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I just wanted to start a thread here and post some of my works in progress.
http://www.youtube.com/user/gabe687?feature=mhee
http://gabe687.deviantart.com/
There's a link for scorpion here.
http://www.youtube.com/watch?v=kfAfqGwvdwE&feature=channel_video_title
Character release thread.
http://mugenguild.com/forumx/index.php?topic=135661.new#new
I generally do Mortal Kombat stuff, but I like to create my own fighting styles, more like film choreography.
The initial edits I made were for MKP4.1, but now I have my own system made from scratch in 1.0. The characters were created with original and edited sprites. What I really want to do is create the characters in 3D, so that's more of what I'm concentrating on now.
You can see some of that progress here, and I'm always open to critique.
I'm working with 3ds.max, photoshop, 3Dcoat, topogun, zbrush, Fighter Factory Ultimate and the latest Mugen.
(http://i225.photobucket.com/albums/dd155/GM123456/Scorpion-Polygon-Count.jpg)
(http://i225.photobucket.com/albums/dd155/GM123456/Scorp_final.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/Scorp_UMK3walk_01.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/scorp_umk3_3d_get-hit-high.gif)
I have a few characters in the works, you can see more on deviant art.
(http://i225.photobucket.com/albums/dd155/GM123456/ScorpMK1_wip13.jpg)
Still working on the retopology and normal map backing for this one.
(http://i225.photobucket.com/albums/dd155/GM123456/ScorpMK1_wip17.jpg)
;-------------------------------------------------------
These animations will be used for a Zangief model.
(http://i225.photobucket.com/albums/dd155/GM123456/GetHitFierceHigh.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/Zangief_NeutralJump.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/Zangief_ST_FPunch.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/Zangief_test_WalkBack.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/Zangief_test_WalkForward.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/Zangief_test_Idle.gif)
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this is beautiful work right here! :ninja:
I WANT MORE SCORPION akhgasjdkfdkslfa
Sorry I jizzed too hard. Now that is awesome high-def character making :sugoi:
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Scorpion looks very detailed and fluid, as does Zangief. I like it a lot.
I think you just beat ahrimanes on my "hi-def characters" hype meter.
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Mmmm, I don't know about that, he's got some great work. I was checking out his web site the other day. The main difference I see is the shading style.
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0_0 dear god thats sexy you sir have my seal of approval for this WOW. I hope the code is as good as it looks cause if so daaamn if you want some help ripping scorpions voice from deception or armegeddon let me know I can get you clean rips of it and would be glad to help.
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I'm pretty good at coding, I have my limits with understanding some things, but I can make pretty much anything that comes to mind. The main problem is with some bugs that show up, but I can fix them pretty easy whenever I find them.
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thats awesome so do you want my help for sounds or not?
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Thanks but no, I'm good. I got the MKD sounds already but I'm using the ones from the 2D games.
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alright then ill keep an eye on this project looks great you planning on doing a full game in this style?
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As of right now, yeah it's for a full game.
The MK1 Scorpion is for an MK1 HD game I'm working on with some other people. The UMK3 Scorpion is for my own thing.
Interloko is coding for MK1, so I'm only the character artist on that project, I'm coding for my own stuff not related to that.
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Nice stuff, as usual. Can't wait to see more of this, and what vision of MK you'll put into your chars. :)
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My vision is not so clear, I want the characters to fight like in a movie more or less. I'm getting lots of ideas all the time, so the fighting system is constantly evolving.
My favorite fighting games are Tekken and Virtua fighter, so that and film are a heavy influence, I like MK more for the atmosphere.
I'll get around to this one eventually, I'm jumping around a lot.
(http://i225.photobucket.com/albums/dd155/GM123456/Jin_01.jpg)
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:o :o :o :o :o :o :o :o
This can turn out amazing. This level of dedication/skill + stage development with the same level of dedication/skill = a whole new type of mugen experience.
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I'm trying to get a likeness, can you tell who this is?
(http://i225.photobucket.com/albums/dd155/GM123456/DP_likeness_01.jpg)
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Awesome stuff man, you got my attention :O!!
About the last one...I bet is Mystique mimicking someone :P!
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I'm trying to make it look like the actor from Mortal Kombat 1 and 2, Daniel Pesina.
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holy mother of DANIEL PESINA INDEED!
Man, this is some true craftsmanship. Who would have thought that you could make models so photo realistic they would end up looking like the real actors? It would have never crossed my mind.
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Finally, I can comment on your work. I would have done so on the Elecbyte forum, but I couldn't register there. The UMK3 Scorpion model looks perfect in it's current state. The animations look pretty damn accurate and fluid as well. I can't wait to see what you do next. ;D
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Good shit man, it's really coming along nicely. Keep up the good work with the MK stuff.
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i think you may have just shitted on any other mortal kombat mugen project that exists...............this is ACE. and i am a very very very hard geezer to impress.
honestly man if you keep this up you will have created an entirely new standard of MK mugen one that will be remembered like reus stuff. trust me keep this stuff coming you definately have my interest
edit. also when will we start seeing this hi def scoprion in the mugen engine?
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Extremely well done. I'm interested in this a lot. :sugoi:
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this looks interesting. I'll be keeping an eye on this :)
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This HD scorpion is already working in mugen, but he doesn't have too many moves yet. I can't say when It'll be ready to show at the moment.
I made an axe for UMK3 scorpion today...
That's not a real texture on it, I just painted it on top of the clean render in Photoshop. The actual texture would look something like that, minus the blood, unless I add it for a win pose or something.
(http://i225.photobucket.com/albums/dd155/GM123456/scorpion-UMK3-axe.gif)
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Just started messing with Ryu, general likeness and some quick edits in Photoshop to get some ideas.
I know it still doesn't look like him, working on it.
(http://i225.photobucket.com/albums/dd155/GM123456/Ryu3D_01.jpg)
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Ryu have bigger eyes and not really this type of eyebrows.
BTW : Your other 3D models are amazing. It could be great to use them in a full game (some kind of K.I.)
Keep up the good work :sugoi:
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If you're looking for a realistic style for your Ryu, you can try referencing the TxSF model.
(http://static.gamesradar.com/images/mb/GamesRadar/us/Daily/2010/08-Aug/19/Ryu%20Tekken/Tekken%20Ryu%202--article_image.jpg)
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:o
WOW! This project is turning out real good! It really looks like your putting a lot of effort into this one. Keep it up! ;)
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ryu is looking real good man. keep at. ;) Me personally, i like the way your Ryu looks b/c it reminds me of the original street fighter 2 ryu from the arcade.
II personall dont like how ryu looks in ssf4
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Yeah, I was scratching my head over that one. I like the way his vs portrait looked in SSTF2, but now he looks really different... Especially the nose.
I think I'd rather make him look like he did in the SSTF2 intro, where he throws the fireball at the screen.
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Holy crap, this is gorgeous work. I love how smooth Scorp's movements are. How long does your work usually take you?
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To make a model from high poly to a real time mesh is like two weeks.
The animations take longer because there's more to make. I'll make one animation in a day which takes like 1-3 hours depending on how complex it is.
To get the character rigged / linked to bones, is like a week.
Texturing is about a week.
I spend like 2 hours on average every day I can work on it.
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I love your work Gabe and I've been watching your progress of your 3d scorpion and it looks fanstastic and your ryu portrait looks good I personally think sfiv ryu looks to cartoony and not real at all compared to sf2 also like nedflandeurse post the 3d model of ryu with I think it looks good but I think this second model looks way better than the one where it looks like a sfiv anime-ish style (http://static.gamesradar.com/images/mb/GamesRadar/us/Daily/2010/08-Aug/19/Ryu%20Tekken/Tekken%20Ryu%201--article_image.jpg)
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Yeah, I was scratching my head over that one. I like the way his vs portrait looked in SSTF2, but now he looks really different... Especially the nose.
I think I'd rather make him look like he did in the SSTF2 intro, where he throws the fireball at the screen.
I agree, the intro for ssf2t was his canon look as i call it. I would suggest that look as well
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Saw this thread on Elecbyte's forum. Glad you brought it to MFG so that I can keep tabs on your progress more often.
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Some tweaks
(http://i225.photobucket.com/albums/dd155/GM123456/Ryu3D_02.jpg)
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its looking even better now my friend.
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Added some of the bigger wrinkles of the costume.
(http://i225.photobucket.com/albums/dd155/GM123456/Ryu3D_03.jpg)
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amazing, milestone reached!
good luck for the rest
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Far better.
Keep posting the evolution!!
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Added some of the bigger wrinkles of the costume.
are there news about bloody shang ?
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There are some changes to shang but it's not ready for posting. It's basically an adaptation to the system I have for Scorpion, which more advanced.
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Wow. These are amazing. I've seen your work in DA before but never noticed you were doing them for Mugen.
Creating my own fighting game is one of my dreams. I've designed characters a long time ago, but never managed to complete the sprite sheet of any of them. 2D animations require a lot of time... A friend of mine suggested creating them in 3D instead, which i've never tried before, but it is true that creating animations while being have to re-draw the character for each frame is much more frustrating than working on a 3D one. I always wanted to try 3D modeling, but the only free programs i could find (and get it to work on my MAC) are google's skecthup and "sculptris". "Sculptris" Doesn't seem to be what i wanted, since it is more like working with clay rather than polygons. Google's sketchup doesn't seem to be what i wanted either...
Thank you for listing all the software you're using. Maybe i can find the one im looking for afterall.
btw; You like Tekken? Ever considered creating King?
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I like King, I used to play him a lot in Tekken Tag, but now I jump around more.
Feng
Jin
Baek
Bruce
and I like to do random select.
I don't know if I'll make more Tekken characters, I think so.
As for 3D programs, to my knowledge, the best one for free is Blender. It's the closest thing to Maya or 3dMax I've seen, but I don't know if it runs on mac.
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The axe is textured now, this is how it looks as a sprite.
(http://i225.photobucket.com/albums/dd155/GM123456/scorpion-UMK3-axe_textured.gif)
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Everything looks great. :o
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I just love your work and i follow it a long time. Will you make Shang Tsung in 3d models too?
(http://i225.photobucket.com/albums/dd155/GM123456/Ryu3D_01.jpg)
I think this first is better than other, because Ryu seems more like a adult man.
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I have shang from MK2 pretty much all sculpted out, but I'm not working on it right now.
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I wish i checked back here earlier (i searched for many 3D programs and eventually discovered Blender before reading your reply, Thanks anyway!) . I've successfully downloaded Blender and it does work with MAC. It took me a while to understand how it works, but i've managed to start creating my very first 3D model. It's currently just a face...
Good luck with your characters, they look awesome!
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MK1 Scorpion with textures so far.
(http://i225.photobucket.com/albums/dd155/GM123456/MK1Scorp_textured.jpg)
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Man, I love MK1 Scorpion so much. I think his hood gave him a ton of personality.
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Just wanted to say thx 4 sharing the bloody chars.they all are awesome.
Best MK chars i ever played inc the original games.
This sure gonna be nothing less then amazing. :sugoi:
good luck on your projects here man
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I had to do the textures all over, the file became corrupt --; but now I have like 60 backup copies, I set 3dMax to Increment on save.
(http://i225.photobucket.com/albums/dd155/GM123456/ScorpMK1_wip20.jpg)
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He looks fantastic. :)
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;---------------------------------------------------------------------------
Scorpion for mugen 1.0 update today, not the HD version.
Link is in the video description
http://www.youtube.com/watch?v=kfAfqGwvdwE&feature=channel_video_title
_________________________________
Extract the files to a folder named Bloody Characters or My characters, whatever you want.
In the select.def put this in the character section.
Bloody Characters\bloody_scorpion.def
I have them set up like this, so they all use the same files from the basics folder I have for them.
Special notes;
Fighting styles are set by default depending on the character.
Scorpion is set to Bleed mode
I just set it to what ever mode they have more developed.
You change play styles if you want by holding a direction on the pad while a round is loading. It takes the setting right when the screen fades in from black at the start of a round.
Hold up = MKR mode
Hold Forward = Bleed mode
Hold down = UMK3 mode
With Scorpion, you can do your setting first, then after the fade in happens, hold back to do the Human Smoke transformation. The change happens after scorpion does his intro animations.
Once you set one of these, they will not change unless you lose and go back to the character select screen.
Another way to change styles is like before, during a match hold start till the menu comes up.
Play style 01 = UMK3
Play style 02 = Bleed
Play style 03 = MKR
Press start again to make your selection.
;---------------------------------------------------------
Bleed mode has a lot of changes, the combo system for example works based on the motion of your moves.
Different moves like the round house, sweep, etc. pretty much any move with that sort of command, can chain to another if it makes sense visually. The chain is possible after a move hits, or during the recovery frames if you miss.
With Scorpion, you can do a combo like this.
D+LK, DF+LP, U+HP, HK or B+HK
It's sort of like Fei Long's combos.
Other stuff are mainly tweaks to the system and fixing bugs.
The combo system can tell what type of move has been used in a combo and change accordingly.
The gravity and combo ender auto changes check for these things.
1 = Number of hits?
2 = Have multiple basic combo starters been used?
3 = Has a hold type combo starter been used?
4 = Has the same move been used twice in a row?
Number of hits, mainly controls the gravity. They fall faster with every hit.
Multiple combo starters stops heavy stun infinites, by making the player fall.
If a hold type move has been used more than once, the escape becomes available. Like a throw escape if you land the spear twice in a combo.
If a move has been used twice in a row, you get a stagger or fall.
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I found some things to fix, the link is updated.
http://www.youtube.com/watch?v=kfAfqGwvdwE
;--------------------------------------------------------------------------
Intro and ending enabled
constant variables for smoke, updated to keeps his moves locked. It was going back to Scorpion's moves before.
fixed a problem with the wall push not resetting after landing some jabs. it was making the throws slide back during combos.
Scorpion's teleport now checks back edge distance before adding gravity. Stages that don't let you get close to the wall were causing him to snap to the ground too soon.
Fixed a wall slam combo damper reset error after the air throw with the spear.
Changed the gravity in sorpion's air throw with the spear. = LP in air. Doesn't dip so low any more.
Hit box for the LP air throw is bigger, to make that air combo easier to land. HP, HK, LP
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The last update has very much pleased me! :)
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Another update for today, fixed a bug against Kamekaze's characters, a clashing variable was making the zoom effect happen.
I changed the spear head to be part of the rope, so it's all one piece scaling with Angle draw. Against some characters like Kamekaze's Yang, the rope and spear would come out of alignment.
Increased his damage output by 30 points, because he has way too much trouble against characters that are fast and have super moves.
http://www.youtube.com/watch?v=kfAfqGwvdwE
;------------------------------------------------------------
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Working on the bones for this one.
(http://i225.photobucket.com/albums/dd155/GM123456/ScorpMK1_wip20-1.jpg)
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ahh man, this is Awesome bleed. you always find a way to out do yourself each time. ;) keep up the excellent work man
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Came across another bug with Bloody Scorpion. (http://www.youtube.com/watch?v=X1q-Ni3L9_8)
Also, the 3D models are looking great for MK. The Ryu one though.....eh, I wouldn't say that's Ryu. His eyebrows are also too big.
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Yeah, Ryu needs work
That fatality problem is happening because I used the normal animations for those attacks, which can't hit an enemy if they are too low. I'll have to extend the hit box all the way to the ground, to catch this sort of dizzy animation.
Here's the update, I made the hit boxes reach down to the floor.
http://www.youtube.com/watch?v=kfAfqGwvdwE
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You know there's a "Your releases" section to post your character? Just saying.
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Oh right, I hardly ever go there, forgot all about it.
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(http://i225.photobucket.com/albums/dd155/GM123456/AxeUppercut_v2_b.gif)
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You're kidding.
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Looks better as good as 9 if not better.
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woah o_O
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Holy mother of shit !! :o
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Wonderful! :o
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My vision is not so clear, I want the characters to fight like in a movie more or less. I'm getting lots of ideas all the time, so the fighting system is constantly evolving.
My favorite fighting games are Tekken and Virtua fighter, so that and film are a heavy influence, I like MK more for the atmosphere.
I'll get around to this one eventually, I'm jumping around a lot.
