.
Last Edit: April 28, 2017, 12:18:01 pm by ink

GLB

Re: SF3 M.Bison
#5  February 23, 2017, 01:51:42 am
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Very interesting idea, I dig it. I never really imagined how he'd look in SF3 style but I feel like you completely nailed it. Can't wait to see what else you can come up with on this one, man.

As for the motivation thing, I totally get where you're coming from. It's hard to stay motivated (especially in a situation like your career) I just work when I feel like it instead of forcing myself to finish something anymore. I truly don't know how spriters do all that tedious hard work, I commend you all, lol. But maybe a website showing off your artwork/sprites with a donation button? Commissions through and outside of Guild isn't a bad idea either, doesn't deviant art users pay often for sprites/scenery/etc?

I just know it's a serious talent and sure 2D fighters aren't really IN right now, but you're still an artist, there's plenty of options for you in real life. I hope you can find the motivation you're looking for.
Last Edit: February 23, 2017, 01:59:04 am by GLB
Re: SF3 M.Bison
#6  February 23, 2017, 02:54:35 am
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You ever finish strider?
Re: SF3 M.Bison
#7  February 23, 2017, 02:58:50 am
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ink

Re: SF3 M.Bison
#8  February 23, 2017, 03:19:28 am
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Just needs a palette swap and some touch ups.


As for the motivation thing, I totally get where you're coming from. It's hard to stay motivated (especially in a situation like your career) I just work when I feel like it instead of forcing myself to finish something anymore. I truly don't know how spriters do all that tedious hard work, I commend you all, lol. But maybe a website showing off your artwork/sprites with a donation button? Commissions through and outside of Guild isn't a bad idea either, doesn't deviant art users pay often for sprites/scenery/etc?

Thanks for these suggestions man!

Last Edit: April 28, 2017, 12:17:40 pm by ink
Re: SF3 M.Bison
#9  February 23, 2017, 03:30:42 am
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Man, I was hoping someone would make M. Bison into SF3 Style one day. I really like the SF3 inspired sprites there. Good job man.
Re: SF3 M.Bison
#10  February 23, 2017, 03:39:30 am
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Your work is impressive!
Godspeed Ink, it's always pleasent to see your art.
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Re: SF3 M.Bison
#11  February 23, 2017, 03:48:24 am
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That... that looks incredible, astonishing :D shame you arent accepting palettes but you may have your reasons and thats fine (plus that can be covered later on anyways).

Keep it up and good luck.

GK

Re: SF3 M.Bison
#12  February 23, 2017, 05:00:44 am
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I'm glad to see you back, ink. :) Bison's animations look really great here, but to me they don't look very accurate to SF3.

The animations all have a 3D look since there's not enough cel animation and there's too much sub-pixelling. Some characters suffered this issue in source (such as Elena), but it was only with a select few animations. All of Bison's stuff here looks 3D, and it really sticks out.

His outlines aren't thick enough. While you've used a couple of shades with anti-aliasing for the outlining, Ryu uses around 4 to 5 shades and the traditional pixel-on-pixel technique instead. The outlines also stand out way too much, whereas Ryu's blend much, much better. Adjusting Bison's default colors would also help a bit.

Bison could also do with some more color shades to soften the shadowing. His secondary shading tone sticks out way too much because there aren't enough colors to soften the impact.

I also think Bison is a couple of pixels too tall. Ryu and Bison always seemed to have very similar heights to each other in SF4, where here Bison is way taller.

Again, what you've shown here looks fantastic, but again it very accurate to the CPS3 style. Honestly, your Strider looked a lot more accurate to the CPS3 style than Bison does.

I wish you good luck with Bison nonetheless. I've always been a big fan of your work and you've inspired me a lot over the years to sprite in this style. :)
Re: SF3 M.Bison
#13  February 23, 2017, 07:15:15 am
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Whoa... That is a very amazing version of Bison, and in SFIII Style no less! Sad there is no true template for him as of yet. I would have made some WONDERFUL palettes for him, maybe even see a sort of cameo story for him.
Is 2017 the Year of SFIII Revival now?
Last Edit: February 23, 2017, 07:19:30 am by Flowrellik
Re: SF3 M.Bison
#14  February 23, 2017, 08:48:25 am
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Perhaps

ink

Re: SF3 M.Bison
#15  February 23, 2017, 03:12:22 pm
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Thanks guys! I might provide a palette template in the future. I just need to make sure everything is accounted for first.



Thanks for the feedback man! I appropriate you pointing out your concerns. I will triple check everything and then get back to you with my findings. The majority of my studies were on almost every character but the Shotos. I'm convinced that the 3D nature of his animations is due to his armor and seeing them animated without warping.

Is 2017 the Year of SFIII Revival now?
I hope so! I hope you guys will check out the SF3 Juri project too, DelusionTrim is doing an amazing job. I know there is at least one other SF3 style characters in the works currently also.(not from SF)

Last Edit: April 28, 2017, 12:17:19 pm by ink
Re: SF3 M.Bison
#16  February 23, 2017, 03:47:39 pm
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Stunning work ink. I wish you best of luck with this amazing project.
Re: SF3 M.Bison
#17  February 23, 2017, 08:38:29 pm
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Looking great Ink.
Spriting is hard.

ink

Re: SF3 M.Bison
#18  February 24, 2017, 03:59:22 pm
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Thanks guys!

I wanted to follow up on this. I checked over everything and I'm going to have to disagree with a lot of this. I will admit that these sprites could use some cleaning up, which is where that more bold outline comes from in some of the official SF3 sprites. I personally don't think that the Shotos are the best SF3 characters to compare work with, their color palettes seem more limited than others, and the shadows on their clothes use the lighter/secondary shadow instead of the darker, medium one.(this throws off a lot of sprite artists, including myself.) I have provided my reference on proper shading and the actual colors used for this character.

