Rabite: You foolish fool, you were not supposed to talk about SevenNinjaForceNES until Eli had the Moon stage ready! Don't jeopardize the plan any further! .\/.
Re: Hyper Super Street Fighter 2+ NES 25 1/2 Anniversary Edition.
A large percentage of stages in the project actually hail from similar hacks, or at least are strongly based around the aesthetic used in those games. Hardpressed to comment further, as my project duties lie more with animating Cammy, making some adjustments elsewhere, and shortly beginning work on Mr.StrongNES/WarFrogNES/OtherRedHerringNES.
Re: Hyper Super Street Fighter 2+ NES 25 1/2 Anniversary Edition.
As my previous reply suggests, I saw the notice about being mentioned in this topic before I saw the PM being discussed, so the lack of response is mostly due to me not knowing there was anything to respond to until recently. Unfortunately, I doubt I can help you at this time as I have already committed to a handful of separate animation projects for a few people (which as it was cleared to discuss includes new content for the SF2NES project), have my assorted YouTube video channel which I try to make some content for on at least a weekly basis, and also began some college courses.
I am actually quite dead. Pretty sure a blue ninja did it.
Also, our work? I recall voluntarily sending over the Wallace Wells stuff because I happened to already have the DLC and some time on my hands at that point. You seem to have inferred from nothing that I agreed to anything else after that; I am assuming this is based off a PM that I don't recall seeing till just now asking me to rip all of Kim Pine's frames in the same fashion.
I didn't? Can't recall to be honest; I do recall things being postponed as there was something else being asked for. Not sure what ended up happening with that.
Getting back to the topic at hand, Unless I am mistaken his teeth in the sff you assembled share colors with another white tone used in his sprites. You may want to go back in and separate one or the other to prevent problems later on.
There's a number of good reasons why you have people trying to get you to shy away from strictly learning an animated / manga style of working; it's actually more limiting than anything if/ more likely when you find yourself needing to work outside of the limited format, because you'll realize that you don't have the proper knowledge or skillset to work beyond the shortcuts and often bad habits that are formed from limiting your learning. Heck, I can actually think of a few programs at various schools where if you try to present work in a portfolio that is manga/anime based, it usually leads to a quick dismissal and rejection!
Regarding Proko, I am guessing you are referring to the video set about portraits, am I correct? Haven't had a chance to really watch them, but I have heard some decent things about them.
Construction lines are fairly important and quite useful; if you find yourself having trouble keeping them light, try something like drawing them with a mechanical pencil, which will force you to keep things lighter less you snap the lead, or even look for non-photo blue pencils which are specifically made to not show up when photographed or scanned.
About 5: Slight difference between still life and life drawing, but your best bet for either would be seeing if you can find a local art school or college that offers life drawing classes.
The longish mouth in the samples is mostly exaggeration, so it's not exactly a hard detail.
I honestly feel it's important to repeat that before you try to mess with a type of illustration that's more abstract, you want to have a good handle on the basics first, this case meaning you need to get some more realistic drawing in. A number of the questions you have there, such as curvature of the face, spacing of facial features, etc, are best learned through observation and practice. I'm typing up this reply in a bit of a hurry, but here's a few pointers in text I can mention:
- When you're drawing just about anything involving the body, you also need to think about what goes under the surface; before you put down hard lines for your facial features or any other topographical details, you need to make sure that it makes sense with what should be underneath, the bones and muscles. - Even artists who are mostly known for cartoon styled work tended to do a lot of life drawing. Bruce Timm's work on Batman TAS, which later basically became the defacto look for animated DC stuff for years, only came about after years of doing life drawing and more realistic work. Why? Because with this knowledge, he had a good idea of where he could simplify things while still keeping the core idea of it! - Either you are raising the contrast quite a bit in your scans, or you are not using much in terms of construction lines / guidelines to plan out placement of things. If this is the case, this is likely a very large part of your frustration. Even those with decades of experience use them, because they help to keep everything in place and in perspective. - For the most part, the various facial features tend to be aligned to some degree. For example, the spacing between eyes tends to be wide enough to fit a 3rd eye. Assuming the mouth is in a neutral pose, the corners of that mouth would line up around the mid point of each eye. Ears tend to begin around the top of the eye line/brow and end around the bottom of the nose. - When working in pencil, start your construction lines very lightly at most. Only begin to put any serious pressure in your linework when you have things worked out; it will save you time and effort and a bit of a mess if you realize later something isn't quite right and need to erase it. - Did I mention life drawing? Because seriously, Life drawing.
It's distinctly possible that part of the source of your frustration is what you are effectively trying to do is imitate drawings that themselves are imitations of a properly drawn figure. What 'anime style' usually consists of is simplification of a more realistic form. If you're just studying the simplification without understanding how they got to that point, then you aren't making the most productive use of your time; effectively just reproducing work with maybe a few tweaks here and there.
Before you can start bending and breaking the rules, you have to know the rules first. Get a working grasp on the real human form, and you will find that making abstract versions is easier.
Technically if you want to be exact, it's MK9's retro ninja look; the style of arm guards and shin guards are a closer match to the illustrations done for the new title than what appears to have been used in Daniel Pesina's original MK ninja suit. The original arm guards from what can be seen in the photos was actually really glossy in nature and wrapped around the wrist more, and the first set of shin guards had part of the straps visible from the front. Also worth noting is that for a lot of the photos that can be found of the MK2 ninja suit, the face mask used by Pesina isn't the grilled mask, but a cloth based one.
Even with the blue lighting, still pretty clear it's green. Also, it's based off MK1 aka Classic Reptile, back from the original palette swap ninja days. Suffice to say, they started changing up the look a bit come MK4. As for Chun Li, more athletic build than expected, but have seen more on model versions. Not bad though.
Regarding jiggling, in Cammy's case it tends to stand out a bit more on account that it is in clear view and highlighted for that matter due to light source. Would agree it needs to be toned down at least a bit.
For some reason, I recall someone on this forum having an avatar of Dudley's crotch from his idle animation. Don't recall who though.