(http://i225.photobucket.com/albums/dd155/GM123456/Jin_01.jpg)
idk, maybe its jut me but his arms are a bit too long in proportion to his legs?? but otherwise, excellent stuff! I tried sculpting with Zbrush and gave up lol.
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Dude that is awesome, especially "Dat Scorpion".
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Hmmm, I think you are right about the arms, the legs are too thin also.
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Hmmm, I think you are right about the arms, the legs are too thin also.
instead of editing the arms you should edit the legs, make them longer. I would assume it would be easier to edit the lower body than the upper.
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Here's a quick test of the HD UMK3 model in mugen.
http://www.youtube.com/watch?v=hp7HZDHH3sQ&feature=channel_video_title
A wip of this animation, the motion is pretty close but I need to match the lighting better with the classic sprites.
(http://i225.photobucket.com/albums/dd155/GM123456/MK1Scorp_stance_wip.gif)
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Friggin' awesome. :o
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That looks awesome!
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Added some of the bigger wrinkles of the costume.
(http://i225.photobucket.com/albums/dd155/GM123456/Ryu3D_03.jpg)
awesome. his face needs more tweaking though..its something about his cheeks. and his hair looks like the hair from SFII lol if thats what you're going for its cool with me.
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I'll get back to Ryu later, I'm doing some animations for Scorpion first.
I don't like how he's looking yet either, I was using SSTF2 as reference.
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(http://i225.photobucket.com/albums/dd155/GM123456/MK1Scorp_stance_wip.gif)
I'm not particulary in MK, but I must say this is just an Awesome work.
The best 3D rendering for a MK character! 8)
I would like to see the same thing for Kitana! ::)
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I have MK2 kitana going already.
http://gabe687.deviantart.com/gallery/?offset=24#/d2pigdc
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Awesome work! i even like this scorpion than MK9's one. :sugoi:
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Holy shet. At first I thought it wouldn't look like MK1 Scorpion, but now that you show it, it's AWESOME.
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I have MK2 kitana going already.
http://gabe687.deviantart.com/gallery/?offset=24#/d2pigdc
That's great! :)
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Another animation
(http://i225.photobucket.com/albums/dd155/GM123456/Scorpion_MK1_Walk_14.gif)
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Another animation
(http://i225.photobucket.com/albums/dd155/GM123456/Scorpion_MK1_Walk_14.gif)
WOW!!! :o i even saw your works at deviantart and it's AWESOME!! i just can't wait to play with this 3-D Scorpion!! keep it up!! :sugoi:
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Scorpion's torso seems a bit stiff in that animation.
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http://www.fightersgeneration.com/characters3/scorpion-a.html
Second row. lol
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I'm going to add a little more motion to it, but yeah. If I make it exactly, there should be no movement at all, I don't get why they did that.
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Applying the palette to the original images in true color must have been a bitch for Midway, so they simplified some animations in order to take less time to pump out sprites. That's my assumption.
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I forgot.
Bleed, you are the man, for real. This looks better than whatever MK stuff is already out there. They look spot on like the originals, that's what and HD remake should be like.
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Midway needs to hire you some HD remixes, cause these models and animations are smooth as fuck.
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I never felt the classic MK walk type this smooth!
Truely great!
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how many frames are you using for your animations?
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That render is 30fps, what's going to be in the MK1 game is 60fps.
It may change to 30 if it causes too much trouble with lag, but the goal is 60.
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Midway needs to hire you some HD remixes, cause these models and animations are smooth as fuck.
Midway's dead, he'd need to work for NRS, now.
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Another animation
Spoiler, click to toggle visibilty
(http://i225.photobucket.com/albums/dd155/GM123456/Scorpion_MK1_Walk_14.gif)
:dead:
Here's a quick test of the HD UMK3 model in mugen.
http://www.youtube.com/watch?v=hp7HZDHH3sQ&feature=channel_video_title
About this, looks excellent!! but need more speed in all his animations..
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You must work for the gaming industry or something man, these renders are top notch. Fantastic work!!
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I wanted to work at Midway games, that's why I learned all this stuff but I never got in. You have to push really hard to get in a game company, and your work has to be top notch. I went to Midway twice for job interviews, but no luck...
Oh well, I still do it for the pure enjoyment.
Here's another animation I'm making.
(http://i225.photobucket.com/albums/dd155/GM123456/MK1_scorpion_crouch.gif)
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Now I see why your work is so amazing, you practiced a lot to reach Midway oh well sorry you couldn't reach the job
Looks pretty amazing :)
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Crouch anim
(http://i225.photobucket.com/albums/dd155/GM123456/Scorpion_MK1_crouch_02.gif)
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man this is getting me pumped up just a few years from now there will be a bleed mk3 wonder are you into doing any other type of characters like tekken or killer instinct
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I like Tekken and Virtua Fighter, so I might do something with those in the future if not make my own characters.
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will try dunno jack right now but I've been looking at tutorial vids I mean ive been here long and haven't contributed a thing kinda sad
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^Lol, me and you both homie.
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they should have an award for people who been here long lol
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Crouch anim
(http://i225.photobucket.com/albums/dd155/GM123456/Scorpion_MK1_crouch_02.gif)
That anim makes me laugh. Not sure why.
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OMG the movement of clothes 8)
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I wanted to work at Midway games, that's why I learned all this stuff but I never got in. You have to push really hard to get in a game company, and your work has to be top notch. I went to Midway twice for job interviews, but no luck...
Oh well, I still do it for the pure enjoyment.
Here's another animation I'm making.
(http://i225.photobucket.com/albums/dd155/GM123456/MK1_scorpion_crouch.gif)
Don't give up. You have great talent.
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this guy shoulda been the one making your Kratos sprites Kratos..Bleed's work is A-fuckinmazing. awesome work dude
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I think It'll be a long time before I feel like quitting, I like doing this stuff too much.
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and it shows bro.. gabe excellent detail on all ur models, can't w8 to see wat u do next bro
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Neutral jump
(http://i225.photobucket.com/albums/dd155/GM123456/Neutral-Jump-HD_02.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/Neutral-Jump-HD_moving_03.gif)
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WOW it's like next gen mugen in here.First time ive seen something like this in the works for mugen.(is this polygons btw?)
Meaning not with ripped/edited sprites but from scratch made.
Will this Scorpion (when done) have your style of gameplay to him?
Your previous characters fighting style was better then the original games.
Succes on your works :sugoi:
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I'm working from scratch, so no sprite or model ripping. I do everything but invent the character.
It's a polygonal model that I render 2D images from, like in Killer Instinct.
This MK1 model is for an MK1 HD remake and it will play just like MK1. The coding for that is done by Interloko, if I do the code for my own version, it will play like the rest of my work.
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I'm working from scratch, so no sprite or model ripping. I do everything but invent the character.
It's a polygonal model that I render 2D images from, like in Killer Instinct.
This MK1 model is for an MK1 HD remake and it will play just like MK1. The coding for that is done by Interloko, if I do the code for my own version, it will play like the rest of my work.
;D it's gr8 that you gonna use both of the fighting styles on Scorpion,this is what i was hoping for THX. :sugoi:
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how many other ppl are working on this MK1 HD remake project with u?
if its just u i think u've got a few years to go for it to even be ready for alpha/beta testing.. and perhaps u should take on an apprentice .. teach them wat u know and he/she would help u with the project
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perhaps u should take on an apprentice ..
Awesome can't be taught, it must be achieved.
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There are a few involved with actual work, then you have forum members that help with critique and other input.
[ PROGRAMING ]
Interloko
[ USER INTERFACE ]
Badmouse
jarvis653
[ STAGES ]
Badmouse
SubZera
Calactyte
[ CHARACTERS ]
Bleed
[ SPECIAL EFFECTS ]
MK9
MikeyMK
[ MUSIC ]
The Grid
[ SOUND EFFCTS ]
I think "The Grid" is on this with another member.
I don't really have time to be teaching, but I can tell you what helped me or where to look, which is better IMO. It took me like 10 years to know all I know, and there's a lot I still have to learn.
Most of the 3D, I learned with DVDs and searching for tutorials online.
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That jumping animation is simply smooth, man keep it up :sugoi:
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Very smooth indeed. Keep up the good work, Bleed.
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(http://i225.photobucket.com/albums/dd155/GM123456/MK1_Scorpion_Jump-Ball_03.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/MK1_Scorpion_Jump-Ball_04.gif)
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/me plays MK1 jump voice clip in his head over and over again
Now I just need an Air Kick to go with it, and I'll go to sleep knowing for sure the world is a better place.
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I was reading the posts, and:
Who was that dumbfuck that didn't gave you that job at Midway? I mean, your works are more than WONDERFUL.
I'm really sad you didn't make it, that happens a lot in comics too. You see guys that draw and paint a lot and Marvel hire guys like Rob Liefeld. --;
If you release your Scorpion now, it would be still better than any scorpion ever made.
Keep on your work, PLEASE. You'll be remembered and rewarded. [size=5pt](and you'll STFU of the guys who still want to make MKP vs some shit)[/size]
Sorry about english errors.
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I just wasn't good enough, and there was someone better.
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that was then, this is now. bleed you have improved tremedously since then. i think now it would be a different story and they would really like you. believe it or not, you got a lot going for you right now. i really believe that.
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Hm, Bleed, i downloaded your Scorpion and there's a problem:
Mugen says it can't read the 1.cmd. How can i fix it? '-'
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It means you changed the folder some how, so now the .def doesn't know where the file is located.
You need to put them how I had it in the zip file or open the .def and type the correct address for each file that can't be found.
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Gabe ur work is impressive, and:
[ CHARACTERS ]
Bleed
thats my problem, compared to all the development teams.. ur the only one working on the characters :(
hmm i know someone that likes to do 3D Modelling if u want me to talk to him about it.
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The MK1 project I'm working with could use another character artist. I'm so busy making the animations, that I can't move on to the next model.
BTW, MK1 Scorpion is working now in mugen with all those animations I've been posting.
Looks pretty cool in motion. :)
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This thread keeps getting better and better!
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(http://i225.photobucket.com/albums/dd155/GM123456/MK1_Scorp_WinPose.gif)
Here's another sketch or Raiden!
http://i225.photobucket.com/albums/dd155/GM123456/MK1_RaidenSketch.jpg (http://i225.photobucket.com/albums/dd155/GM123456/MK1_RaidenSketch.jpg)
Quick video, testing the animations in Mugen, with my own character as the base. This is not the code for MK1 HD Remix, it's for my own characters.
http://youtu.be/6FVAIXh9Aow (http://youtu.be/6FVAIXh9Aow)
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Man, i just saw your video and it's AMAZING!! :swoon: Keep it up!! :suttrox:
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This one could be a little tricky, because the model isn't symmetrical. There will be a snap to mirrored normal map when he gets to the fight stance... hmmmm, how to fix this???
I may have to do some post work in Photoshop to try and blend the animations.
(http://i225.photobucket.com/albums/dd155/GM123456/MK1_Scorp_StandTurn.gif)
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That's a nice lil dance you've got there Scorp. ;)
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Do the Scorpion, heh second time I hear that.
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next time I go clubbing, im going to do the scorpion and see if i can set a trend lol
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there is one question I was wanting to ask will the new look slow down the average mugen 1.0 meaning mugen 1.0 on a computer without a graphics card other that intel pentium
Oh and as far as the Scorpion dance wanna see someone try it in the club and make a video about it the club has to have people already on the dance floor
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My computer isn't anything special and so far it's running smooth. With higher quality you need more power though, the more get's done the more apparent it will become. How much power you'll need to run it in the end is still in question.
If it causes problems, the game resolution can be lowered.
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(http://i225.photobucket.com/albums/dd155/GM123456/MK1_Scorp_StandTurn.gif)
:o :) Very good 3d Work, Much love to MK 8)
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excellent work dude...wish I had the skill for this stuff
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I got hung up fixing some things, but here's a new one.
(http://i225.photobucket.com/albums/dd155/GM123456/MK1_HD_Scorpion_StandBlock_02.gif)
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You. Are. Amaaaziiiing. :o
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man that looks so good.
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Thanks man
I made a few tweaks to it, Loin cloth hangs down straighter, and the pause frame is an animated loop instead.
If you hold block, he keeps moving a little.
(http://i225.photobucket.com/albums/dd155/GM123456/MK1_HD_Scorpion_StandBlock_04.gif)
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hummm very impresive work so far, im glad to see talented people keep coming to mugen. :sugoi:
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This looks great! mad props to you bleed :sugoi:
The last video looked like a hd remix of mortal kombat.
you should be very proud of your work. Also this might make more people get into 3D rendering (like me).
looking forward to seeing how your work turns out :sugoi:
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:P
(http://i225.photobucket.com/albums/dd155/GM123456/Scorpion_ClassicPose_01.jpg)
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:o So much detail. I hadn't tuned into your work in months dude. You've gotten so good at this.
I patiently await any type of releases. This is solid gold stuff right here.
Keep up that dedication.
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netherrealm studio's scorpion dont even come close to comparison to your scorpion. your scorpion is truly flawless. they should have had you do the model work. plus your characters move more fluid than mk9 characters. you are on your way my friend.
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So hows the progess going with your scorpion bleed?
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Scorpion is on hold for a bit while I make Raiden.
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_02.jpg)
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Awesome model dude.
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Dude, project more than perfect! It's really good!
But how is this project? Do you have any estimate for when these characters will be released?
I downloaded your Bloody Bloody Scorpion and Shang Tsung and loved both. They are very good.
PS: Sorry for the bad English. I am Brazilian and I use Google Translate.
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I don't have a release date, I just work when I have time and it gets done eventually.
UMK3 scorpion with HD sprites should be out this year, but I can't say when. I'll be changing some animations, because I can do a lot more with 3D. Having special transition frames for combos, instead of using the same animation is one change. Maybe some new hit stuns, like that turn around stumble in MK9 and whatever else comes to mind along the way. Some animations will need to be created several times, to look "right". The Round house during the Axe combo is one, I already changed it from the one in the last video WIP 02. I'll probably re do the High kick during that combo too, because It's looking weird to me still.
Here's an update on that character, you can see a few more moves were added.
http://www.youtube.com/watch?v=nZDQOoUQJBk&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1&feature=plcp
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coool, very impresive work i cant wait to see some more updates to this porject.
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I don't have a release date, I just work when I have time and it gets done eventually.
UMK3 scorpion with HD sprites should be out this year, but I can't say when. I'll be changing some animations, because I can do a lot more with 3D. Having special transition frames for combos, instead of using the same animation is one change. Maybe some new hit stuns, like that turn around stumble in MK9 and whatever else comes to mind along the way. Some animations will need to be created several times, to look "right". The Round house during the Axe combo is one, I already changed it from the one in the last video WIP 02. I'll probably re do the High kick during that combo too, because It's looking weird to me still.
Here's an update on that character, you can see a few more moves were added.
http://www.youtube.com/watch?v=nZDQOoUQJBk&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1&feature=plcp
Dude, it's very good!
The sprites were perfect and faithful to the UMK3 Scorpion. Very good indeed!
Just a little question: Do you plan to make this Scorpion also 640x480?
Thanks again and sorry the bad English.
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I enjoy the the creativity and the style of this Scorpion gabe, however because of his complicated moveset and bizarre button configuration, playing as him can be both confusing and difficult.
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I know but that can be said about anything new to you.
The button configuration looks like this on my game pad.
HP , HK, R1 = Block
LP, LK, R2 = Run
If you want something different, just change the setting in mugen options or in his Command file at the top.
Choose one of the two settings, or make your own.
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap];4 face button pad lay out.
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;[Remap];6 face button pad lay out.
;x = x
;y = z
;z = y
;a = a
;b = c
;c = b
;s = s
;=======================================
I can flow pretty smoothly with him but if he's hard to use, have a look at his moves list. I left the basic commands like the old games for the most part, so it's easy to pick up on that at least. If you want to do more, you'll need to do a bit of research.
If you don't understand how something works, ask me and I'll explain.
Think of him as a Tekken character, and you'll get an idea for the commands.
Try a button, then try that button + any direction for different moves.
Try these combos.
F+HP,HP,HP, cancel in to the spear stance = BB+HP~HP, HK while pulling he spear and hold Down till the RH connects.