*I'll also note that I wouldn't use Remy as a reference either, he doesn't seem to follow a lot of the other SF3 sprites. Also, this Bison uses the max amount of shades per color that is used in SF3, I didn't see any reason to limit the color use.

As for the sub-pixels and anti-aliasing, that is a result of the method I am using. They could use some cleaning but I put together some proof that Capcom at the very least used a similar method. These were just grabbed at random. Odd out of place pixels can be found through out most SF3 sprites. Some are more cleaned up than others but there seems to be some trace of these in every character.


For the height of M.Bison, I went back and forth on that at the beginning. I'm really happy with his size currently, but I would like to hear everyone's thoughts on it. SF3 seems to not hold very true on character heights and Capcom seems to have changed M.bison's size a couple times too.
Spoiler, click to toggle visibilty

Last Edit: February 24, 2017, 04:51:27 pm by ink
Re: SF3 M.Bison
#19  February 24, 2017, 05:36:13 pm
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I also thought he looked a bit tall, if I have to be perfectly honest. This is just an observation and not so much a criticism:

Looking at the standing draft sprite right next to Ryu, it seems normal. I like the fact that he's somewhere between Ryu and Alex.

Are you sure the sprite in that draft matches his stance sprites in terms of height, though? Bison doesn't seem to be MUCH taller than Ryu in the draft. Like you've said, Ryu's not standing up straight and if he did, he'd be even closer in height to Bison.

However, if you look at Bison's stance animation, his legs are also bent and spread a LOT more than Ryu's... and yet he's still taller that the same Ryu sprite (might just be an optical illusion caused by the cap for all I know). Are you using a fixed camera angle as your base for the sprites or just the regular in-game camera? It's possible it might've changed very slightly between bases and that could've thrown things off.
Re: SF3 M.Bison
#20  February 24, 2017, 05:44:49 pm
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I hope so! I hope you guys will check out the SF3 Juri project too, DelusionTrim is doing an amazing job. I know there is at least one other SF3 style characters in the works currently also.(not from SF)

are you talking about hitmon-chan? the one by motorroach and balmsold?

there's also the sf3 sagat by ghost killer with a lot of anims commissioned from him to chamat

ink

Re: SF3 M.Bison
#21  February 24, 2017, 05:47:40 pm
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I am speaking of Hitmon.

Graphicus, the draft matches. The aspect ratio being stretched width wise does make it seem a little off.
Last Edit: February 24, 2017, 05:55:05 pm by ink
Re: SF3 M.Bison
#22  February 25, 2017, 12:28:56 am
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Man, I haven't been on these forums in YEARS and to immediately find something so well done and inspiring is a treat. 

As for motivation, I know exactly what you mean.  I have a personal sprite project which involves a lot of up-resing and reanimation of existing characters, and my biggest sticking point was that I kinda when around and around trying to make things look "right" but without real context.  I decided to find the characters I needed, pre-made by the mugen community, so that I could just replace rough sprites as I go to check motion and feel.  It's made a TON of difference in how rewarding the process is when you can quickly import a newly roughed in animation and actually play around with it.

I realize this advice is more about creative motivation rather then justification for a project that doesn't really make you money, but sometimes you gotta just make room for that passion somehow.  I've got a full time game art job, I do DOTA mods stuff on the side, and I STILL try and get my sprite stuff in anywhere I can.

Anyway, looking great man, I'm gonna spend some time digging through your process this weekend to see if there's anything I can incorporate into my own.  Keep it up!
Re: SF3 M.Bison
#23  February 25, 2017, 06:25:12 am
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Graphicus, the draft matches. The aspect ratio being stretched width wise does make it seem a little off.

I stand corrected. I guess it WAS just an optical illusion after all  :mwhy:
Re: SF3 M.Bison
#24  February 26, 2017, 07:48:44 am
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I'm a little late to the party, but y'know.

So, I really like the Bison! Really, I do. Just... I have a few nitpicks that I'd make (which others have already covered previously), which isn't to say that I think it's bad. It's just not as SF3-y as it could be.

In regards to the (usually thick) outlines used on the shotos, it's not really exclusive to them. Literally everyone in the game uses a considerable amount of outlining, and only very specific characters (like Elena, who looks like a 3D model) have broken/anti-aliased outlines. I'd say, overall, it just makes it more obvious that Bison is a sprited conversion of a 3D model, instead of looking like a cartoon like the other SF characters do on SF3.
I do remember your Strider, and with him, you definitely followed those outlining principles a lot more closely, so, maybe you could look back to him and some more of your other work for some inspiration?

In the meantime, check out this rogues gallery of the SF3 sprites and check out all the outlines! I really do hope it helps you.
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ink

Re: SF3 M.Bison
#25  February 26, 2017, 07:27:09 pm
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Hey man, it great to see you back around! I was really impressed by the work I saw from you in the past.

Thanks for your post. I think once I touch up the sprites that heavy outline look will be more apparent.


I wanted to ask everyone's opinion since this is NOT a straight up SF4 conversion. Did you guys have any unique animations you wanted to see pop up in this Bison? I know I'm going to do at least a few inspired by SF EX and SFII The Animated Movie.



Re: SF3 M.Bison
#26  February 26, 2017, 07:56:07 pm
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^Great to hear, I'm ready for that Psycho Cannon super  :beamgoi:
Really loving the nice line work and smooth animations, Ink.
Re: SF3 M.Bison
#27  February 26, 2017, 08:07:04 pm
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^Great to hear, I'm ready for that Psycho Cannon super  :beamgoi:
Really loving the nice line work and smooth animations, Ink.
A Psycho Cannon Super Art eh? That can give a good excuse to use his Tomomichi Nishimura voice then!
Re: SF3 M.Bison
#28  February 26, 2017, 08:19:17 pm
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Love this! But, have a few suggestions

A more condensed pallete, as the one displayed is a bit gratuitous. I ended up having to delete like 60 colors that were either unnecessary or served similar purposes to pre existing colors. Its on thing to go for detail, its another to go a bit overboard. I would also suggest thinning out his torso a bit, as its a bit too beefy, even for SF3. Hes bigger than friggin Dudely XD
Otherwise i am intrigued, keep it up man
Re: SF3 M.Bison
#29  February 26, 2017, 08:24:51 pm
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well I can tell why this Bison is beefy, mainly because the body is mainly based on a hybrid of SFA/SFIV.
also that would make a good palette reference, but sadly I noticed for one shade of color, there's like different hues of it mixed in, some slightly darker, some slightly lighter. Idk if indexing the color scheme would make this better or not, considering that pic might be in jpeg quality.
Last Edit: February 26, 2017, 08:40:06 pm by Flowrellik

ink

Re: SF3 M.Bison
#30  February 26, 2017, 08:40:26 pm
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I have his colors set up this way purposefully, I will not be reducing them. This M.Bison will be a beefy boss, like he is in the majority of his appearances.