B+HP, LP, teleport punch, F+Run, B+HP,F+LK
B+LP, Jump or hop LK, qcb+HP, B+HP,HK
Hold Down while the match is loading to select the UMK3 play style.
Hold Back during the intro animations to become Human Smoke.
;===============================
The sprites are made for 1280 X 720, about 5 inches tall.
(http://i225.photobucket.com/albums/dd155/GM123456/UMK3Scorpion_stance.gif)
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Oh man! I thought it would come to 640x480 as well :'(
Finally, is there any way to convert a char from 640x480 to 1280x720?
PS: I think I'll start using the MUGEN HD just to use your character.
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Converting from Low res to High res is a lot of work, the other way around is pretty easy.
You can play my character in 640 X 480, just scale it down in the Data Section of his .cns file.
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Dude, that's good! I did not know this. I will. Your characters are awesome!
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Just a sketch this time, I've been drawing Ryu's face over and over lately to get his likeness down. When I go over the 3D model again it should look more accurate.
This is a 10-15 minute sketch with pen. I try to do some of these every day to stay in practice.
Drawing with a pen tricks my brain to not make as many mistakes. If I work with pencil, I take like 20 minutes for the same result... weird but it works.
(http://i225.photobucket.com/albums/dd155/GM123456/Ryu_sketch_fireballstance_small.jpg)
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I think I poo in my pants! :o That some great work you got there! I can see you work hard on him keep it up bruh!!!
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wow now thats a nice sketch man. keep up the great work ;)
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A little more progress
(http://i225.photobucket.com/albums/dd155/GM123456/Scorpion_sketch_pull.jpg)
(http://i225.photobucket.com/albums/dd155/GM123456/Scorp_TYM.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_normal_bake_wjp.jpg)
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Do you have any future plans for your previously released Scorpion?
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Yeah, I've been replacing the sprites with the UMK3 3D model, and cleaning up the code.
Added another variable to his attacks that checks for stability.
A stable attack is like a jab
A non stable attack is like a round house.
If you are counter hit during a stable attack, you get the normal reaction. If counter hit during a non stable attack, he stumbles or falls.
I was also thinking about getting rid of the crouching state for the most part, replacing it with something that works in about the same way but is standing. That way I can make the fighting look even more realistic.
Crouching attacks could be standing low kicks, or the sweep. Crouching to evade moves would be automatic swaying like in boxing.
I'm just watching movies and trying to find ways to fit that look in to the game play.
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A stable attack is like a jab
A non stable attack is like a round house.
If you are counter hit during a stable attack, you get the normal reaction. If counter hit during a non stable attack, he stumbles or falls.
That sounds really interesting... I can't wait to see how this looks when implemented.
I was also thinking about getting rid of the crouching state for the most part, replacing it with something that works in about the same way but is standing. That way I can make the fighting look even more realistic.
Crouching attacks could be standing low kicks, or the sweep. Crouching to evade moves would be automatic swaying like in boxing.
...
This also sounds unique and interesting although I'm not sure how' this would work out for someone who knows nothing of his gameplay (Assuming the player's opponent has no idea of Scorp's system).
I'm definitely gonna keep an eye out for you. You're definitely one of the more creative and innovative thinkers around here bro. ;)
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Very good! Each time I come take a look at his work I'm most amazed! You are doing an excellent job!
You will make the Scorpion with the UMK3 sprites or will make you with classic sprites?
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I have a question bleed are you gonna realease both the classic and UMK3 scorpion or are you gonna realease them separate? Alos, out of curiousity what parts are left for you to make 3d for the UMK3 scorpion?
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wait when you said it won't be crouching but it will have a similar effect do you perhaps mean a tekken steve lean (when he leans back, forward or to the side to avoid a hit)
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I'll make scorpion with the UMK3 sprites and the MK1 sprites you can choose the costume and both have the same moves, but a little different looking animations.
The character can use the different play styles, so you can choose how to play. MK1 style MK2, MK3, UMK3..... I haven't gotten all these modes fleshed out but the base is ready.
I need to link certain moves to work in the specific modes, also link adjustments in gravity, hit def's, velocity, etc. All that stuff can change depending on what mode is chosen. It's done with a bunch of on and off switches using variables.
Steve Fox, Brad Burns, Brad wong... the evade moves they have are sort of what I have in mind, yeah.
I have a system for the defence in place, that makes the block animations change depending on what move the enemy is doing. I can match them perfectly, so having these animations happen on que is possible.
If you hold down Back, = Normal crouch state. The animation is standing ready with hands down.
If a low attack is thrown, you may see him block with his leg.
If a high attack is thrown, you may see him duck under it.
There are several options for different attacks, based on timing, direction, height and distance.
I may add another variable that checks the previous block animation to use one that fits the situation and blends from the last pose.
[Update on UMK3 scorp]; added animations
- Neutral jump
- Diagonal jump
- crouch
- Neutral High kick
I'll make a few more today.
[edit] more animations done
Standing get hit Low
Blow back fall
Land after fall
Mugen knock up fall start = Looking straight up
Mugen Knock up fall end = dive looking fall
Kick stand up
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Made another one, It plays slow online.
Needs a little more smoothing, but so far this and all the others are working in mugen. I'll go over some of the animations again, later as needed.
(http://i225.photobucket.com/albums/dd155/GM123456/UMK3ScorpHD_SweepFall_small.gif)
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looks awesome..just outta curiosity do you plan on doing any MK9 looks?
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(http://i225.photobucket.com/albums/dd155/GM123456/UMK3ScorpHD_SweepFall_small.gif)
I'd point out the physics of the groin cloth but I know that your going to make this look smooth as fuck anyways. ::)
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Made another one, It plays slow online.
Needs a little more smoothing, but so far this and all the others are working in mugen. I'll go over some of the animations again, later as needed.
(http://i225.photobucket.com/albums/dd155/GM123456/UMK3ScorpHD_SweepFall_small.gif)
Man! this is smoooooothly AWESOME!! :sugoi:
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now this is sick dude.
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Corkscrew fall animation is done now.
Point out all the little details you see, It's okay. Sometimes you guys will spot things I didn't even notice, so go ahead and post whatever you think looks weird.
[edit]
Here's another one, it needs more work, the motion is still a little rough.
(http://i225.photobucket.com/albums/dd155/GM123456/Scorpion_3d_UMK3_stumble.gif)
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This looks so much better than Real Life Actors. Keep it up dude.
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(http://i225.photobucket.com/albums/dd155/GM123456/Scorp_TYM.gif)
holy shit that is amazing
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Jesus, he looks like a real person, it's scary! o_O
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The quality is impressive.
Models, textures, animations, everything is just plain awesome.
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I made a recording of me working on the stumble animation. It's on youtube now if anybody is curious, sorry if it's too boring :-\. Time goes flying when I'm working but watching it is tedious.
http://www.youtube.com/watch?v=2xcunNLllkk&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=5&feature=plcp
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I made a recording of me working on the stumble animation. It's on youtube now if anybody is curious, sorry if it's too boring :-\. Time goes flying when I'm working but watching it is tedious.
http://www.youtube.com/watch?v=2xcunNLllkk&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=5&feature=plcp
Are you kidding??? that's awesome!! and a very very enjoyable half hour!! :sugoi:
and man, my full respect to you, it takes a lot of time and hard work to do all that.
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I got a new video up showing what UMK3 Scorpion has working now in mugen.
http://www.youtube.com/watch?v=gbnKV1z7e54&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1&feature=plcp
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There were news about bloody shang or kano?
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Shang and Kano will go the way of Scorpion, converted to 3D but not yet. In the mean time, I continue working on their code fixing and tweaking everything I can.
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Shang and Kano will go the way of Scorpion, converted to 3D but not yet. In the mean time, I continue working on their code fixing and tweaking everything I can.
Will it be Mk, Mk2 or MK3 Shang Tsung...perhaps the version of more modern games?
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I might have different versions but I already have the one from MK2 started.
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That's some very impressive work here. Animations are fabulous. Congrats.
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I'll make scorpion with the UMK3 sprites and the MK1 sprites you can choose the costume and both have the same moves, but a little different looking animations.
The character can use the different play styles, so you can choose how to play. MK1 style MK2, MK3, UMK3..... I haven't gotten all these modes fleshed out but the base is ready.
I need to link certain moves to work in the specific modes, also link adjustments in gravity, hit def's, velocity, etc. All that stuff can change depending on what mode is chosen. It's done with a bunch of on and off switches using variables.
Steve Fox, Brad Burns, Brad wong... the evade moves they have are sort of what I have in mind, yeah.
I have a system for the defence in place, that makes the block animations change depending on what move the enemy is doing. I can match them perfectly, so having these animations happen on que is possible.
If you hold down Back, = Normal crouch state. The animation is standing ready with hands down.
If a low attack is thrown, you may see him block with his leg.
If a high attack is thrown, you may see him duck under it.
There are several options for different attacks, based on timing, direction, height and distance.
I may add another variable that checks the previous block animation to use one that fits the situation and blends from the last pose.
[Update on UMK3 scorp]; added animations
- Neutral jump
- Diagonal jump
- crouch
- Neutral High kick
I'll make a few more today.
[edit] more animations done
Standing get hit Low
Blow back fall
Land after fall
Mugen knock up fall start = Looking straight up
Mugen Knock up fall end = dive looking fall
Kick stand up
That all sounds great! and I have another curious question are you gonna use the orginal sounds from MK3 or from MK9? because the Jump,kicks,punches,ect... sound strange and not believeable to me
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The sounds he used sounds fine IMO.
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I already have an option for the sound effects built in, you just change a setting in my basics file and the sound effects change to different styles.
There are two Sound effect styles available so far, MK3 and the other is Film sounds, which is closer to what MK9 sounds like.
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New animation
(http://i225.photobucket.com/albums/dd155/GM123456/ScorpionSpear_3Danim.gif)
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very cool animation..but why am i seeing pinky color on the mid section of rope..maybe its a bit dellusional because of the webpage' color ;D
this is one of the projects that i am eagerly looking forward. :sugoi:
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Dunno, must be an illusion, I don't see it.
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Do you plan to make your 3d Scorpion models compatible with palettes?
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It's the same, that look was in all the 2D MK's
He's got one palette right now, but the character will use different palettes. I haven't spent much time on that yet, but It'll work eventually.
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Low punch
I ended up having to change this animation a bit. It's too hard making it look smooth with the classic frames in HD. If I trace the frames exactly it looks really stiff.
The right punch after the left for the loop will be different, so it blends.
(http://i225.photobucket.com/albums/dd155/GM123456/UMK3_Scorp_3d_LP_01.gif)
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"Take That!" Nice real nice! ;D
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;_;
Stop, being so awesome. Just stop. The world reserves of awesome are running out.
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Here's what I have for the spear latching on. My version of Scorpion has the spear as a single animation stretching with code = angle draw. It works better for this sort of animation, because it's a solid piece and looks right at any distance. If the rope is made of segments, this is very hard to pull off IMO.
If you download the animation and play it off your desktop with Quick time, it'll be fast. Most of these animations I'm posting play very slow online.
(http://i225.photobucket.com/albums/dd155/GM123456/RopeVibration.gif)
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Awesome, as usual. :)
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UMK3 Scorpion is for my own project, which I'm doing on my own. He will be done first, and over time I'll work on different characters and release them as they get made.
I'm working on the MK1 project at the same time.
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wait is the one that your working on for your project getting released too? don't have a prob if not huge fan of your work subscribed to you on youtube that last vid was awesome
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The UMK3 scorpion is for my own project, I'm doing everything on that by my self. I will release my own work like I normally do, put it out when it's playable.
What I'm doing for the MK1 project is a team effort. That is a full game, and would be released if the game is finished or ready for a demo.
That doesn't mean I can't make my own version of the MK1 Scorpion using the same sprites. Because I can do the coding and all that for my own stuff, it's a different type of character.
Two verions of the MK1 Scorpion, one coded by me and the other coded by Interloko.
The one I code can go out by it self.
The one Interloko is coding would come out with the rest of the characters in a closed game.
He's coding the system differently, to get it just like MK1, so it won't work right against regular mugen characters.
The way I code is different, I'm thinking of compatibility with KFM from the start. I have a lot of things that only work with my characters, but if they face regular Mugen characters, something else may happen. Depends on the move, and how well I can make it work with different characters.
(http://i225.photobucket.com/albums/dd155/GM123456/UMK3_Scorp_3D_SpearToss_02.gif)
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(http://i225.photobucket.com/albums/dd155/GM123456/UMK3_Scorp_3d_SpearPull.gif)
Working on the Dizzy anim now.
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Dizzy anim
Another update on youtube is uploading, WIP 04.
http://www.youtube.com/user/gabe687?feature=mhee
(http://i225.photobucket.com/albums/dd155/GM123456/UMK3_Scorp_3d_Dizzy.gif)
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http://www.youtube.com/watch?v=gbnKV1z7e54&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1&feature=plcp
Some of his animations look hella slow.
- Not sure if it's intentional but Scorp's axe looks like it needs to be faster.
- It could be just me, but IMO his spin forward/backward spinning jump looks awkward.
- Crouching animation can be animated (Not sure if that's being worked on or not)
- When Scorp is tripped, envshake kicks in very early (I'm pretty sure this was going to be changed prior to release but whatev)
Keep it up man, Animations are smooth as fuck bro. ;)
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It is a little slow, I have the axe matching speed from the point you see it in UMK3. I added a bit of animation to the start up though, because in UMK3 this move cuts from his hand up by his head to down by his waist. It looks bad/choppy in HD and like the axe is weightless.
Not sure how the jump looks strange, other than a slight wobble on the spin. I know it's not a logical looking jump anim but that's how they did it in MK, so I just went with it.
I can add some animation to the crouch, I haven't yet.
I'll tweak the timing on the shake, didn't notice.
New vid is up: UMK3 Scorpion 3D WIP 04
http://www.youtube.com/watch?v=Dlam2P0HLeI
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Bleed, you are so FUCKING AMAZING!! you are one of my TOP fave creators, some of my friends saw your vid and they shit their pants, i'm so EXCITED!! Keep it up bro!! :sugoi:
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lol thanks, funny stuff :)
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why are you not working for NetherRealm? UMK3 got a 3d reboot but nothing as awesome looking as this. it was an iphone app
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AMAZING!!!
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I've tried to get a job when Midway was still open. I went over there twice but they didn't take me, and I pretty much gave up on the idea.
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Either way, im glad you came here.
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they are missing out man. the UMK3 3d remake they did sucks compared to your graphics
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wooow dude its just amazing i wish i have enought time to continue my projects.. yours look soo cool.
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I've tried to get a job when Midway was still open. I went over there twice but they didn't take me, and I pretty much gave up on the idea.
all politics man. they probably saw you as a potential threat to someone else's job and didn't hire you :-\
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I've tried to get a job when Midway was still open. I went over there twice but they didn't take me, and I pretty much gave up on the idea.
all politics man. they probably saw you as a potential threat to someone else's job and didn't hire you :-\
no thats not how the industry works. Its a very tough competitive industry where every other guy that walks into the door is on the same level as bleed. in order to get into a company like midway you have to start from the bottom. alot of my friends did this by sending their cvs and applying for a job as a runner. that means you are literally the coffee/water boy. and from being a coffee/water boy you start to make friends and contacts through socialising with the staff in the work labs, and eventually i guarantee you will move up into the work labs. bleed should try again at midway but instead of applying as a modeller or animator he should apply as a runner.
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That's one thing that throws me for a loop. Almost every time I see a job opening, they want someone with a few shipped titles in their resume, a lead modeler etc. I'm left wondering, how the heck are you supposed to start if all they want are seasoned veterans???
Still I tried, but it's always, no, no, no.... --;
A runner sounds pretty lame, but I'd do it if that's what it takes to get in.
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BLEED: honestly, you'll have a better chance at getting money if you form a team and release an indie game or something like that. I mean working for midway is a bitch, you'll never get money over there mainly because it doesn't exist anymore :V
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yeh a runner is lame. But you can always keep yourself busy on the job by bringing in a laptop or simply checking out how the team work in the labs. Trust me if you dont know anyone physically involved in the industry then starting as a runner is the way forward. the pay is pretty shitty at first but you have access to the labs, you can see what they are doing and how they work when they are not requesting drinks from you. So you are getting the experience too. during that time you can get some of your work up on the screens and someone will notice you eventually. somebody passing by or so fourth and thats how you build contacts. This applies in any gaming/animating job. the easiest way in is taking the crappy runner job or one of the other boring jobs like "assets modeller" .
alternatively you can just become an outsourcer.
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hey bleed see if you can master the program unity the person who made rumble pack is experimenting with it you could make a fighting game and upload it to indiedb.com would be could to see a indie fighting game made by team Bleed ;D
>:D
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Nah, if I need to learn new programs, they would be Maya and the Unreal Engine. I know a little of both, and that's what they use at Netherrealm studios.
From what I've read, it's hard to make anything other than a shooter in UDK, but if I want to try and get that job, I would need to learn it.
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I wanna be a game programmer so I'm pretty sure I'd have to learn it too. mugen is easy compared to all that stuff I bet. they probably used the scrap dna from MKvsDC to conjure up MK9. if anything they'd use all the fight data and make some new stuff.
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well if your working on any other game project other than mugen that you would mind letting someone see let me know
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Nah, if I need to learn new programs, they would be Maya and the Unreal Engine. I know a little of both, and that's what they use at Netherrealm studios.
From what I've read, it's hard to make anything other than a shooter in UDK, but if I want to try and get that job, I would need to learn it.
Hey man you got my support don't give up >:(!! You should really just make your own stuff! Maybe do a re make of UMK3 and then after you get a name for yourself make your own stuff. I would really hate to see your talent go to waste! I have the same dream to work in the industry! Please continue your dream! and good luck! :)
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Crouch loop animation added.
(http://i225.photobucket.com/albums/dd155/GM123456/UMK3_Scorp3D_Crouch.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/UMK3_Scorp3D_Crouch_Loop.gif)
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This post made me smile. :)
That's awesome dude.
I know I've already brought this up but IMO, your released version of Scorpion has a obscure and unique style of gameplay. His commands and overall gameplay is incredibly tedious.
I've attempted to learn how to effectively use Scorp but I noticed a few issues with him as a whole.
Scorp's hitboxes are scattered everywhere and his controls are constantly bewildering. I can't speak for anyone else but I have a strong hate and love relationship for this Scorpion (I love the ideals of Scorps gameplay, his movest, etc. but I hate the effort it takes to apply them).
Do you have plans to edit any elements of his gameplay?
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As for working in the gaming industry, it's all about talent, but also about luck and being able to choose smaller companies first.
You don't go knocking at Konami's or Capcom's door with a beginner CV and hope they'll let you work on Metal Gear Solid X Vampire Saviour straight away.
Better find a smaller company that will take you for an internship for a few months. This will be a nice line on your CV, and from there you can build up.
That's what a friend from my school did, working for Cyanide Entertainment for 6 months, developping a cycling managing game. Then, when he applied for a job, he got hired at Ubisoft and has since then been working on the Assassin Creed games (the 2 last ones). He's not doing exactly what he wanted to either, as he applied for a C/C++ job and is doing the interface in java instead, but still.
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TRUEMicah, what games do you play mainly 2D? If you have Tekken or Virtua Fighter, I would take some characyters from there in practice mode. See how their moves work and that'll give you an idea for how to use my play style.
I put some basic moves in there, so you can do something without knowing the move set, but I don't want the character to feel like Marvel VS Capcom.
Can you note some examples of what is giving you trouble? Situations or something specific you want to do but can't.
Give some examples of how you would like for something to work.
An example of something you like about some games, I can look at how they work and get some ideas.
I'll make changes where I can, so it's more fun to play.
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I've added a small upgrade to the testing system today.
Similar to the practice mode in SC5. I can set the player to block for 60 tics automatically after a hit stun. Can be used for testing if moves combo.
The other setting is a simple command that will buffer any move for 60 tics. If I press Block+Run during any move, a timer will start. As soon as the computer has a chance, if the timer is still active a set move will come out.
I can use this to test combos on the fastest possible input, without actually having to do the full command. Just start the timer during another move and wait for the buffer to activate it.
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The issue of the controls are a matter of opinion. I found scorpions play style entertaining. Unlike ryu or some other KOF fighter who can spam various attacks and requires virtually no effort to win. I personally get a sense of accomplishment in winning a match with your scoprion and I am against the idea of you dumbing down the controls.....that could just be my tekken side talking. I rather enjoy advanced controls and a challenge I can also tell you get your inspiration from this too. The only things I believe your scorpion could use are a few more poke attacks since a number of his special moves are very unsafe and easily punishable.
Your scorpion is very difficult to use against a rushdown opponent.
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it's good to start out small..hell look at the people that made Angry birds. that game is like a virus.
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I'll have to add some faster pokes for him, to compete with capcom and SNK characters.
It's a problem mixing MK with STF, because many times the fastest pokes in MK are slower than the strongest attacks in STF, and they have longer reach. It's an up hill battle...
What I do against them is use my throws and his reversal more than usual.
I have some pretty heavy limits on his combos, because I find juggle heavy games kind of boring. Generally, I want to keep his combos from going higher than 6 hits or so. You don't have to think so much about landing huge combos, just a few hits will do.
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that's appropriate anyway. MK games never really relied on juggles except for a few characters. the game was more based on stunning your enemy and getting a free combo in. Jade was a bitch cuz ANYBODY who shoots projectiles would be in trouble because of her invulnerability to projectiles she had when you use the move...she could just rush in and do her 7 hit combo(8 hits if she jumped in first and attacked from the air. Ryu against her would be in trouble. Scorpion is most useful by moving fast and punishing people from teleporting behind them whilst in the middle of an attack. his spear is useful if it connects but most of the time it gets blocked leaving you open to punishment
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I've added a small upgrade to the testing system today.
Similar to the practice mode in SC5. I can set the player to block for 60 tics automatically after a hit stun. Can be used for testing if moves combo.
The other setting is a simple command that will buffer any move for 60 tics. If I press Block+Run during any move, a timer will start. As soon as the computer has a chance, if the timer is still active a set move will come out.
I can use this to test combos on the fastest possible input, without actually having to do the full command. Just start the timer during another move and wait for the buffer to activate it.
I love the idea on how you wanna put some of SC5's stun system in it and I have afew ideas when scorpion is blocks for along time he's guard well break and he'll be pushed back and momently stun like how SC4 and 5 did it when an opponet repeatly hits you and you block too much it breaks leaving them help to attacks and combos also I have this idea on a parry system like tekken did it but heres a conpect say an opponet is a tackler and or realies on grapplies scopion will defend himself in a block where he puts one leg back which he is put enough force in his leg to hold the opponet back here's an example of what I mean http://en.wikipedia.org/wiki/File:Uppercut2.jpg notice the guy on the right lending back with his leg back and moving away from the guy on the left who is trying to a punishing uppercut to him this is just one of afew ideas I have foryour scorpion since I too play tekken and SC,etc.. and I think it would be a great idea to apply some boxing defensive movements and some counter attacts like the cross in counter-punch with a looping http://en.wikipedia.org/wiki/File:Drop3.jpg the short straight-punch http://en.wikipedia.org/wiki/File:Direct_court2.jpg the cross counter http://en.wikipedia.org/wiki/File:Drop5.jpg which is great to defend from a solid hit to the face and lastly the half uppercut http://en.wikipedia.org/wiki/File:Semi-crochet2.jpg thoses are just ideas let me know what you think and I can't wait to see how your 3d scopion turns out and the new things you have in mind I also wish you good luck on this project :)
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TRUEMicah, what games do you play mainly 2D? If you have Tekken or Virtua Fighter, I would take some characyters from there in practice mode. See how their moves work and that'll give you an idea for how to use my play style.
I put some basic moves in there, so you can do something without knowing the move set, but I don't want the character to feel like Marvel VS Capcom.
Can you note some examples of what is giving you trouble? Situations or something specific you want to do but can't.
Give some examples of how you would like for something to work.
An example of something you like about some games, I can look at how they work and get some ideas.
I'll make changes where I can, so it's more fun to play.
Sorry for the late response, my PC's connection has been crap for the past couple of days... :/
Regarding your feedback, I play a large array of fighters and I am aware of Scorp's unique fighting system. With that said, I believe that Scorpion's style can be improved.
- Many of his moves do not work or perform incorrectly...?
- Most of his LP starters do not perform correctly (Is it just me?), there are other moves like this as well but LP starters usually are the ones I personally have trouble with.
- His command list escapes me for the most part.
- His command list is cluttered to say the least...
- Some moves that "look" as if they will hit, usually do not.
- This is mainly evident in Scorp's more advanced combos and special moves.
I apologize if my initial feedback was rude or vague Bleed.
The issue of the controls are a matter of opinion. I found scorpions play style entertaining.
I enjoy playing as Bleed's Scorpion also. I also believe that Scorp's gameplay can be tighter and more defined.
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Cool idea stevla83, you mean something like Bruce Ervin's FF+2 or the crush system from Tekken 5. That's the sort of detail I like to add.
I have something similar already in there, but it's using a reversal stance.
One way is with a reversal which looks like a basic block animation but will automatically chain to a counter move, depending on what move the enemy hits you with during that state. The code Checks for what direction the attack is coming from and what height, to play a counter move that visually makes sense.
Another way is with a motion flow combo system. I've made it so attacks that naturally flow with each other visually can be done in sequence. Example : D+LK, DF+LP, U+HP, B+HK.
They are attacks you can do alone, but if it looks like it makes sense for them to flow in to one another, it's generally possible.
Some moves I don't allow it, because they can lead to infinite loops.
The same idea of the link happening from attack to attack, works with the block animations.
Because my character plays a different block animation depending on what attack you throw a them, you have different counter options to work with.
It's similar to the block reversal in Street Fighter Alpha 3, but it's not a super. Just a regular attack, like B+HK for a round house after a High outside block with the leading arm. It's not easy to use, you have to know what's coming.
I can add some properties to different attacks, so they naturally counter others. Something like the crush system is possible, I'll probably add that where it makes sense.
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Thanks for the feed back, now some things I don't understand.
LP in to what?
I'm not sure what you mean with the command list. It makes sense to me, but I'll take another look at it.
What moves look like they would hit but don't?
I need to pin point where the problem is for any of these things, to check what's happening with the code or collisions, etc.
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- Some LP starters (LP,HP,LP+hold back LP,HP,LP+hold forward LP,LK,HK LP,LK,D+HK) never work for me. I'm not sure if this is me or the character.
- DF + LP, the 2nd hit doesnt hit half of the time (I'd expect it to since it is a reaching move)
- For some opponents, Scorps double Fwd teleport punch misses on the last hit.
- D+HP+LP, F,F+HP+LP doesn't work for me, This could be just me but...
- The mechanics for the wakeup attacks confuses me. Is HP,LP,LK, HK or LK+HK the command to perform them? Either way, I've only successfully done this once...
- The moves in his command list has organization but is still IMO slightly difficult to understand. It would help if you briefly described what each move or combo does.
- Also some moves (HP, HP, HP, HP) appear more than once within the command list.
- D,B+HK,Punch should be D, B+ HK+Punch. (The same for D,B+HK, Kick. It should read D,B+HK+Kick)
- There coould be other misreadings but I have yet to check them all.
I hope this is easier to understand.
Spoiler: Spoiler Alert (click to see content)
Scorpion turned into Smoke, Holy Shit. I love you so much right now.
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Now we're talking, thanks a lot.
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I'm... just speachless...
The work you've done so far just looks amazing. Not sure if that can accurately describe it.
I honestly got nothing more I could say, but Im definitely keeping tabs on this now
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Thank you, that means a lot to me.
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Cool idea stevla83, you mean something like Bruce Ervin's FF+2 or the crush system from Tekken 5. That's the sort of detail I like to add.
I have something similar already in there, but it's using a reversal stance.
One way is with a reversal which looks like a basic block animation but will automatically chain to a counter move, depending on what move the enemy hits you with during that state. The code Checks for what direction the attack is coming from and what height, to play a counter move that visually makes sense.
Another way is with a motion flow combo system. I've made it so attacks that naturally flow with each other visually can be done in sequence. Example : D+LK, DF+LP, U+HP, B+HK.
They are attacks you can do alone, but if it looks like it makes sense for them to flow in to one another, it's generally possible.
Some moves I don't allow it, because they can lead to infinite loops.
The same idea of the link happening from attack to attack, works with the block animations.
Because my character plays a different block animation depending on what attack you throw a them, you have different counter options to work with.
It's similar to the block reversal in Street Fighter Alpha 3, but it's not a super. Just a regular attack, like B+HK for a round house after a High outside block with the leading arm. It's not easy to use, you have to know what's coming.
I can add some properties to different attacks, so they naturally counter others. Something like the crush system is possible, I'll probably add that where it makes sense.
I would say something like bruce evrin's ff+2 counter and wow your really have good at coming up with commandments for you character and I would love to see a video of thoses counters and it's great to hear that you got everything planned out so nicely I how to see more videos on your scorpion
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- Some LP starters (LP,HP,LP+hold back LP,HP,LP+hold forward LP,LK,HK LP,LK,D+HK) never work for me.
This is because I changed the combo system and forgot to update the moves list.
The new commands work by doing the normal command if you were doing the attack by it self.
LP,HP,LP+hold back = The last hit was removed.
LP,HP,LP+hold forward = The last hit was removed.
LP, LK, HK = The last hit is F+HK now like doing the move by it self. LP,LK,F+HK
LP,LK,D+HK = the last his is DF+HK now, again like doing the move by it self. LP,LK,DF+HK
- DF + LP, the 2nd hit doesnt hit half of the time (I'd expect it to since it is a reaching move)
DF+LP, LP = This is a corner combo, but you can use DF+LP,F+LK instead and it'll reach away from the wall.
- For some opponents, Scorps double Fwd teleport punch misses on the last hit.
I'll check the collision on the Flying punch.
- D+HP+LP, F,F+HP+LP doesn't work for me, This could be just me but...
D+HP+LP = Inner flame, you have to press (Down + HP + LP), at the same time. Not sure what the problem is here, works for me every time.
F,F+HP+LP = Flying Tackle throw, same thing F, then (F+HP+LP). This one is working for me every time also.
- The mechanics for the wakeup attacks confuses me. Is HP,LP,LK, HK or LK+HK the command to perform them? Either way, I've only successfully done this once...
Wake up moves, here's another one I turned off and didn't change the moves list.
I found my self never using the basic attacks, because if you hold up or down when you fall, you cancel to the crouch or jump like in MK.
I just have the Kick stand with the Run button when you hit the ground or the back roll if you hold Back.
The wake up game will be updated with the 3D model, because I can do more with it.
- D,B+HK,Punch should be D, B+ HK+Punch. (The same for D,B+HK, Kick. It should read D,B+HK+Kick)
D,B+HK+P or D,B+HK+K don't exist. You have to enter the stance before doing the next move.
D,B+HK = Fire hand stance, from there if you press Punch, he does a fireball. If you press Kick, he does the teleport mount.
I'm always changing stuff around, and I don't update the moves list so often. sorry for the confusion, but I'm glad you pointed this out.
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No prob bro, I'm glad I could help. :)
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Update on Raiden's Rig
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_04.jpg)
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He'll have the Head rip in the MK1 project. My personal version of him, will have a few from different games.
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Buffer system update;
I got the buffer working with different special moves now. It's like the buffering in STF4 with Ryu's dragon punch. If you do the command while he's jumping, it'll come out by it self as soon as he lands.
So that's working now, and I put in another option that extends the buffer time to unlimited. The buffer timer will go down to the last tic before resetting, if you are holding run, it won't reset. That means you can do the buffer extra early, and not have to worry about the timing.
Another thing working now is a frame data checker, that can see if moves are at positive or negative recovery. It's a system the AI can use to counter with the right moves.
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Quick view of the frame data system.
If you land a hit and wait for both characters to recover, you'll see the result appear.
The numbers float upwards and will follow the parent around while slowly fading away.
The display is interactive, if the attacks or hit states are adjusted the numbers will change.