 
^Great to hear, I'm ready for that Psycho Cannon super  :beamgoi:
Really loving the nice line work and smooth animations, Ink.
Gotta have it! and thank you.

I think I'll put together some optional effects for his legs during some other moves, like he has in SF EX. Decisions on Knee Press Nightmare though...

Electric Arc (lightning fingers) from SF The Movie? lol

Re: SF3 M.Bison
#31  February 26, 2017, 08:52:07 pm
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well, it's safe to say Ol'Dictator here really has a variable moveset over the years. Feel free to experiment on all of them!
Re: SF3 M.Bison
#32  February 27, 2017, 03:59:38 am
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If you simplify the palette it will make the sprites look less like 3rd Strike. I notice people saying "simplified 3S shading" all the time and I don't understand the sentiment. That's not how the game worked. There should be a lot of detail.

Aside from making the standard colors of his clothes less contrasty and maybe making the armor look more metallic, I wouldn't change much right now.
Spriting is hard.
Re: SF3 M.Bison
#33  February 27, 2017, 04:08:27 am
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I agree with Diepod, especially considering how CPS3 hardware worked. Each sprite had a choice between 64 or 256 colors, with Capcom deciding on a character-by-character basis how many to use within those choices. That being said, especially considering how they wanted to convey a cool art style by any means necessary, it doesn't hurt to overindulge with the palette for Bison. Just giving the armor a metallic look and changing the contrast to match, say, Ken's would help a lot.

As for the beefiness, Bison is a chunky dude. I don't see anything wrong with his proportions, even if he's a bit tall this time around. But remember, he's got a buncha different bodies, so maybe he just wanted to see what it was like to be like 6'3. XD
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Re: SF3 M.Bison
#34  February 27, 2017, 09:06:11 am
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Im not simplifying the pallete, idk where ya got that idea from. I simply toned down his colors to match actual SF3 sprites. If anything i made it MORE similar to SF3. I agree characters had different amount of colors on a character by character basis, but they also didn't have over 16 colors for tiny details. Respect ya hugely Diepod, but i simply can't agree. This Bison has more colors than any SF3 character ever by miles, i simply dont see the reason to keep over 60 colors that either are almost duplicates or add nothing that couldn't be defined with a set pallete
PS there are so many reds in mine btw because i thought maybe a shine similar to how Ibukis clothes are would be cool
Re: SF3 M.Bison
#35  February 27, 2017, 06:34:14 pm
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I got that from being on the forum a long time Yoshin. The extra colors he had didn't hurt the character, not all the cast of 3s have the same amount of colors. The possible loss in detail is what I'm concerned about, it's not the amount of colors its what the selected colors do. Upon second look the changes you suggested are fair. I've already suggested using a character other than Ibuki as a guide on shading cloth in the first place.

My thoughts are he might be keeping those extra colors in case some drastic changes are made when he does his second pass on the sprites
Spriting is hard.
Re: SF3 M.Bison
#36  February 27, 2017, 06:43:59 pm
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Thank you for the second look, i do agree. SF3 has some damn beautiful art, and by all means i agree in keeping up that tradition. I merely suggested a pallete more akin to pre existing SF3 characters that can still retain all the detail Ink wants while still looking legit and managable. Making a pallete for that thing keeps me awake at night lol
Re: SF3 M.Bison
#37  February 28, 2017, 05:07:00 am
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Oh my eyes... what a beautiful work! Those smooth animations looks impressive, Ink. I love this!
Re: SF3 M.Bison
#38  February 28, 2017, 12:38:43 pm
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hlw ink. did you finish sf3 strider and cvs q as well?
Re: SF3 M.Bison
#39  February 28, 2017, 06:58:14 pm
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I think he discontinued the SFIII Strider project.

If you're still asking for specific animations, I'd really like to see his EX Head Stomp from SFV make it in. He does the move like normal, but then it knocks down on hit and he bounces off the opponent and does a second one while they're still floored.

ink

Re: SF3 M.Bison
#40  April 11, 2017, 03:38:01 am
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Time for me to get back on this! I'm going to try and at least get the sketches for his get hits animation together these next couple days. They are definitely my least favorite things to make, better to get them out of the way now.

Re: SF3 M.Bison
#41  April 11, 2017, 11:30:03 am
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It looks so fluid!!!

Also:
They are definitely my least favorite things to make, better to get them out of the way now.

I do totally agree. I'd suggest you to make another thing; why not making one Get Hit animation, then one attack/basic stuff/etc and combining in action with them? Like this:

Get hit-walk  -get hit-jump  get hit-kick  etc

ink

Re: SF3 M.Bison
#42  April 12, 2017, 04:10:32 pm
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Thank you Felo! That's a good suggestion too, kind of like a rewards system. Make a not so fun animation = make fun animation.

These get hit animation sketches are taking more time than expected... a little more fun than expected too.


Re: SF3 M.Bison
#43  April 12, 2017, 04:11:27 pm
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If only there was a way to speed up spriting while keeping the quality.

ink

Re: SF3 M.Bison
#44  April 12, 2017, 04:14:43 pm
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The best way to do that is to have a team working on the same project. That's a hard thing to do in this community because we are all mainly just fans with a little free time here and there.