(http://i225.photobucket.com/albums/dd155/GM123456/FrameData_Display.gif)
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I felt like picking at Ryu a little bit, this is a quick pose in Zbrush just to see what he looks like. He's not actually rigged for animation, Zbrush has some tools that let you bend the model for a preview.
He's not textured either, those are preview colors. I'm just messing with the overall shape.
(http://i225.photobucket.com/albums/dd155/GM123456/Ryu_PoseTest.jpg)
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I felt like picking at Ryu a little bit, this is a quick pose in Zbrush just to see what he looks like. He's not actually rigged for animation, Zbrush has some tools that let you bend the model for a preview.
He's not textured either, those are preview colors. I'm just messing with the overall shape.
(http://i225.photobucket.com/albums/dd155/GM123456/Ryu_PoseTest.jpg)
:o speechless!
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I felt like picking at Ryu a little bit, this is a quick pose in Zbrush just to see what he looks like. He's not actually rigged for animation, Zbrush has some tools that let you bend the model for a preview.
He's not textured either, those are preview colors. I'm just messing with the overall shape.
(http://i225.photobucket.com/albums/dd155/GM123456/Ryu_PoseTest.jpg)
Looks fantastic as usual Bleed I can't wait to see how the model looks when it's animated and when its textured also interesting idea with scorpion on the recovery which shows the number above the character I'm curious how you came up with that idea
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I read a lot of times on fighting game forums that frame data is so important. I just play by feel, but If you look at the numbers, you know exactly what works and how with other moves.
It'll help me in testing moves, and I can make the AI play smarter, using that info.
There was some trouble setting it up, because mugen reads a little slow info from the other character. I had to sort of trick it to get the numbers right, but I still notice the numbers change if I'm doing combos. It still needs a bit of refinement, but it's working for the most part.
Right now, seems like if you do one move and let them recover, it'll give the right number every time.
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Try downloading the character "training by stupa" (it's a modified KFM). Press Y with Training in Training mode, and you'll get access to a lot of data, such as frame recovery and such.
It's a great char for this kind of stuff.
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Thanks, found it here.
https://mugenguild.com/forumx/index.php?topic=135737.0
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I felt like picking at Ryu a little bit, this is a quick pose in Zbrush just to see what he looks like. He's not actually rigged for animation, Zbrush has some tools that let you bend the model for a preview.
He's not textured either, those are preview colors. I'm just messing with the overall shape.
(http://i225.photobucket.com/albums/dd155/GM123456/Ryu_PoseTest.jpg)
Ryu looks real good but why so dark toned skin? if he is evil ryu, I understand the dark tone of skin but for regular ryu his skin needs to be lighter. or you can go with the red eyes. I like evil ryu better more than normal ryu.
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reiko
its not textured. this is the viewport from z-brush. So the colours are default clay material I am assuming.
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I felt like picking at Ryu a little bit, this is a quick pose in Zbrush just to see what he looks like. He's not actually rigged for animation, Zbrush has some tools that let you bend the model for a preview.
He's not textured either, those are preview colors. I'm just messing with the overall shape.
(http://i225.photobucket.com/albums/dd155/GM123456/Ryu_PoseTest.jpg)
Love it! wicked! :sugoi:
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reiko
its not textured. this is the viewport from z-brush. So the colours are default clay material I am assuming.
The man talking! :sugoi:
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Yeah, I'll change the colors later.
I'm trying a new method for making these models today, I usually start in Zbrush with a very boxy model and just sculpt the form. It takes me a pretty long time to make a character this way though, and re topology is really confusing.
What I"m doing now is making the model first using classic box modeling, getting it to the point where I don't need to do that much sculpting. Maybe this'll work better. I can pose and even animate it like that before it's finished, and while sculpting.
On the team project for MK1, someone else can start the animations before the model is done.
Just trying to think of a better way to do this... I find it amazing how LM_MAVERIK, can make those characters so freaking fast!
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Hey Bleed I have another suggestion that I think you can do with your scorpion character when your scorpion is hit its something that I saw in Maverik's thrend with his Unknown/Asuka where he haves the character gets push back when hit in the gut and they hold there stomach here's a gif the shows you an explain which is shown in his thrend (http://i.imgur.com/dwCz5.gif)
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That's a good idea, I've thought of it in the past and will be adding some to my own characters.
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Skinning done for Raiden.
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_skinning_02.jpg)
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Alternate hat for Raiden, all done in 3Ds.max.
I need to tweak the shape a little in Zbrush and get the weaving pattern on the bottom big loop.
The loops in the body should bend the straw, so you can notice some pressure on it.
(http://i225.photobucket.com/albums/dd155/GM123456/ThunderHat.jpg)
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All this work for a hat. o_O
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Dude I love the amount of work you put into your characters graphically.
Also, I'm digging the first hat. The second hat looks more feudal IMO, cant wait to see what it looks like on him.
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Alternate hat for Raiden, all done in 3Ds.max.
I need to tweak the shape a little in Zbrush and get the weaving pattern on the bottom big loop.
The loops in the body should bend the straw, so you can notice some pressure on it.
(http://i225.photobucket.com/albums/dd155/GM123456/ThunderHat.jpg)
that har reminds me of the thunder god from big trouble in little china
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You're right, that's where I got the reference from.
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that har reminds me of the thunder god from big trouble in little china
That's where the actual inspiration for Raiden came from :)
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Can't wait to get him working in the game with some real lightning >D
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_skinning_StrawHat.jpg)
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_skinning_StrawHat_ridingBolt.jpg)
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Can't wait to get him working in the game with some real lightning >D
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_skinning_StrawHat.jpg)
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_skinning_StrawHat_ridingBolt.jpg)
Looks amazing Bleed and here's a suggesting on his outfit you should make it looks like a buddhist monk look to him here's an image as an example and sorry it's kinda small to see the details (http://upload.wikimedia.org/wikipedia/commons/thumb/7/74/Japanese_buddhist_monk_by_Arashiyama_cut.jpg/200px-Japanese_buddhist_monk_by_Arashiyama_cut.jpg)
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Impressive, as usual. Can't wait to see it textured.
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Lamp Raiden? ;P
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Big Trouble in Little China Raiden! :sugoi:
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I like ALT RAIDEN better than regular Raiden, because you can't see his face, and that's usually scary.
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Nice BTILC reference on the hat! Diggin' it a lot.
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bleed that's so bad ass with the alternate hat! I hope you use that one!
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cool concept and badass hat ;D
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Some MK1 progress
Test your might, focus loop.
Normal speed = Low meter
(http://i225.photobucket.com/albums/dd155/GM123456/TYM-Focus-Loop_04.gif)
double speed = High meter
(http://i225.photobucket.com/albums/dd155/GM123456/TYM-Focus-Loop_03.gif)
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The lighting/modeling/texture work just blows my mind... this is practically photorealistic.
Brilliant... just, brilliant. Wish they had hired you to do a true HD Collection.
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Man! this is amazing! great work as always bleed, i just can't wait to try him out! :sugoi:
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It's not done, I'm posting for critique.
(http://i225.photobucket.com/albums/dd155/GM123456/Scorp_TYM_strike_02.gif)
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I don't remember how it looks in the original sprites, but there's one thing I would consider odd, if you don't mind me nit-picking.
I would think that when pulling back his hand, he'd have his fingers extended instead of having them in a fist (could be a viewing angle issue).
You can look at these for reference :)
http://www.mortalkombatwarehouse.com/mk1/scorpion/#testyourmight
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lol, what!? I didn't even notice. :P
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I think it looks great. I winced; it actually looks really painful. Whatever he's banging on didn't even flinch.
This is just stunning. Please keep doing what you do.
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Ditto.
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Thanks, I changed the hand pose to a chop and added some some facial animation.
(http://i225.photobucket.com/albums/dd155/GM123456/Scorp_TYM_strike_03.gif)
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Animation looks great.
Is it normal he's not hitting at the center of the block ?
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A small thing that bugs me is that you can see 'through' him when his side is showing. IMHO, there should be no distance between the yellow and black top parts of his costume. And even if it were, as it is now it seems that he is a bit too skinny.
The other thing I noticed in this is that when his arm is raised, it seems a bit 'rubbery'. Maybe because his skintone is too gray there, instead of the more 'reddish' skinlike tone you gave the upper part of his arms?
The rest, as usual, impressive. Can't wait to see how his winpose will look like.
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The actual sprites don't hit the center, that's why I didn't make him hit the center.
I'll change the position of the vest.
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Another part added
(http://i225.photobucket.com/albums/dd155/GM123456/TYM-Focus-Loop_08.gif)
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OUTSTANDING! MWAHAHAHAHA! (corny, I know... but appropriate)
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Impressive as always. Yeah, I still can't say anything else that could possibly describe the work you're doing right now. Just looks great, keep it up.
For Raiden's hat Im more of a traditionalist and would personally prefer his original hat. But the Redesigned hat looks good all the same, so I'll be happy either way
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I'll see if I can make it with both, let the player choose. If it's too many sprites, I could have more than one .sff, with different costumes.
Only problem with that, is you can't choose different .sff's with code... I don't know why, but you should have that option.
On the other hand, I've seen Juano16's ninjas, and it seems like they use different .sff's, not just the palettes. I'm not sure how he got it working though, or if that's actually what is happening.
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All the sprites in a single SFF and switching between animations through code.
Throws work within his own characters because he coded them to work like that, but the ninjas will still return to the basic sprites if sent to a custom state by another character.
Yes, that's crazy work.
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Yeah, I was checking his code just now, and it's one .sff.
It's too much for an HD character IMO, I'll just have to make separate .sff's and people would need to change the .def by hand. --;
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Yeah, I was checking his code just now, and it's one .sff.
It's too much for an HD character IMO, I'll just have to make separate .sff's and people would need to change the .def by hand. --;
At least you're giving the option to do so. Might be a bit more work, but I'm sure everyone will appreciate it.
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Normal character = 30mb SFF
-> HD character = 30*4 = 120mb SFF
-> 10 HD chars in one = 120*10 = 1.2gb SFF
-> No thanks.
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That's how MK1 is going to be, so Shang Tsung's morphs can work as expected.
Mugen only has to load it once though. I get that from the MK2, Juano16 made with only Shang. All characters in one, and you just have a big load at the start.
If I make a closed game, I'll probably have to do that but otherwise I'll keep the characters separated.
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Yeah, wasn't talking about a fullgame, for which it makes sense to have only one char load (and it's the only way anyway).
I was more talking about adding a 1gb+ char in a normal Mugen environment. But hell, if you want to do it and it works fine, why not.
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Selection portrait for MK1
(http://i225.photobucket.com/albums/dd155/GM123456/Select_Portrait02.jpg)
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wow really good he looks much better than in the original portrait , just one question how far is your project from being complete ? and will you later start mk2 ?
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Looks great :)
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Selection portrait for MK1
http://i225.photobucket.com/albums/dd155/GM123456/Select_Portrait02.jpg
Is that you in a Scorpion costume?
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Bleed you just fucked MK9 entirely dude! i mean that portrait is top quality! awesome!! :sugoi:
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There's a lot of artwork done for MK1 so far, but there is still a lot to be done, it's still early.
We are gathering the HD sprites basically, Interloko is coding with the classic sprites for now.
I suppose we would try MK2 if MK1 is finished. Depends on how long we can keep the team going.
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How many of you guys are working on this project again?
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Around 5 people, but changes like usual with these projects. Some come and go, while others stay.
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Did some work on Jax today...
(http://i225.photobucket.com/albums/dd155/GM123456/Jax01Front.jpg)
(http://i225.photobucket.com/albums/dd155/GM123456/jax01Side.jpg)
(http://i225.photobucket.com/albums/dd155/GM123456/jax01Back.jpg)
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wow nice work as usual :)
anyplan to add lines to his arms?like this
Spoiler, click to toggle visibilty
(http://www.umk3.net/images/portrait/jax.gif)
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Yeah I just ran out of time, I'll add them later.
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Great work as always! glad to see you back gabe. 8)
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Amazing stuff. :)
Glad to see you still innovating, lol.
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Jax? Damn man, how many chars are you planning to create bro? Lol
He looks damn awesome though :P
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Did some work on Jax today...
(http://i225.photobucket.com/albums/dd155/GM123456/Jax01Front.jpg)
(http://i225.photobucket.com/albums/dd155/GM123456/jax01Side.jpg)
(http://i225.photobucket.com/albums/dd155/GM123456/jax01Back.jpg)
there are news about jax 2D ?
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I'm not going to make Jax with the old sprites, only the 3D version. Scorpion is probably the last character I make using the classic sprites. 3D is more liberating and I'm getting better faster with all this practice. I want to keep going with it, not go back.
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your works together with the carz won't be release?
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No, I'll make my own sprites.
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New mask for the UMK3 scorpion, like the concept art.
(http://i225.photobucket.com/albums/dd155/GM123456/SkullMask.jpg)
http://www.youtube.com/watch?v=rRygKDxqeXA&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1&feature=plcp (http://www.youtube.com/watch?v=rRygKDxqeXA&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1&feature=plcp)
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I really enjoy watching your videos Bleed, and that mask looks awesome!
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That's fucking epic bro.
Very creative. ;)
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Preview render of the first pass, Blocking stage. I just need to smooth it out.
This is like a stick figure for a drawing, you get the key poses in quick and messy. After that you go over and clean it up.
(http://i225.photobucket.com/albums/dd155/GM123456/MK1Scorp_stumble_wip.gif)
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Update, smoother animation and textures.
(http://i225.photobucket.com/albums/dd155/GM123456/MK1Scorp_stumble_wip_03.gif)
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Nice work you got going here lol he'll if I could do 3D I would make models just to not have angle issues I have at times. I read through some of your post, about the team motivation and passion can only be given to your self and not from others. As long as they have that your team should stay with each other. Hope to see more.
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I have trouble drawing angles too, if you mean dynamic poses and perspective. Something else, when I do hand drawn animation, my character's tend to shrink with every frame.
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excellent work dude...wish I had the skill for this stuff
That makes two of us!
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Sorry to change the subject Bleed but do you plan to recreate your characters for normal 1.0 and/or 1.1 Mugen?
Scorpion's sprites change size with every attack/hit animation against POTS chars or many other characters... :/
No big deal really, I planned to fix this issue and send this to you as a patch. :)
Just curious is all. :P
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Oh yeah thanks, I've seen this before with Yang or Yun, I think it was his character's meter that is using a variable which makes my character's zoom state turn on.
Things like that will happen in a system like mugen, where things will sometimes act strange vs another coders work.
I just try to make it work against Kung Fu Man, If I get lucky and find a problem vs some random character I'll fix it.
I'm still working on stuff all the time, just not posting everything. I know this thread is getting quiet...
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Here's something, there are more but I'm not posting every single animation.
(http://i225.photobucket.com/albums/dd155/GM123456/MK1scorp_SweepFall.gif)
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I wish we could get some HD Remixes with your graphics. Would be amazing.
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Bleed, you forever create to do UMK3 style sprites?
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WOW! The animations are SO slick! Did you use a Motion Capture guy for this or something because these look so professional.
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It's done by hand with key frame animation.
Here's a quick video showing the animations in mugen.
http://www.youtube.com/watch?v=D8_0EaRSxHU&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1&feature=plcp
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More than impressive, as usual. :)
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haaaaaay zeus
awesome.
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Bloody hell,your bloody characters are bloody awesome :sugoi: :sugoi: :sugoi:
Cant wait for em :),also will ya be making Deception and Armageddon characters?
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I want to do the characters I already made with the edited sprites using 3D graphics. After that, I'll probably continue with the UMK3 or Trilogy cast.
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OK
Although it would be nice to see Tremor from special forces,for a MK ninja,he seems forgotten :/
Anyway,Will you be including Motaro and Kahn?
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After that, I'll probably continue with the UMK3 or Trilogy cast.
I love you UMK3 chars
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it would be cool to see mk trilogy with 3d chars
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I won't be making them in mugen any time soon, but the Shao kahn High polygon model is about done, and the one for Motaro is started.