Last Edit: April 12, 2017, 10:41:44 pm by ink

ink

Re: SF3 M.Bison
#45  April 13, 2017, 04:48:05 pm
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I'll have to check over this one again, something seems a little off. Can't help but think about how awesome a cape would look with these for secondary animation. Maybe a fun project once the full sets is done.

GK

Re: SF3 M.Bison
#46  April 13, 2017, 09:21:31 pm
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Those are some awesome sketches, ink. Can't wait to see them sprited.  :mthumbs:
Re: SF3 M.Bison
#47  April 13, 2017, 11:05:07 pm
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Looks good so far. There is sort of a horizontal squash happening though. Feels like his torso gets smaller and his head/hat gets larger during the face away.
Spriting is hard.
Re: SF3 M.Bison
#48  April 14, 2017, 12:47:25 am
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Curious, because I don't have examples where I am now, but is it common for SF3 sprites to have that body mass-pause with the clothes still flowing?

ink

Re: SF3 M.Bison
#49  April 14, 2017, 03:32:30 am
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Thanks guys!

I agree Diepod, he does seem to change size a little. I figured I would have to revamp this one.

Hoshi, it does seem to be common in the few animations I referenced. Even Dudley has it, even though his clothing is tight.(his shirt cuffs move slightly.)
Last Edit: April 14, 2017, 03:37:30 am by ink

ink

Re: SF3 M.Bison
#50  April 14, 2017, 08:23:07 pm
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Made some corrections. I think this one is looking a lot better.

Last Edit: April 14, 2017, 08:38:48 pm by ink
Re: SF3 M.Bison
#51  April 15, 2017, 01:23:47 pm
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Looks totally awesome. There's, however something that bugs me/but that's maybe ME). Once he's giving his back AND starting to turn(when he stops), seems to lack one frame for make it even more fluid, but again, maybe it's my impression. Guess it can get better once in game.

Also, do you mind if I make a SMALL fix in his "gauntlets" for make it look more metallic? it's just a subtle lighting, not more.

ink

Re: SF3 M.Bison
#52  April 15, 2017, 02:46:23 pm
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I will look into it, thanks Felo.

You are welcome to mess with the sprites if you like. I should mention that the versions that I am posting are not completely done. They will all be retouched with extra details, that does include the shine/metallic look the armor will have. That's why you don't see some of the colors from the palette in the sprites yet. I've posted the plan below.



The idea is to have different options for palettes, matte or shinny. It doesn't seem super crucial now but it will be a cool touch once I get the full set made.

Last Edit: April 15, 2017, 05:35:58 pm by ink
Re: SF3 M.Bison
#53  April 15, 2017, 02:46:43 pm
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This is my first time seeing this thread today... All these sprites and animations look Amazing.
Re: SF3 M.Bison
#54  April 16, 2017, 01:21:37 am
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I await the day you finalize his intro frames where he throws his cape away. Sprites look pretty good. :)

"You must defeat my flaming
dragon punch to stand a chance."

ink

Re: SF3 M.Bison
#55  April 16, 2017, 04:26:32 pm
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That's one of my favorite intros too! I a few different versions of that planned.

So I've been looking over all the effects M.Bison has ever had in both movies and games. I'm so torn on how his effects should look at this point. Is Psycho Power like fire, lightning, energy, rainbowy colors or some mixture of these!? Psycho Power is so different from one appearance to another... look at SvC versus CvS!

What are you guys' thoughts? What your favorite version of Psyco Power? What's your least Favorite?
Last Edit: April 16, 2017, 04:32:46 pm by ink
Re: SF3 M.Bison
#56  April 16, 2017, 04:53:08 pm
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SvC is definitely the most boring iteration.

I would go with some sort of dark wispy mist with little power globules floating off of it. Kind of like a witch's cauldron, but black and purple-ish.
Re: SF3 M.Bison
#57  April 17, 2017, 03:20:09 am
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I honestly like his fist glow effects he had in the alpha games. Prob not as fancy, but I thought it looked cool. Maybe some sort of variation of Alpha, and CvS? style

Yea, SvC (chaos) WAS the most boring iteration.

"You must defeat my flaming
dragon punch to stand a chance."

ink

Re: SF3 M.Bison
#58  April 18, 2017, 03:36:14 pm
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Thanks for your thoughts guys. I thought there would be more opinions on his effects.

I've put a few ideas together here for his hands, I think I'll probably go with 1 and 3. His other effects will be a little more tricky to come up with.

Last Edit: April 18, 2017, 04:55:52 pm by ink
Re: SF3 M.Bison
#59  April 18, 2017, 04:45:46 pm
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2 looks like it'd be tedious to reproduce at different angles, honestly (even if visually appealing).  I do like 3, seems to balance simple and visual appeal nicely.
Only way to go is up.

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Re: SF3 M.Bison
#60  April 18, 2017, 04:48:49 pm
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No.1 is too simple, No.2 would be good with better quality and transperency, which dosn't fits into SF3 style, sooo... No.3 only!
P.S.: man, that Bison is gorgeous! Just keep it up!
Re: SF3 M.Bison
#61  April 18, 2017, 06:47:21 pm
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Number 2 for me, it seems like the right choice, although I agree with the others about the amount of time and effort being bigger to make it look right.
Re: SF3 M.Bison
#62  April 18, 2017, 07:30:12 pm
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#1 Too boring. Probably matches Alpha style TOO much.