Kahn
http://gabe687.deviantart.com/gallery/?offset=24#/d2pigly
I posted a video on youtube, starting on Motaro.
http://www.youtube.com/watch?v=GZMZN16pI54&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=3&feature=plcp
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Holy shit that video ! :o
Very impressive, that's truly art.
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im speechless :o
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So youre a good spriter,coder and a 3d artist
Im speechles
They should hire you for MK10 B)
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You're probably the best 3D Artist and Animator this community has ever had. o_O
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hahaha thank you :)
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:S zzzzzzzz...
(http://i225.photobucket.com/albums/dd155/GM123456/MK1Scorp_dizzy_02.gif)
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haha drunk Scorpion
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No more Sake for you,mr.Scorpion XD
I dunno is it because of my computer lagging,or youre missing some frames in that animation :???:
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Maybe it's just looking stiff, it's supposed to play a little fast. That's how it is in the game, I'm matching the frame timing exactly.
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Aaaaaah... the uppercut, sweet memories.
(http://i225.photobucket.com/albums/dd155/GM123456/MK1Scorp_3d_uppercut.gif)
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Oh wow, smooth as hell. :D
THere's just this little transparent part appearing during the animation, on his stomack and between the legs and pads. That kinda looks odd.
The rest is perfect.
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Good eye, I'll fill it in.
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Wow, really blown away by these! Amazing work.
Can't wait to see more from you.
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iw will be cool to see subZero clasic fatality on this Graphics awesome. :sugoi:
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In-game i don't think anyone will see that uppercut coming
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But it's the actual speed in MK1, so I won't make it slower.
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Working on the spear toss, going to make the pulling state now.
(http://i225.photobucket.com/albums/dd155/GM123456/MK1_Scorp_SpearToss_02.gif)
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good work as ever BLEED ,one question how far are the other characters from being complete ?
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Scorpion is the most complete, a few others are in the modeling or rigging stages.
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Here's the skull form UMK3's Hell stage.
Medium polygon model with normal map.
(http://i225.photobucket.com/albums/dd155/GM123456/doorway_wip_03.gif)
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ass ever.. music for my eyes ;D
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Spear pull anim, first pass.
(http://i225.photobucket.com/albums/dd155/GM123456/MK1_Scorp_SpearToss_pull.gif)
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Appropriately enough, the word I'm thinking of is "Flawless".
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Indeed, that looks amazing.
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Here's another video update.
http://www.youtube.com/watch?v=iZ23iXQTi4k&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1&feature=plcp
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Looks great! There are a couple of things that need a few adjustments, but seeing as it's a WIP I'm sure you're already aware of them.
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Say it anyway, I may have missed it.
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Bleed, your work is AMAZING. You're doing what Ed Boon should have done years ago.
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textures added
(http://i225.photobucket.com/albums/dd155/GM123456/UMK3_Hell_doorway.jpg)
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effing amaZING, at this rate when do you think your gonna be done
an whos next?
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No idea when it'll be done, I'll just keep working on it.
I'll probably do another ninja from the base. Then I don't know..., Liu Kang maybe or Raiden, I don't plan that far ahead.
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Wow. All of your stuff is amazing.
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(http://i225.photobucket.com/albums/dd155/GM123456/SubZero_Portrait_Final.jpg)
I made the model, calactyte posed it, and MrMos3s added the background and some touchups.
Here's the thread, where you can see what everybody is doing.
http://www.trmk.org/forums/showthread.php/25235-Mortal-Kombat-HD-Remix-with-MUGEN/page221
;----------------------------------------
Next animation, not done yet.
(http://i225.photobucket.com/albums/dd155/GM123456/JumpPunch_wip.gif)
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Holy crap, man. That portrait looks good, like really good. The face really shows off just how much detail you and the team put into your work. It really looks like a real person.
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will you maybe release a demo of your game ? anyway great work again
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oh didnt even realize you are here too gabe, gbk from dA here ^^
cant say anything else than the others, the sub zero portrait is phenomenal, everything looks super professional and puts many official works to shame.
I just hope you will never get the C&D treatment by warner. Too many great fan projects like the chrono trigger one were stopped with no real sense already
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o_O wooooooowww dude that zub-zero is amasing it resembles those old days sooo much im loving it. :sugoi:
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If I can't share it, I'll do it for my self anyway... What is the line between fan work that is ok and fan work that is not? How close it comes to the real thing or if money is involved?
I'm not getting any money from this, so if it get's too good that they have to act, it would be a compliment in disguise.
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Ha, yea that's one way to look at it. :-P
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They'd be better off hiring you to the NetherRealm team. Yer work looks great.
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Preview of the Hell pillar, it's not really textured, I just did a paintover in Photoshop.
I need to model in some better details, so the rock is blending with the skulls, but for now that's how it looks.
(http://i225.photobucket.com/albums/dd155/GM123456/UMK3_Hell_Pillar02_wip.jpg)
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will we ever see 1.0 versions of your champs like scorp and shang
curse the wretched MKP
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Scorpion and Shang are both for Mugen 1.0.
Everything should be updated to the latest system at the time I happen to be working on it.
I can't say if it'll be for mugen, because I'm learning other programs. I may end up switching to something more suitable to my needs.
Right now, I'm spending a lot of time with C++, in hopes of branching off to something better.
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Scorpion and Shang are both for Mugen 1.0.
Everything should be updated to the latest system at the time I happen to be working on it.
I can't say if it'll be for mugen, because I'm learning other programs. I may end up switching to something more suitable to my needs.
Right now, I'm spending a lot of time with C++, in hopes of branching off to something better.
you can will release beta Kano and Jax by Carz?
Don't develop in vain
I dream to play them
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... What?
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I can't say for sure what I'll be doing in the future. Only what I think would be fun at some point, but it really means nothing...
The answer to future characters is basically, I don't know.
What I want to do right now is learn how to do things that are out of reach, not make a full game or a bunch of characters.
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What exactly do you mean by "out of reach"?
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Understanding C++ and a 3D game engine. I still don't know enough about these to do what I want, but I'm figuring out how. That's more important to me than making a full game at this time in mugen.
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Understanding C++ and a 3D game engine. I still don't know enough about these to do what I want, but I'm figuring out how. That's more important to me than making a full game at this time in mugen.
then you may want to take a look to Unity 3d game engine and learn some C# scripting..
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Jump kick added
(http://i225.photobucket.com/albums/dd155/GM123456/Scorp_MK1_3D_JumpKick_02.gif)
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It probably looks better in action but God does that cloth between his legs looks weird. Lol
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I tried to make it look like he's falling, but that's about the best I can do by hand. Unless You mean it looks like he's getting a hard on :S
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o_O
Oh no, I didn't mean it that way at all.
It doesn't look bad. I guess the cloth looks jumpy IMO. Other people may have a different opinion though.
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I see what you mean, it's not really noticeable in the game.
Posted: August 15, 2012, 06:59:12 pm
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HDScorp_HopKick_01.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_Scorp_Sweep.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_Scorp_CloseHP.gif)
Posted: August 17, 2012, 02:05:41 am
First jab now
Looks like updates don't bump this thread anymore, I don't see it on the projects page? Gonna have to drop it...
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_LPA.gif)
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You need to uncheck "When possible, merge this post with your last one" when you want to bump your topic now.
Love the work so far!
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Stellar, as usual. :)
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Bleed, your Scorpion is so high detailed, impressive.
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Sup Bleed. :)
How's everything going with Scorp?
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Oh, I thought this thread was lost... Ok well here is some new stuff.
I haven't worked on Scorpion's animations for a while, but I'll get back to it.
Real time model of Cage is done, needs rigging and textures.
(http://i225.photobucket.com/albums/dd155/GM123456/Cage09.jpg)
(http://i225.photobucket.com/albums/dd155/GM123456/Cage11.jpg)
(http://i225.photobucket.com/albums/dd155/GM123456/Cage12.jpg)
Baraka updated with a body and costume.
(http://i225.photobucket.com/albums/dd155/GM123456/Baraka01.jpg)
Random fighter sculpts, I want to make some of these other characters for mugen also.
Akira Yuki
(http://i225.photobucket.com/albums/dd155/GM123456/Akira-Yuki_01.jpg)
Feng Wei
(http://i225.photobucket.com/albums/dd155/GM123456/FengWeiBody01.jpg)
http://gabe687.deviantart.com/
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Im loving it!A very good job done there!
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Man, it's scary how much he looks like Daniel Pesina...
Does Johnny Cage have same eyes as Scorpion under those glasses, seeing as how they were played by the same actor? :D
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In the MK1 select screen Scorpion had them normal, but I'm leaving them them Glazed over instead and Daniel has them Brown.
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Oh, I didn't mean the color... It was more of a joke, like saying "Hey, you don't have to bother modeling the eyes underneath the sunglasses, since they're the same as Scorpion's!".
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You're beasty with Zbrush! How many poly's is your reto of Cage?
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Akira Yuki
(http://i225.photobucket.com/albums/dd155/GM123456/Akira-Yuki_01.jpg)
http://gabe687.deviantart.com/
Reminds me of kung fu man. Awesome!
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I didn't count the polygons for Cage since I'm not making it for a real time engine. It's basically the level 2 sub division from Zbrush.
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i think that mk1 cage didnt wear sunglases expect in hes winpose
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That's right but I still have to make them, he won't be wearing them during a match.
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loving yur work men, and the fact that Cage looks exactly ile Daniel Pesina es awesome.
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k guys, here's a few more
I got all the jabs done also
I need to find some way to simulate the cloth in real time for the next character, using the springs maybe, because animating it by hand is a killer. I spend more time trying to get the cloth moving smoothly than anything else...
(http://i225.photobucket.com/albums/dd155/GM123456/MK1_Scorp_sidekicks.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/MK1_Scorp_Knee.gif)
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The problem with that is that the cloth might not move in the exact position as the original sprite, so you'll still have to end up moving it if you want it to look more "accurate".
I feel your pain, though :D
Maybe leave that for the very end? That's what I usually do... I find it a lot more motivating to do the annoying stuff later, knowing that everything's finished and "X thing" is annoying to do but it's the ONLY thing that's left.
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Oh, well I gave up on matching the cloth animation of the sprites a long time ago. I found it impossible to make it look natural, so I just get the body parts in place, and do the cloth by eye.
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Didn't notice, lol (guess the phrase would be "didn't pay attention").
Still, I find the phrase hilarious in an ironic kind of way. They're recordings or real people with real clothes... there should be nothing "unnatural" to it, and yet I'm sure you're right in that it's extremely difficult to replicate their motion in a natural way. Who knows, maybe Midway went into each frame and started editing stuff that looked wrong, like a flap getting caught in someone's leg, and now that you're trying to reproduce in 1:1, it's making your life impossible. :D
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I think it's because they were recording the moves in slow motion, so they wouldn't come out blurry on video.
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Its nice to see 3D character creators that are capable of animating their models. Nice work.
-
(http://i225.photobucket.com/albums/dd155/GM123456/MK1_Scorp_CrouchKick.gif)
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kinda looks like hes exercising when it loops like that lol. good job though.
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Here's another video update on Scorpion.
http://www.youtube.com/watch?v=jxsWrHwdQTQ&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1&feature=plcp
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everything is looking good except maybe the spear.
It looks like its coming from behind him,not out of his hand.
I really like that blood fx.
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Awesome work as always bleed, keep it up man.
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Yeah those animations actually look very good, and realistic :neutral: Amazing work!
And yeah the spear looks alright to me, only thing that's a little bothersome is that the robe simply vanishes,
maybe you can make that look better.
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I wish there was a masking tool in mugen...
There are two ways I can think of, for making the rope not come out from behind him.
Use Angledraw to scale the rope based on distance from the Root. That's what I'm using now for when it latches on, and that's how I'm able to get that wavy animation on it.
Problem with this, is it doesn't look as good when it's going out, because you can tell the rope is stretching too easy.
Another option is to make a bunch of sprites with the back end of the rope erased. That would work better, but I can't adjust the position in X or the speed after, because I would have to crop all those frames again. This is what I'll end up doing.
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@BLEED as allways your work is so impresive i love it-
I read you had some problems animating the clothes.. you could use a clothe simulator or a softbody modifier.. but the thing is that you will have to setup the collision areas and determining the correct parameters is so hard, some times work some times it result in crap, i my self did that already on my Kratos clothes and the time it takes to the sistem to determine how the clothes woudl move, is Hell. the best you cand do is to animate them trought an armature that support alitle bit of strech, and can move like tails. I know you said its so hard but practice make the master, you are already a master you just need to getuse to cloth animation.s
and for the rope issue.. it seems you are using just a single sprite i mean all the rope is a single image.. and for what i have seen the best practise to do ropes in 2d games is to have justs a small piece like 10 pixels long and de termine the rope leng by player dist, and makes as many explodes or helpers or somthing as needed. the same for when the rope and spear ar trown instead o 1 sprite you cluld a sprite 10 pixel long or more (each one with N Frames to match a wave animation.) and make animated explodes to born 1 infront the other, from his hand or chest untill there is one that best feets player2.x.. soo to match speed you just need to make those segmets to bor faster and animate faster. i hope you get what i mean.
Keep this awesome work.
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(http://i225.photobucket.com/albums/dd155/GM123456/GroinHit_30fps.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_Scorpion_Gorothrow_GetHit.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_Scorp_throw.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_Scorp_GetThrown.gif)
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pure awesomeness, i cant wait to have him in my roster.
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Ahrimanes and Bleed, i can't wait to have your characters. lol
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Bleed, there is news about Shang?
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I'm not working on Shang right now, if you mean the one I made with all the new moves.
Shang for the MK1HD project is getting made by Calactyte, and some animations still need to be made for him.
http://mortalkombathdke.weebly.com/index.html
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Just looked at the site and I must say that's impressive that you've done so much with scorpion you just need to finish afew things even gettin little things done with the movement of the clothes and your finished with scorpion but I'm more curious to see how each MK1 character's looks when they as all animated and see some more of the models on them
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http://mortalkombathdke.weebly.com/index.html
That's awesome Bleed, i can see Scorpion is almost done. :woeh:
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Working on the fatality now, and that animation is not final.
(http://i225.photobucket.com/albums/dd155/GM123456/skull.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_Scorp_Fatality_preview.gif)
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Even when that's not final, it looks awesome, impressive work as always.
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AWESOME! :swoon:
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(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_Scorp_Fatality.gif)
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Just two things I'm sure you already know:
1. The skull's kinda tiny. I'm sure it's anatomically accurate, but it looks funny... I'd use the original sprites for reference as far as proportions go (Also, the shirt extends underneath the mask (kinda like a turtleneck). It covers the neck/spine entirely, so you really only see the skull.
2. The mask comes off just a tad too late. I believe he pulls the mask from the bottom, even if at the end he's holding it from the top.
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Yeah, I ran in to a problem with the mask, the original sprites have him pulling it from the bottom in one frame, and in the next he's holding it from the top.
If I pull it from the bottom, his mask would end up sideways / upside down.
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I think that if you make the transition really fast, it won't look weird. As in, have the mask slide down his hand as he moves his arm downward again, so that by the time his arm is at the bottom, he's holding it from the top.
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Looks fine to me, won't be really noticable. I do however agree that the skull is too small.
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I agree with Balthazar the mask coming off doesn't like to noticble just the skull looks too small but that can be easliy fixed and a suggestion if I can make is you should make the mask look abit wrinked up since when people remove a mask off their face it'll looked wrinked
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(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_Scorp_Fatality_04.gif)
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i love it man good job
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There you go, now looks perfect Bleed. :thumbsup:
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Gorgeous! :)
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dude, your skills are amazing
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More stuff
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_SubZero_stance_05.gif)
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:D
Going full ninja I see. Waiting for Reptile, Smoke and such now. :P
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Man, you're my new hero. These anims are amazing! Keep up the great work.
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looks cool when will you show us Kano or Sonya ?
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I don't know, I haven't started on them.
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(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_Scorp_Fatality_04.gif)
You added the turtleneck! Yay!
Subby looks AWESOME!
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More stuff
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_SubZero_stance_05.gif)
Awesome work as always Bleed, just wait till' Ahrimanes sees this. :woeh:
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More stuff
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_SubZero_stance_05.gif)
Awesome work as always Bleed, just wait till' Ahrimanes sees this. :woeh:
OMFG... this is awesome.. if I love your scorpion I totaly love Sub-Zero my favorite MK character please Bleed tellme its a WIP...
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It's for an attempt at a full game, so many characters are on the way. I'm not making all of them, I have all the ninjas, Cage and Raiden on my list.
(http://i225.photobucket.com/albums/dd155/GM123456/SubZero-IceBlast-01.gif)
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all ninjas include Rain as well and the females? I would love if you made jade shes my main in mk
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Wow, I'm just now seeing your Sub-0, can't wait for him and Scorpion.
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all ninjas include Rain as well and the females? I would love if you made jade shes my main in mk
he's just doing all the mk 1 ninjas for the project at the moment I believe
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Right it's MK1 for now and if we can get that done, MK2 and so on.
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jesus christ, Bleed, this is one of the best (if not the best) 3D animation i've seen made for mugen so far! fluid and smooth!
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Right it's MK1 for now and if we can get that done, MK2 and so on.
got it thanks. Ill keep hoping for jade one day then :P. keep up the good work bleed.
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(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_SubZero_slide_02.gif)
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Fuck yes.
So awesome
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Wow! that was quick, daily progress! :woeh:
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are you going to use combos ? or wil it be just like in the original mk1 and are you going to use reptiles true movements from mk or the one of scorpion and subzero that were used in the mk1 game, also about hes fatality ?
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I think he said it's just going to be an HD remake of MK1 with kick-ass graphics. If Reptile's in it, I expect he's going to have a mix of Scorpion's and Sub-Zero's moves, just like the original.
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making a pallete for these guys must be a ******
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It's not so bad, I have a method for making the palettes easier.
Make the render from max have easy colors to pick out, like for a green screen.
Cut out the different colors and make palettes for each, then combine them in to a master palette.
The MK1HD project is just like MK1, but the version I code my self is going to have new moves, like the other characters I have on youtube.
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It's not so bad, I have a method for making the palettes easier.
Make the render from max have easy colors to pick out, like for a green screen.
Cut out the different colors and make palettes for each, then combine them in to a master palette.
The MK1HD project is just like MK1, but the version I code my self is going to have new moves, like the other characters I have on youtube.
that is exaclty what i did for my 3d characters :) it work perfectly the secret is to use totally diferent color values en each "ramp"
men as ever, all this stuff is tootally awesome.
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Will Sub-Zero have his Deep Freeze fatality from Snes version?
I think thats his main fatality.
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making a pallete for these guys must be a ******
Six star difficulty?
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Yes Kirishima..Yes.
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Fatality is almost finished, I just need to swap the sprites and tweak a few settings.
(http://i225.photobucket.com/albums/dd155/GM123456/skeleton_wip_06.jpg)
(http://i225.photobucket.com/albums/dd155/GM123456/BurnSkeleton_Anim_03.gif)
Figured I'd make Spinal for fun with it.
(http://i225.photobucket.com/albums/dd155/GM123456/BurntSkeleton02.gif)
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Toasty! :)
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Awesome skeleton model and that spinal! :woeh:
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Beautiful.
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http://i225.photobucket.com/albums/dd155/GM123456/BurntSkeleton02.gif
OMG :o :flipout:
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(http://i225.photobucket.com/albums/dd155/GM123456/BurnSkeleton_Anim_03.gif)
Very good bro, same you can use for Sonya.
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Another video update
http://www.youtube.com/watch?v=vTp7aBBZdrE&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1
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NRS is fuckin' retarded! It's gonna be a pretty big wait 'till we get MK 10. So what better way to keep MK feelin' strong than to bring Bleed on board and go forward with the MK HD Remixes!?
Translation: awesome video. + I'm drunk.
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Another video update
http://www.youtube.com/watch?v=vTp7aBBZdrE&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1
There Are No Words TO Describe How Amazing that Looks , Amazing Work Your Doing Here Bleed
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That's smooth and High Deffinition, Good Quality Work! :D GOOD WORK!
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excelent, cant wait to see the fatality and that spinal totally rocks dude.. :)
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Awesome video.
The "fatality" blood text animation is lacking dripping blood, but I guess it's just a WIP.
Everything else looks top-notch.
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Nice video.
If you don't mind your blood looks kinda "flat".
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Right, many things need to be done still, including the blood.
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Hey Bleed
I was watching your "process" videos, and how you pose your models to perfection based on the original sprites, and I'm amazed on how meticulous you are. I congratulate your great efforts and hope to see more from you.
Amazing !!!
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Everything looks absolutely flawless (heh). My only concern is how the skeleton will look in front of a dark background (assuming it'll go dark during the fatality move). It might be a bit hard to see? Maybe keep the detail but increase the brightness a bit?
Also, if you're going to stick with the original font, you might not have to worry about the Fatality letters dripping blood, since the original game just had a green version of the in-game letters that were used for everything else ("Scorpion wins", "Flawless Victory", etc...)
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Man, your skills are impressive.
Congrats.
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Sub's fatality is almost ready.
(http://i225.photobucket.com/albums/dd155/GM123456/decap_03_zps1b4a878a.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/SpineRipWIP03_zps34622595.gif)
preview render
(http://i225.photobucket.com/albums/dd155/GM123456/SpineRipWIP02_zps00fb13fe.gif)
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Honestly, It looks so real that it's almost creepy looking. :S
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:o
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impressive!
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Impressive indeed.
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:woeh: :suttrox: that is awesome
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Hoooooooooo!! that's superb man! loving it! :dio:
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Very Impressive. :devil:
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duuuuuude: simply incredible :qq:
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I like the little nod he gives the opponent right before he rips their head off. Very nice work.
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(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_Sub-Zero_Fatality_03_zps51379f98.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_Sub-Zero_Fatality_04_zps5db0764e.gif)
This one is a lot of work, but almost got it. I can't post the full size animation, because Photobucket shrinks it automatically...
I have to make the enemy's body animation next.
Posted: December 27, 2012, 08:21:40 am
(http://i225.photobucket.com/albums/dd155/GM123456/MKHD_Ninja_DecapFall_03_zps9b923336.gif)
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http://www.youtube.com/watch?v=guajj4dcVJM
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I didn't even know he had that fatality in MK1, till this year.
Here's another update.
http://www.youtube.com/watch?v=hx292crZnsI
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I didn't even know he had that fatality in MK1, till this year.
Here's another update.
http://www.youtube.com/watch?v=hx292crZnsI
awesome! you keep me motivated for my project!
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Absolutely amazing! :D
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I honestly don't know what to say. It's just so clean and professional. It makes me feel so nostalgic too. I still wish NRS would bring you on board and actually DO a MK 1, 2 or 3 in HD.
What you're doing looks exactly to the standard I would expect from NRS themselves in making a HD MK 1. If only you had ALL the resources available to you... I can only imagine how great it'd look.
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Thank you, that means a lot.
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This is freaking badass!!
Ingame, the anims are even better!!
Just 2 things to ask:
-do you use bases to create your 3D models (human template, skeleton...) what is your 3D program for it?
-Also so you animate it frame by frame with some kind of interpolation or something? Again, what is the program for animation and capturing to sprites?
Just wish you good luck with this project!
I just can't wait to see more characters...and finally play a demo...
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I use a lot of reference images, pictures of real people, anatomy models, skeletons, etc. Any images that will help me end up with something more realistic.
I start the models from nothing, build them with polygon modeling, Box modeling and 3Dsculpting.
Standard poly/box modeling is done with 3d studio max.
Sculpting is done with Zbrush
Best program you can get to do that stuff for free, is Blender3d.
I animate the characters by hand, using the "key frame" animation method. It's similar to drawing, but the computer helps make the transition from one pose to the next. You can't let it do too much blending by it self, or it'll look too strange. You have to guide it along, by adjusting the pose every few frames.
I have some videos on Youtube, where you can see how It's done.
http://www.youtube.com/watch?v=HytLmm--1BM
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Yeah, i saw all what you did in videos, art and stuff, Gabe you are Beast! no wonder you are one of my top 5 Mugen Creators, keep it up Amigo. :2thumbsup:
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Very impressive work, mate! My eyes are just tearing from the awesomeness from your work!
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i so hope that some from Nether Realm will see your stuff , its simply amazing .
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I didn't even know he had that fatality in MK1, till this year.
Its his Fatality only on SNES -deep freeze backfist-, very interesting its somekind of a Subzero fatality, thats why i like it, it fits to him.
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I have some videos on Youtube, where you can see how It's done.
http://www.youtube.com/watch?v=HytLmm--1BM
Thanks for all the info and the vids.
It might help me to experiment too! :)
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fantastic!
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First one of 2013 : )
(http://i225.photobucket.com/albums/dd155/GM123456/SubZeroHD-walk03_zps2474522e.gif)
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looks good to me, all of your work looks great. I don't know much about this project, is this going to be an exact replica of the original mortal kombat or is there gonna be some slight differences?
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2013 is starting great. :)
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It's supposed to be as close to MK as we can get.
Changes are made to things like the graphics, adding details that would logically be there, blood on the spine, dirt on the costumes. The music is different.
The version I'm coding isn't perfect with the game play, I just go by feel to get something close.
The version for MKHD is coded by Interloko, and he's more in to perfection. I'm not sure about this one though, because we don't see him too often anymore.
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well in the sad event the Project Falls apart please for the love of God release Scorpian and subzero as solo characters , these are simply too amazing to let die
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Just a question,will the games gameplay be like MK9 or the classics?
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Play style selection is done once, while a round is loading. It takes the command in roundstate = 0.
Main \ Default play style is my own design, has many moves like in Virtua Fighter, DOA, MK9...
Hold down for UMK3 style
Hold up for another style which I'm not sure what to do with yet. It's just there waiting for updates.
Second way to change play styles is by holding start for about 2 seconds. Select a play style from the menu and press start again.
Play style 01 = UMK3
Play style 02 = Bleed
Play style 03 = undefined
The moves list is not up to date, but most of the stuff should be on there.
Some changes not listed are a custom combo system based on motion flow. The command is performed if a move connects, or during the recovery frames.
Which moves link, are mostly ones with a Direction+command input, and they should make sense visually with flowing movements.
Example:
d+LK, df+LP, U+HP, HK~hold down
Many things like hit states, gravity, block animations, etc. will change or not happen if you are playing my characters against each other or random characters not created by me.
I have a damper system in place to try and stop infinite combos or anything too cheap from happening. It will increase the gravity during juggles based on hit count, allow an escape from the spear if used more than once in a combo. Light stuns will become staggers and those will become falling states. Some special moves have timers to prevent abuse, the same move used twice in a row will cause a stagger or fall.
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The undefined style from that list is now similar to MK1.
I want to make the HD characters play like my older edits. Right now, all of those new animations are missing from the HD version, so it still plays like normal MK.
Little by little, I'll keep adding moves and make them in to something different.
My favorite fighting games are Tekken, VF, SC... anything like that with a lot of moves. That's what I'll try to move toward over time with the HD characters.
The style selection is there so if you don't like the new stuff, it can be changed easily.
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First one of 2013 : )
(http://i225.photobucket.com/albums/dd155/GM123456/SubZeroHD-walk03_zps2474522e.gif)
Love how fluent your models are. Keep up the good work.
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More fatality stuff, the head for Cage's decap, and the impact for Kano's heart rip.
I ended up having to remake the palette, so I can have the bone and blood effects right on them. Before I was rendering the blood and other things separate and layering them in Mugen, but there's no need for that now. Not unless I want to have a lot of detail on it with the full palette.
(http://i225.photobucket.com/albums/dd155/GM123456/SeveredHeadSpin_zps812abc24.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/HeartRip_03_zps42c51b4a.gif)
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Is there any particular reason you decided to keep the head rotating only on a single axis? Obviously in the original game it was at least partly a matter of making the most of limited resources, but I imagine you could get it to look a lot more natural if you'd make the head rotate on all three axes. Especially when it bounces on the ground, the way the heads animate in the original games always made me think they looked like cardboard cutouts or something.
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fucking awesome :)
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This animation is totally different from MK1. I did it, because Kano's fatality animation for the enemy is nonsensical in MK1. It's using sprites from other moves that don't match what should happen...
I agree about the head animation, I'll have to play with that some more.
Open the animation in a new tab if it's frozen.
(http://i225.photobucket.com/albums/dd155/GM123456/HeartRip_05_zpsb3c213d2.gif)
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I been following your work for quite sometime.
Words can not express how impressed I am with your talent.
That animation for the receiving end of Kano's heart rip is flawless!
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Nice to hear man, thanks a lot.
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Nice to here some more updated on your project bleed also I have a question about the blood effects, are you going to make it 3d and use photoshop to make it look more dense but have a liquid feel to? because I noticed the original blood you have was too watery and not dense like how blood should be
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Something like what the old MK's had.
I'd like to make something like they have in MK9, but I don't know how to work with particle systems too much. I have to do some research and experiment to see what I can get.
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Something like what the old MK's had.
I'd like to make something like they have in MK9, but I don't know how to work with particle systems too much. I have to do some research and experiment to see what I can get.
Bleed your work is excelent I can tell just by looking at thoses sprites that the final product will be pure awesomenes..
about the blood i think somthing like this might be of help ??
http://www.youtube.com/watch?v=k09ynmaqFY0&list=UUMo9tsLF-3-UOHFZetb149A&index=5 (http://www.youtube.com/watch?v=k09ynmaqFY0&list=UUMo9tsLF-3-UOHFZetb149A&index=5)
i know there is too mucho blood in there but it was just a test for a particle sistem i did in blender.
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Yeah, I want to have something close to that effect. That would be for something new, the more strict MK project would need the large blobs like MK1.
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Update on Johnny Cage, I'm working on the bones / Skinning now.
(http://i225.photobucket.com/albums/dd155/GM123456/JonnyCage_Test03_zps6b6b0f4c.jpg)
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good news there , been worried this amazing project or atleast its characters were never going to see the light of day
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Yeah I know, been kind of busy with other things, but it never stopped.
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Yeah I know, been kind of busy with other things, but it never stopped.
yeah i know what ya mean,Im married w/2 kids, so RL stops me from doing alot more as far as creation goes, just wanted to say your an amazing creator & simply keep up the good work johnny looks awesome
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Great to see you're still pumping out this amazing stuff. :)
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Awesome! my fave MK character! great work as always Bleed, Ahrimanes has to see this. :3
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Update on Johnny Cage, I'm working on the bones / Skinning now.
(http://i225.photobucket.com/albums/dd155/GM123456/JonnyCage_Test03_zps6b6b0f4c.jpg)
Simply amazing as always Bleed/gabe also I'm learning abit to at zbrush just not many tutorials aren't good or easy to follow for me. Also if you're intrested I downloaded a great model with good muscle detail that I think you'll like just let me know if you want it and I sent you the file just idk why the default is one skin tone I was trying to fix it to change it to red clay or gray just it would change when I do. Anyways, good luck your project I'll be following this.
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I'm starting on animations for Cage now.
I'll have to try something different with the hair, because it's not rendering well. Instead of polygon strips with opacity maps, I'll try solid geometry, like a helmet and a few strands to break it up. The layers of transparency on the hair takes way too long to render.
(http://i225.photobucket.com/albums/dd155/GM123456/Cage_Stance03_zps7c2190d1.gif) (http://s225.photobucket.com/user/GM123456/media/Cage_Stance03_zps7c2190d1.gif.html)
(http://i225.photobucket.com/albums/dd155/GM123456/CageTestPose03_zpsa91bcdc9.jpg) (http://s225.photobucket.com/user/GM123456/media/CageTestPose03_zpsa91bcdc9.jpg.html)
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So ... yummy D: So great man, keep it up!!!!
Just adjust the head a bit so it resembles more the original Pesina dude in the sprites.
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(http://i225.photobucket.com/albums/dd155/GM123456/Cage_Stance05_zpsb20be9bb.gif) (http://s225.photobucket.com/user/GM123456/media/Cage_Stance05_zpsb20be9bb.gif.html)
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good work
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HII Bleed...
a long time?.... how are you?
well, there is some link to download of Shang Tsung for mugen regular?
thank you and keep up the good work
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For regular mugen 1.0, not MKP.
http://www.sendspace.com/file/nvgqmw
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Hey BLEED, any plans to make Cage's P2 belt as blue?