So yea, I like #3.  I imagine it would look interesting on other angles too. :

"You must defeat my flaming
dragon punch to stand a chance."
Re: SF3 M.Bison
#63  April 18, 2017, 07:31:43 pm
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Personally, I like the third one.
Re: SF3 M.Bison
#64  April 18, 2017, 08:34:49 pm
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Personally a combo of the second and third ones would make this fantastic looking!
Re: SF3 M.Bison
#65  April 18, 2017, 08:53:06 pm
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2 looks too much like CvS, in color and arrangement.
I like 3 best.
Re: SF3 M.Bison
#66  April 18, 2017, 10:45:18 pm
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Ever seen the SF3 effects like the flames and the hadoukens? I don't see number 2 as a CvS effect...
Re: SF3 M.Bison
#67  April 18, 2017, 11:48:47 pm
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2 and 3 are pretty OK to me.
2 would fit for SF3 style. No problem with that, but it will be a pain in the ass to make all of them!

I would recommand 3 for "simplicity" and good effect ingame! :)

I want to hug you...
Re: SF3 M.Bison
#68  April 19, 2017, 01:03:08 pm
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3 has my preference as well.
Question though; will each attacking frame have 1 frame of accompanying fx, or will some frames of Bison have multiple frames of fx to loop through? Like when his arms is outstretched. Or will the fx flicker on and off on each frame?

ink

Re: SF3 M.Bison
#69  April 19, 2017, 02:18:33 pm
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Thanks for your opinions!

Balthazar, I think I understand your question. My plan is to have these effects separate from his sprites, that way I can use more frames to make the effects fluid with his movements. Plus, that will allow the effects to be switch out easily if a patch or multiple effects are made.

I am thinking the effects on his hands will move around similar to SvC but much more fluid. I imagine during a punch the effects will stretch from the starting point to the point his arm is outstretched; then frames to allow the effects to catch back up and come to a rest.

ink

Re: SF3 M.Bison
#70  April 20, 2017, 07:22:13 pm
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Messed with this one today. I liked the idea of updating it a little.
Re: SF3 M.Bison
#71  April 21, 2017, 02:57:42 pm
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I love how fluid it is, I'm just not convinced with the way his left foot (viewer's right) pivots as his entire body moves. I tried this move in real life, and the weight is on the ground via the foot's plant, not the heel, so it shouldn't move like that, but maybe only the front tip would switch the weight to the outer part of the foot's arch.

Dunno man, it's awesome, but that foot rubs me the wrong way :P

ink

Re: SF3 M.Bison
#72  April 26, 2017, 06:09:04 pm
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Thanks Walt. I agree, I can't do that movement either. It is however referenced from a similar animation done in SF3, not that it matters. I think I will put that one on the back burner and try to concentrate on making his normal movements, I can always make new unique ones later.

Here's a little progress from today. Hopefully I will find more time to work on this project soon! Currently I just get a few minutes every once and a while between work. I'm sure no one's too crazy about seeing Get-Hit animations...

Re: SF3 M.Bison
#73  April 26, 2017, 06:14:22 pm
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Probably me who feels this way, but the motion makes me think of a metal rocker guy doing an exaggerated head bang motion. Which is kind of funny in a way.

On-topic, I love how clean the lines look. Are you going to increase the size of his hands (even if marginally)? I don't remember seeing hands that small in SF3 games, but then again, I'm not entirely sure about that.
Only way to go is up.

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ink

Re: SF3 M.Bison
#74  April 26, 2017, 06:24:58 pm
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I believe the fingers are the correct size currently. I think once I clean up all the sprites they will look much better, there's a lot of unneeded anti-alias in the fingers. I will triple check though!
Re: SF3 M.Bison
#75  April 26, 2017, 06:26:00 pm
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I believe the fingers are the correct size currently. I think once I clean up all the sprites they will look much better, there's a lot of unneeded anti-alias in the fingers. I will triple check though!

I see. Its shaping up really well, so I can't wait to see how the final result will look. : ]
Only way to go is up.

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Re: SF3 M.Bison
#76  April 26, 2017, 10:39:17 pm
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That gethit is lovely.  Fluid, constant motion and exactly what I was hoping you'd do with it.

ink

Re: SF3 M.Bison
#77  April 27, 2017, 05:37:49 pm
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Thank you.

Needs a good bit of touch ups but it's coming together. I wish I could display these with the correct aspect ratio, the sprites look so much different when corrected!

-EDIT-
Made some changes.
>>>>>>
Last Edit: April 27, 2017, 09:10:31 pm by ink
Re: SF3 M.Bison
#78  April 27, 2017, 09:43:59 pm
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I think the torso should project shadows over the legs, you kinda lose the body mass of it because of that.
As always amazing animation ink.
That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand
Re: SF3 M.Bison
#79  April 27, 2017, 10:05:22 pm
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Awesome job

ink

Re: SF3 M.Bison
#80  April 27, 2017, 10:37:31 pm
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Thanks!

There will definitely be a shadow added to his legs, it's in the first frame, I always add that later because it's a different shade.

Re: SF3 M.Bison
#81  April 29, 2017, 02:23:50 am
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Legs look a bit jiggly in my opinion
Re: SF3 M.Bison
#82  April 30, 2017, 01:56:59 pm
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A bit maybe, but I think that jiggle you see is probably from the lack of shading.
I think it'll look very fluid once the shading's done 100%.
The only thing I think could use some changing is his left hand. Right now it looks like he's playing an invisible piano :P
I'd say twist the hand so the thumb starts rotating up, make a fist, and tuck the elbow closer to his side. Maybe not even make a fist. Just the rotation would work?
Keep up the awesome work ink!
vVv Wheat Stage Released vVv

ink

Re: SF3 M.Bison
#83  January 28, 2018, 03:32:57 am
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Hey guys it's been a while since I have posted anything for this project. I have plans to pick back up on it soon, life has just been busy.

A quick background: I am a tattoo artist with my own business so I make my own schedule. The main reason I am neglecting this project is because I have been working to keep up with expenses in my life.

I have been thinking about crowdfunding or even a website like Patreon, I figure that would allow me to take off work as needed to really apply myself to this project. I've never really done anything like that before but I wanted to see if there was any interest here. Let me know your thoughts!