Remember that Cage's P2 Palette was just a darker shadow of P1 Palette.
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Yeah, the sash is color separated, see here.
http://www.youtube.com/watch?v=-tP3V8xA5y4&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1
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thank you a lot, man
good cage... impressive
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Still at it, making a lot of adjustments to this model. The first animations reveal a lot of problems, but that's been pretty much taken care of. Moving along with the animations.
(http://i225.photobucket.com/albums/dd155/GM123456/CageTurn06_zps2dc8927c.gif) (http://s225.photobucket.com/user/GM123456/media/CageTurn06_zps2dc8927c.gif.html)
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That is so much improved. Man, your skills are really amazing. I'd love to add more than simple praise but that's all I can say is Wow whenever you post.
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Holy shit that light casting!
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Oh wow! That's just amazing :O
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Wow, that's all kinds of awesome.
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This is ball-bustingly awesome! (Pun intended :D)
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they should have siriously hired you for MK9.
Holy fuck,the quality on that Cage
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good work how is liu kang coming along ?
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they should have siriously hired you for MK9.
definitely, that official HD version that never happen, if they gave that to you, that would make me a happy man.
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Thanks, there is another Artist working on Liu Kang, and he's making the animations for him now.
Zbrush Modeling/Sculpting by Mortal Gojira
Rigging, animation, etc. by arq_hawkin
(http://i1329.photobucket.com/albums/w556/arq_hawkin/fight3_zps027d1272.gif) (http://s1329.photobucket.com/user/arq_hawkin/media/fight3_zps027d1272.gif.html)
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Those pants animation. :nutrox:
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You all have serious talent.
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so ... amazing ... :gonk:
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Here's a bit of work on Baraka, I have the model in 3ds.max now, and I'm using some displacement maps to get the detail from the sculpting program, Zbrush.
I'm making some basic shaders on him, so the different parts of the model seem to have different materials, like cloth, leather, metal, and skin.
Flat colors so far, later I have to add some real textures to that for the color details.
(http://i225.photobucket.com/albums/dd155/GM123456/Baraka04_zpsc9c4bbcd.jpg) (http://s225.photobucket.com/user/GM123456/media/Baraka04_zpsc9c4bbcd.jpg.html)
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Looks very cool as usual! So, you're going outside the MK1 roster then?
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In some renders I have seen the spikes on his forearms with small reddish veins intermingling with flesh and bone, maybe that detail could look nice in those. =)
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Yeah, I've been making different models from MK1 to UMK3 from the start.
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I'd love to see Scorpion in his MK Deadly Alliance attire in your style. it'd be an awesome update. It woulda been awesome had NetherRealm put that costume as DLC. I think they coulda came out with a wider list of DLC costumes ranging from the newer games(MKDA to MK vs DC) to now. I thought Havik or Drahmin woulda been awesome DLC instead of Freddy. I think NetherRealm would benefit from hiring you but they are blind at this point.
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Still at it, making a lot of adjustments to this model. The first animations reveal a lot of problems, but that's been pretty much taken care of. Moving along with the animations.
(http://i225.photobucket.com/albums/dd155/GM123456/CageTurn06_zps2dc8927c.gif) (http://s225.photobucket.com/user/GM123456/media/CageTurn06_zps2dc8927c.gif.html)
I just noticed something about this animation... you'll need to have the lightsource move into the exact opposite direction as he turns, or the light in his left side will make a huge jump towards his right when the engine flips the sprite horizontally.
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he will already have the engine flip the sprite being noticeable in the belt.
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That's true... I didn't notice the sash. Nevermind, then.
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Yeah..., some things I just have to deal with, when it comes to 2D sprites.
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Yeah, no... don't worry about it... I just failed to notice the part of the belt that's hanging down when I posted... I thought the character was 100% symmetrical horizontally, so I thought that the only thing left to make the transition seamless would be to correct the lighsource. Since that's there, there's no point, since not all parts will switch seamlessly.
What I have noticed since, though, is that the turning animation is 50% too long. You can just cut off that animation right at the middle (when his arms are crossed right in front of his face) and then just mirror it in the opposite direction in reverse. You don't have to animate him turning all the way.
This is the frame you can stop at, really (just like the original game :)):
(http://img51.imageshack.us/img51/1871/mifj.png)
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To get the animation looking smooth, I did have to animate the full turn. I can't get away with a simple mirror when using more sprites, because the pop in animation will be too obvious.
Posted: July 20, 2013, 08:36:25 pm
I changed the head to look more like the mask Richard Divizio had in MK2.
This is with base shading, no real textures, just some flat colors basically.
(http://i225.photobucket.com/albums/dd155/GM123456/Baraka_turntable01_zpse710290f.gif) (http://s225.photobucket.com/user/GM123456/media/Baraka_turntable01_zpse710290f.gif.html)
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To get the animation looking smooth, I did have to animate the full turn. I can't get away with a simple mirror when using more sprites, because the pop in animation will be too obvious.
Yeah, I guess you'd have to find a perfect middle point where both halves of his body are in the exact same position (and even then, it would look like one arm goes right through the other, because they're crossed).
I changed the head to look more like the mask Richard Divizio had in MK2.
This is with base shading, no real textures, just some flat colors basically.
http://i225.photobucket.com/albums/dd155/GM123456/Baraka_turntable01_zpse710290f.gif
That looks uncanny... seriously, it looks exactly like the behind the scenes photo.
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Update on Baraka
(http://i225.photobucket.com/albums/dd155/GM123456/Baraka10_zpsfdff3422.jpg) (http://s225.photobucket.com/user/GM123456/media/Baraka10_zpsfdff3422.jpg.html)
(http://i225.photobucket.com/albums/dd155/GM123456/Baraka11_zps38406616.jpg) (http://s225.photobucket.com/user/GM123456/media/Baraka11_zps38406616.jpg.html)
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Damn man, you really captured that mask/face, brilliantly done!!
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Awesome. Boss. Champ.
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That's insane :bravo:
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Still messing with it, trying to make him look more realistic.
(http://i225.photobucket.com/albums/dd155/GM123456/Baraka12_zps015c57cf.jpg) (http://s225.photobucket.com/user/GM123456/media/Baraka12_zps015c57cf.jpg.html)
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I think you've nailed it at this point. :)
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Holy Hell! that is amazing, i mean the marks on his face..... unbelievable
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More updates
(http://i225.photobucket.com/albums/dd155/GM123456/Baraka13_zps60befec3.jpg) (http://s225.photobucket.com/user/GM123456/media/Baraka13_zps60befec3.jpg.html)
(http://i225.photobucket.com/albums/dd155/GM123456/Baraka14_zpsbda5f5b4.jpg) (http://s225.photobucket.com/user/GM123456/media/Baraka14_zpsbda5f5b4.jpg.html)
(http://i225.photobucket.com/albums/dd155/GM123456/Baraka_StanceAnim04_zps97994f7c.gif) (http://s225.photobucket.com/user/GM123456/media/Baraka_StanceAnim04_zps97994f7c.gif.html)
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Outstanding.
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Simply incredible
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Excellent breathing animation, looks pretty natural.
Great job as always Bleed!
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Here's an update on Raiden, I'm still making some adjustments to the model, need to add some details like seams on the clothing, but getting close now.
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden08_zpsb7af85c4.jpg) (http://s225.photobucket.com/user/GM123456/media/Raiden08_zpsb7af85c4.jpg.html)
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Superb, as always... I know it sounds like I'm kissing your ass at this point, but I've been an MK fan for years and years and this is REALLY, REALLY good.
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Impressive as usual.
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Oh man that Raiden model @_@
Damn realistic, fantastic job Bleed.
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That Raiden model is really outstanding :O So clean :D
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That Raiden is modeled so well that it somehow intimidates me...
It's almost cosplay quality, Wow. Bleed, you are awesome man, keep it up bro :thumbsup:
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i really wish i had any feedback to give other than saying it looks amazing
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Thanks, I have plenty of room for improvement, but this MK project is really helping. Getting a lot of practice with this stuff, and it's making a difference, I'm learning a lot. :)
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I don't mean to overpraise, but damn, that Raiden picture really looks like a photo of Carlos Pesina.
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Heh... Mortal Kombat 3, Movie Edition! Coming (totally not so) soon!
:D
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wow good work with both,but i think barakas skin color is a little bit more yellow in the original game, but he looks either way great.
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man....This looks awesome,TBH I always wanted ONE OC of mine as a3D game character model,animatable,and all,but I cant do it myself cuz my 3D skill and patientce and uncertainty level sucks.
But at the same time I dotn like asking people to do it for me.....And even if I chould just practice 3d more,I dotn have the time to think of much of it...got art to do,anyway these models and stuff you got sofar arel Really good :)
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More work on Raiden, the MK2 parts are just a mod for something else. I'm making the animations from MK1, progress is slow but still moving...
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_stance_anim07_zpsbe6c47a9.gif) (http://s225.photobucket.com/user/GM123456/media/Raiden_stance_anim07_zpsbe6c47a9.gif.html)
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If I were you I'd make Baraka's teeth faded white or slight yellow. right now they look metal.
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that fuckin raiden is amazing. he looks better than he did in mk9 And probably 10
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Baraka's teeth are metal in MK2, if you search for images of the mask up close, you'll see.
In the ending you can see it also.
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Ed Boon needs to put you on the payroll ASAP ASAP (T.I. voice)
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I know they are but for realism it'd probably be better. each to his own I guess. if Baraka's teeth were actually metal that'd suck for anyone of his victims. still you've got some badass work here
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I left for a while and come back to this thread to see all of this. This is great :lugoi:.
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I'm going to skip all the praise and whatnot and just say that your Baraka reminds me of when I was a kid and used to play MK1 to MK3 and found some of the characters damn intimidating (Fucking Goro, I'm still unable to fight against him without feeling tense during the entire fight). Baraka's face is so damn accurate (Even for frames where he changes his expression like when he walks forward) is scary D:
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I'm going to skip all the praise and whatnot
WHY? D:
It's sooooo good!
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It would feel like I'm just copy pasting what other people said at this point. Just look at that damn Baraka!
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Yeah I know, MK isn't logical with some ideas. I'm just making it like it was, pretty much. If not, I hear about it not staying true to the original.
Thanks for the feed back.
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_RH_01_zpse5bf6d62.gif) (http://s225.photobucket.com/user/GM123456/media/Raiden_RH_01_zpse5bf6d62.gif.html)
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good work brotha, you have something from Sonya Blade?
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Not for Sonya, I'm not making that character yet.
I'm doing some animations for Raiden, like the Bio here WIP.
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_bioPreviewRender03_zpsfcc151fd.gif) (http://s225.photobucket.com/user/GM123456/media/Raiden_bioPreviewRender03_zpsfcc151fd.gif.html)
(http://i225.photobucket.com/albums/dd155/GM123456/select06_zpsf63b8df7.png) (http://s225.photobucket.com/user/GM123456/media/select06_zpsf63b8df7.png.html)
(http://i225.photobucket.com/albums/dd155/GM123456/RaidenEnd_B_01_zpsc18c41f2.gif) (http://s225.photobucket.com/user/GM123456/media/RaidenEnd_B_01_zpsc18c41f2.gif.html)
(http://i225.photobucket.com/albums/dd155/GM123456/RaidenEndA_zps681d7e71.jpg) (http://s225.photobucket.com/user/GM123456/media/RaidenEndA_zps681d7e71.jpg.html)
And some other base models.
(http://i225.photobucket.com/albums/dd155/GM123456/Motaro3D_BaseMesh_zps114aad23.jpg) (http://s225.photobucket.com/user/GM123456/media/Motaro3D_BaseMesh_zps114aad23.jpg.html)
(http://i225.photobucket.com/albums/dd155/GM123456/NightWolfBaseMesh_zps8903aec9.jpg) (http://s225.photobucket.com/user/GM123456/media/NightWolfBaseMesh_zps8903aec9.jpg.html)
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OMG, that Raiden animation looks so wonderful :D so magnificently fluid.
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Oh God! I don't have words to describe this animation. :o
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yeah who needs motion capture
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Exactly, in Bleed's world such thing is not needed.
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This is crazy awesome.
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I have nothing to add but the mindless praise as well. Man I love it when you post new stuff!
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(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_bioPreviewRender03_zpsfcc151fd.gif) (http://s225.photobucket.com/user/GM123456/media/Raiden_bioPreviewRender03_zpsfcc151fd.gif.html)
The cutscene music from the original MK started playing in my mind. It's that good!
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holy fu..! so good... keep it up man. your stuff is top notch!
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Dude, that looks incredible. You've got some serious skill.
Mad props.
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Wow, I don't have much to add to that except, GREAT job, looks amazing, I envy your 3d modeling and animation skills :D!
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Jaw drop in 3,2... its already droped.
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You should check out EF-12. You can implement these animations into a tekken style 3D fighter. There's a section for it, on the main page. :yes:
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EF-12 looks really cool, but I'm learning other 3D game engines now, Unity and UDK. I'll probably try to make something with EF-12, it'll help in making something from scratch on the other engines.
That's about as close as I can get to the sprites with this animation.
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_bioPreviewRender15_zpsf35b6f9c.gif) (http://s225.photobucket.com/user/GM123456/media/Raiden_bioPreviewRender15_zpsf35b6f9c.gif.html)
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Why the fuck are you not working for NRS and why the fuck aren't you being payed to make a MK HD Remix.
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That animation is so beautiful... I´m crying :tearsofjoy:
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EF-12 looks really cool, but I'm learning other 3D game engines now, Unity and UDK. I'll probably try to make something with EF-12, it'll help in making something from scratch on the other engines.
That's about as close as I can get to the sprites with this animation.
(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_bioPreviewRender11_zps91bbb8e3.gif) (http://s225.photobucket.com/user/GM123456/media/Raiden_bioPreviewRender11_zps91bbb8e3.gif.html)
Raiden looks damn awesome again.
How is the progress of MK HD now btw.?
Are any characters completed, are there models for all 10? How many stages are done already?
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jesus, u can even see the wrinkles in the palm of his hands...... im at a loss for words to describe this
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:gonk:
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lol is it just me or does his hat actually move a bit during the animation? That's a really great level of detail.
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The hat does move a little, because it's not held on so tight in reality that it wouldn't do so.
For MKHD, all the stages are done and what is left to do is the characters and coding. It's going very slow, but hasn't stopped.
The characters with animations now are Scorpion/SubZero/Reptile, Johnny Cage, Raiden, and Liu Kang.
Some of the other characters have been made, like Shang Tsung, and Goro, but not animated.
Kano and Sonya have been started several times by different people but never got to the animation or texturing stage.
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Yep, that's the great level of detail he was talking about (the hat thingy)
Really impressive.
Btw, I love your avatar.
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(http://i225.photobucket.com/albums/dd155/GM123456/Raiden_bioPreviewRender11_zps91bbb8e3.gif) (http://s225.photobucket.com/user/GM123456/media/Raiden_bioPreviewRender11_zps91bbb8e3.gif.html)
(http://i.imgur.com/nodS3Ss.gif)
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My complaint is that you fooled me into thinking this was a real guy.
0/10
Spoiler, click to toggle visibilty
I'm kidding of course, super realistic and great work as usual BLEED! ;)
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Just finished watching your Sektor Polygon Modeling Video and you sir are a BEAST!! :woeh:
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BLEED'S SPRITES LEAK INTO THE MAINSTREAM?
http://kotaku.com/scorpion-go-home-you-are-drunk-1536772885
Spoiler, click to toggle visibilty
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_Scorpion_Gorothrow_GetHit.gif)
(http://i225.photobucket.com/albums/dd155/GM123456/MK1HD_Scorp_throw.gif)
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Reading the comments there. Ugh :-)
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The whole thing looks awesome but, those hands are super realistic
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I say we petition to Ed Boon on Twitter to get Bleed noticed by him
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I say we petition to Ed Boon on Twitter to get Bleed noticed by him
This.
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since I would love to work for NetherRealm someday and Bleed is awesome I'd sign that petition in all caps.
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Me as well.
Also took care that Bleed is credited now in that kotaku article.