*I promise I will post some cool new animations soon!*
Last Edit: January 28, 2018, 03:38:46 am by ink
Re: SF3 M.Bison
#84  January 28, 2018, 08:39:00 pm
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cool brother. welcome back
Re: SF3 M.Bison
#85  January 28, 2018, 11:44:14 pm
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welcome back Ink! IDk about patreon so much. I mean I have no clue on how to do something like it, let alone know about anything tax related dealing with Patreon.
Re: SF3 M.Bison
#86  January 29, 2018, 05:41:08 pm
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I have plans to pick back up on it soon, life has just been busy.

I know that feeling. I wanna go back to my own sprite sheets, but real life stinks, lol

I think a Patreon doesn't sound too bad, I'm sure there are some people here willing to support your works. Maybe you should also look into investing in a social media platform like Twitter or Tumblr or something like that (assuming you don't have one, stop me if I'm wrong), so you can reach a wider range of peeps (and hence, maybe put the word out about Patreon).

I'm sure with works as beautiful as yours, it'll be easy as 1-2-3.
Only way to go is up.

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Re: SF3 M.Bison
#87  February 01, 2018, 12:04:21 am
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Shoot what state, city is your tattoo shop in and I'd help with this project in april

ink

Re: SF3 M.Bison
#88  March 10, 2018, 02:57:47 pm
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Knocking these out next! If it weren't for life, I would have these finished up in the next couple days...
Re: SF3 M.Bison
#89  March 10, 2018, 07:49:40 pm
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looking good
Spriting is hard.

ink

Re: SF3 M.Bison
#90  March 11, 2018, 03:09:19 am
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Thanks man! I'm hoping to knockout all the basic attack animations in this next month or so, it shouldn't be too tough with his moves already being set. Just got to make them loose and smooth. I'm looking forward to some subtle movement in the clothing(pants).

Also, where have you been!? I miss seeing your work around. Still posting in the usual spots?
Last Edit: March 11, 2018, 03:30:49 am by ink
Re: SF3 M.Bison
#91  March 16, 2018, 04:27:34 am
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I've been working on my project, but not really posting it here anymore. Doesn't seem appropriate as its not gonna be in mugen in a while.
Spriting is hard.
Re: SF3 M.Bison
#92  March 17, 2018, 07:21:34 am
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@Diepod, a shame to hear that. I'm in tears for real real.
Re: SF3 M.Bison
#93  April 03, 2018, 05:43:04 pm
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ink

Re: SF3 M.Bison
#94  April 15, 2018, 04:13:19 am
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Had some stuff slowing down progress. Back at it now!

chop chop chop chop chop chop chop


slow chop chop for the eyes.
Last Edit: April 15, 2018, 04:16:24 am by ink
Re: SF3 M.Bison
#95  April 15, 2018, 04:40:22 am
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Wow, this looks really sick!
Re: SF3 M.Bison
#96  April 15, 2018, 09:25:31 am
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I'd say this is surprisingly good. But to be honest, it's not that much of a surprise at this point. It looks great, ink!
vVv Wheat Stage Released vVv
Re: SF3 M.Bison
#97  April 15, 2018, 11:39:53 pm
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Making good progress.

ink

Re: SF3 M.Bison
#98  April 18, 2018, 03:52:03 am
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Thanks guys! I just wish I had more free time for it.

and another.>>> slowed
Last Edit: April 18, 2018, 03:56:40 am by ink
Re: SF3 M.Bison
#99  April 18, 2018, 05:02:26 am
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it´s a impressive work, making chars in SFIII sprites is task for skilful spriters, and you really are.

ink

Re: SF3 M.Bison
#100  April 22, 2018, 07:00:43 pm
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I finally have the day to work on some of these animations! What game is your favorite teleport animation from? I know it's probably an unpopular opinion but I really dig the SvC version of his teleport.

Here's an animation for a little more content. *That Bruce Lee shake was just added for fun.
Re: SF3 M.Bison
#101  April 22, 2018, 07:24:05 pm
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I finally have the day to work on some of these animations! What game is your favorite teleport animation from? I know it's probably an unpopular opinion but I really dig the SvC version of his teleport.

Here's an animation for a little more content. *That Bruce Lee shake was just added for fun.


Your right. The SvC would look great. Also i love your work and your fluid animations dude! Love it,

"Survival of the fittest is nature's way!"

ink

Re: SF3 M.Bison
#102  April 22, 2018, 08:38:09 pm
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also on top of preferred teleport, please give your opinion on this jump animation. Its a custom one, I thought it would match sf3 better. Obviously I don't want this to just be a strict conversion.

Re: SF3 M.Bison
#103  April 22, 2018, 08:59:05 pm
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I really like how that jump animation looks. Has a nice and natural flow to it, and it seems it would fit the SF3 animation style perfectly.

Dante for Smash
Re: SF3 M.Bison
#104  April 23, 2018, 01:07:23 am
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also on top of preferred teleport, please give your opinion on this jump animation. Its a custom one, I thought it would match sf3 better. Obviously I don't want this to just be a strict conversion.



I agree as well with MotorRoach. Looking good. Also will you implement some SFEX Moves into the mix?

"Survival of the fittest is nature's way!"

ink

Re: SF3 M.Bison
#105  April 25, 2018, 03:02:12 am
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Thanks guys. A small update on that jump animation.


I'll be sitting on the progress of m.bison for a while, until I get some good work to show off and hype this project back up. If there are request for certain moves, sounds, effects ect. feel free to post them.
Re: SF3 M.Bison
#106  April 25, 2018, 04:07:16 am
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Nice! :D

"Survival of the fittest is nature's way!"
Re: SF3 M.Bison
#107  April 25, 2018, 03:58:12 pm
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I think M. Bison's arms would be out a bit more. But maybe because I'm thinking of Alpha.
Right now they almost look like they're placed on his thighs. I'd think Zangief's run arm position would work great with less chaos and more fist.
Spoiler, click to toggle visibilty
vVv Wheat Stage Released vVv

ink

Re: SF3 M.Bison
#108  April 25, 2018, 10:47:07 pm
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That was the first arm position I tried out, It just didn't seem as convincing to me at the time. Maybe I was just trying to get away from SF4 stuff.

That jump animation is complete now, but maybe I'll revisit it in the future. It would probably be an easy edit. Thanks Odb718
Re: SF3 M.Bison
#109  April 27, 2018, 02:20:08 am
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If you were to revisit it, I'd wholeheartedly tell you to keep the one you've made now. Use this as the Head Stomp special's jump if you do. In no way is it lacking even in the sketches. I like how small/tight it becomes. I think it could use a dynamic cape action with a lot of movement just like the legs.
Though that might make it a little easier to recognize the special earlier.
vVv Wheat Stage Released vVv

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Re: SF3 M.Bison
#110  April 27, 2018, 03:35:49 am
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That is tempting to have a separate one though!

I’m hoping once I finish this version I’ll be able to go back through and make a cape version. I love the idea of a cape for a secondary animation. Not stiff like alpha but super flowy.
Re: SF3 M.Bison
#111  April 27, 2018, 08:32:58 am
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A real SFIII Ibuki has completely separate hair. Mine doesn't lol. I think there's like an MX version or something that has her hair as an explod or a helper that goes with the "wind". But you could do something similar for his cape
You could set up a little ((Anim)+(Vel X)+(Vel Y)) system to pump out the values. I'm not sure how it was done in Ibuki originally. But you could do a simple
ifelse(Vel X>1,6000, ifelse(Vel X<1,4000,5000)
ifelse(Vel y>1,15000, ifelse(Vel y<1,9000,12000)
and you'd pump out values like
Code:
X-Y    =15,000   = x positive y negative
XY0    =18,000   = x positive y neutral
XY     =21,000   = both positive
X0Y0   =17,000   = both neutral
X0-Y   =14,000   = x neutral y negative
X0Y    =20,000   = x positive y neutral
-X-Y   =13,000   = both negative
-XY0   =16,000   = x negative y neutral
-XY    =19,000   = x negative y positive
You could set up the helper to check if your in anim = [40,99] or which ever ones you wanted. Then it'd be say, 20,000+47= 20,045 and that's the cape's animation.

Obviously with these values you wouldn't be able to have a base animation over 1,000. You wouldn't have the cape be different for standing light punch but the basic air attacks would work. You may be able to set up a transition method too. Like if you AMK at the top of the jump the cape would start -y, become y0, and finish y. You could have the neutral cape's animation make it flow more naturally. It could come out looking phenomenal! And even if some how you were going down and popped back up, the "neutral" speed would still transition nicely. All of the air specials that needed the flowing cape could be dropped to the 700s or 900s and still work. If you needed you could just make throws 1800 and use 800 for specials & ultras. I dont think that'd matter too much if the state is over 3000 for AI. (At least I think most AI looks for Ultra moves at 3000)

There may be a better system for something like this already. I'm just brainstorming.
vVv Wheat Stage Released vVv

ink

Re: SF3 M.Bison
#112  April 27, 2018, 02:51:06 pm
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Thanks for posting this one Odb718! I think something like that could work.

Having the cape separate would be the best option, that way there wouldn't be a strict limit on the amount of frames used. Once this version is complete I am planning to make video captures for each movement and draw the cape over the video to ensure the cape flows perfectly for each movement especially the jumping arcs, it's impossible for me to sprite it to that degree without seeing it in-game first. That must have been how they made Ibuki's hair move in such a believable way. So I guess the cape will move at 60 frames per second. (I think that's what mugen runs at.) The only part that's gets weird is custom states but that's not a huge deal.

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Re: SF3 M.Bison
#113  May 07, 2018, 07:45:10 pm
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Alright, Ive been thinking about one of M.Bison's throws. Traditionally he grabs them with his hands and then trips, catches and throws them.


Would it be a bad idea to cut out the grabbing with his hands and start the new throw with something like this??


I think it would look great but is it fair? I'm not great with game balance but I want him to fit in with the other SF3 characters.
Last Edit: May 07, 2018, 08:53:33 pm by ink
Re: SF3 M.Bison
#114  May 07, 2018, 08:55:40 pm
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Alright, Ive been thinking about one of M.Bison's throws. Traditionally he grabs them with his hands and then trips, catches and throws them.


Would it be a bad idea to cut out the grabbing with his hands and start the new throw with something like this??


I think it would look great but is it fair? I'm not great with game balance but I want him to fit in other SF3 characters.

I think it's honestly down to what is best for you. I don't think it will affect 'game balance'. It's your project, your work and if you believe it will help him fit in more with SF3 characters then go ahead.

I personally dont think its a bad idea, the collisions will probably be in the same place anyway.
Re: SF3 M.Bison
#115  May 08, 2018, 04:01:20 am
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The trip isn't BOSS enough. It's not a bad throw. I'd like to see the trip into a karate chop to a downed P2 and a hop back/away. Like Makato's left arm would do the chop as she puts her left leg back down. Then springs off it. If not a karate chop maybe a tiny head stomp to the gut, then hop over to a downed P2.

I like the original one. I'd like to see it almost as a combo starter, but I like SFvsXM throws. He could sling P2 into a wall bounce. Then Psycho crusher or what ever follow up you want.

As long as the move works the same as a regular throw I don't see any problem with balance. If it was just a step forward kick that counted as a throw that'd be pretty cheap stuff.
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Re: SF3 M.Bison
#116  May 08, 2018, 05:10:56 pm
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Those moves sound awesome Odb718. Once I get the more classic moveset down I'll be making some cool extras, I might use those. So I been thinking on the throw and I think that grab animation at the start might be important... The first kick's reach seems a little unfair now that I see it in my first draft.

Re: SF3 M.Bison
#117  May 08, 2018, 06:23:20 pm
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Quote
The first kick's reach seems a little unfair now that I see it in my first draft

I think you overthinking it mate.

I may be wrong, but if its a normal grab then he'll need to be really close to the opponent? Collison will remain the same.

Re: SF3 M.Bison
#118  May 09, 2018, 02:54:31 am
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Quote
The first kick's reach seems a little unfair now that I see it in my first draft

I think you overthinking it mate.

I may be wrong, but if its a normal grab then he'll need to be really close to the opponent? Collison will remain the same.



I kinda agree with you.

"Survival of the fittest is nature's way!"
Re: SF3 M.Bison
#119  May 09, 2018, 04:56:39 am
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The first kick's reach seems a little unfair now that I see it in my first draft.

It depends if you're going to have a similar kick that looks like the grab kick or if there isn't a clear indication it's a grab (if the hit frames of the opponent don't show until M.Bison has kicked the opponent for instance considering your first draft, it might be hard to preform a grab tech on it)
Last Edit: May 09, 2018, 05:07:47 am by Amidweiz
Re: SF3 M.Bison
#120  May 09, 2018, 07:02:03 am
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incredible someone gets to manage these type of sprites so good.

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Re: SF3 M.Bison
New #121  May 21, 2018, 09:16:46 pm
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I was studying  SNK VS Capcom Chaos' M.bison today, anyone else think he seems left handed in that version? I can't wait to get the most basic work done so I can start adding new stuff!

Some progress. These should look much better once the correct timing is added.


Last Edit: September 15, 2018, 05:07:30 pm by ink
Re: SF3 M.Bison
#122  May 21, 2018, 09:32:53 pm
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Smooth as hell.... Just epic! Keep it up man :)

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Re: SF3 M.Bison
#123  May 22, 2018, 12:06:28 am
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Eye-gasmic. owo
Re: SF3 M.Bison
#124  May 22, 2018, 05:59:37 am
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Loooking Crisspyyy! Awesome.

"Survival of the fittest is nature's way!"

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Re: SF3 M.Bison
#125  May 26, 2018, 06:54:05 pm
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Thanks guys!


First sketch of his slam. I might have him turn in air instead, kind of like Urien's slam..

SF3 slams are one of my favorite animations. I know once I get all the required work done for M.bison I'll be making 3 or 4 other slam animations for him. 
Last Edit: May 26, 2018, 08:13:01 pm by ink

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Re: SF3 M.Bison
#126  May 30, 2018, 07:07:42 pm
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I'm not sure if this would be worth doing so I put together a test animation to get your guys' opinions. The idea was to have his power be the light source for the majority of the animation. It's not normally done this way and I'm not sure it would really be worth doing.


*Not his actual effects*

It all happens so fast it kind of loses its effect.  :(
Last Edit: May 30, 2018, 07:12:36 pm by ink
Re: SF3 M.Bison
#127  May 30, 2018, 07:10:22 pm
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I think it would look fantastic! def something ive never really seen but it does look cool
Re: SF3 M.Bison
#128  May 30, 2018, 09:19:56 pm
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It is ABSOLUTELY noticeable. I agree with Walrusui, you should go for it.

Regarding not normally being done this way, you are incorrect, LOL. Ryu has the same thing for two frames when firing his Hadouken (it's most noticeable on his front leg, which flashes):

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Re: SF3 M.Bison
#129  May 30, 2018, 10:36:23 pm
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I more meant M.Bison's lighting doesn't normally change in other sprites. But yeah, SF3 sprites is what made me think of it, there are a few that have similar lighting effects.

I think I will go for it! I can't think of any reasons why I wouldn't.

Experimented a little more with this. I think this little edit helps it look a little better.
Re: SF3 M.Bison
#130  May 31, 2018, 07:25:18 am
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So when I was messing with my Ibuki I just made her new move stack on the sprites. I think you may want to do this method.
I'd say do the sprites like normal, then add the effect on top. You can make it transparent and it'll really sell it. I try to stack the FX on my characters though. Like Have 2 explods. One's in the bg and ones on top. So if P2 is hit it looks like P2's inside the move.
This is probably the best example of what I mean.
Spoiler, click to toggle visibilty

btw, I think the very top of his hat, the light from underneath should be there. Just like a small line or something. This idea is super dope.
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Re: SF3 M.Bison
#131  May 31, 2018, 07:25:28 pm
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I really like that idea. I don't think I've noticed that in any characters before, thanks for sharing it!
Re: SF3 M.Bison
#132  June 01, 2018, 02:19:36 am
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I just want to say your work is very very clean.  Great work.
Re: SF3 M.Bison
#133  June 02, 2018, 02:41:12 am
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your work is amazing :)
Re: SF3 M.Bison
#134  June 08, 2018, 03:47:24 pm
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Also keep in mind that SF3 has a ton of PosAdds, so when you’re making the actual SFF, you’ll want things to be aligned roughly where the torso is for many moves. Offsets should be in multiples of 2.

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Re: SF3 M.Bison
#135  June 08, 2018, 10:10:25 pm
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Thanks guys!

Jesuszilla, I'll have to look into that! I don't think I've seen that yet.

Back on the effects idea. It bugs me that the light source wouldn't be the same color as M.Bison's FX. So I put together this idea of the FX including the light source. Let me know your opinions! I'm not sure this example captures the full effect but think you'll get the idea.



if this is too hard on the eyes let me know and I'll put it in a spoiler.
Last Edit: June 10, 2018, 05:29:02 pm by ink
Re: SF3 M.Bison
#136  June 12, 2018, 10:53:56 am
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Lookin much better than i last saw it it, the flashiness of it before was hurting my eyes after a while

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Re: SF3 M.Bison
New #137  June 14, 2018, 01:33:48 am
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yay
Last Edit: September 15, 2018, 05:08:06 pm by ink
Re: SF3 M.Bison
#138  June 14, 2018, 07:08:45 am
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Sweet  :)

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Re: SF3 M.Bison
#139  September 05, 2018, 07:55:33 pm
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Some updates on this guy. Looks like I'm missing one of his standing kicks still..