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Revanto

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Messages by Revanto

    

Re: Mel & Rock WIP

 May 26, 2012, 01:41:20 am View in topic context
avatar  Posted by Revanto  in [W.I.P] Mel Masters (Team Mel / Solo) and Rock Howard (Solo) (Started by F. James Fernandez October 15, 2004, 03:47:40 am
 Board: Projects

Hey Daz,

(I'm going to call you this because you keep calling me Revento  ;D )

I would avoid his hair flipping so much with the kick. A bit of movement, yeah, but there should be no flipping. The physics looks wrong. It's almost as if his leg muscles are somehow linked all the way up to his hair. His left hand shouldn't flip open either. Just like with the hair, slight movement is OK but avoid large movements for non-essentials because it just doesn't look right.

The rest of the animation looks fine, though.

Cheers,
Revanto  ;P
    

Re: Mel & Rock [Coder needed]

 May 04, 2012, 10:38:30 am View in topic context
avatar  Posted by Revanto  in [W.I.P] Mel Masters (Team Mel / Solo) and Rock Howard (Solo) (Started by F. James Fernandez October 15, 2004, 03:47:40 am
 Board: Projects

Oh, man, that sucks! Even if your history may not have been that great, when family gets sick or hurt, it can still effect you. My elderly dad had prostate cancer and was getting dementia. He died of pneumonia but he would have severely suffered if he had lived especially from chemotherapy (which is more cause than cure). I also have a good friend who found out that his mum has cancer.

Cancer sucks altogether no matter who it affects.

Email me if you want to chat about it, Dez.

Cheers,
Rev.
    

Re: Mel & Rock [WIP]

 May 01, 2012, 02:36:36 am View in topic context
avatar  Posted by Revanto  in [W.I.P] Mel Masters (Team Mel / Solo) and Rock Howard (Solo) (Started by F. James Fernandez October 15, 2004, 03:47:40 am
 Board: Projects

    

Re: Mel & Rock [WIP]

 April 28, 2012, 05:39:52 am View in topic context
avatar  Posted by Revanto  in [W.I.P] Mel Masters (Team Mel / Solo) and Rock Howard (Solo) (Started by F. James Fernandez October 15, 2004, 03:47:40 am
 Board: Projects


Ummm, Dez, don't you think she's a bit too old to be Mel? Or were you going for slutty, well-endowed 'pre-teen'?  :S
Rev.  ;P

I needed to make "her" older. Any younger and I wouldnt feel right spriting it lol.

Actually, some midnight bliss sprites do have characters that are underage but which are not sexualised. So, technically, you can still have Mel turn into a character of the same age, different sex without the sexual element. This way you won't have to have a guilt complex over what you are spriting.

Revanto  ;P
    

Re: Mel & Rock [WIP]

 April 27, 2012, 08:35:45 am View in topic context
avatar  Posted by Revanto  in [W.I.P] Mel Masters (Team Mel / Solo) and Rock Howard (Solo) (Started by F. James Fernandez October 15, 2004, 03:47:40 am
 Board: Projects

I got restless working on a animation and decided to make a MB sprite for Mel. Not too shabby  though I can work a little more with the hair shading. Opps I forgot to add the Head Band lol



I was seeing Balth girl version of Vegeta so I said what the hell ill sprite something up

Ummm, Dez, don't you think she's a bit too old to be Mel? Or were you going for slutty, well-endowed 'pre-teen'?  :S

Rev.  ;P
    

Re: Stay Puft Marshmallow Man Char

 April 15, 2012, 05:36:13 am View in topic context
avatar  Posted by Revanto  in Stay Puft Marshmallow Man Char (Started by DoubleDandE February 28, 2012, 04:09:59 am
 Board: Projects

but his front legs look okay, unless I missed something. Overall, they still need some tweaking, so that's what I'll be doing for the next couple of days. Who knew animating terror dogs would result in one studying the animal anatomy and how it works?:/


I'll keep you guys updated if I make any more improvements, until then, have a very good weekened. :sugoi:

It helps to just cycle one of the legs in the run then copy it and offset the timing by one or two frames for the other leg. In most cases for animals with legs (even quadrapeds) one foot/paw always hits the ground just before the other one on the other side. I'm sure that if you do a search for animated gifs of animals running, you should get a good reference.
Also, pay attention to the relationship between the front and back legs for each side as it is crucial to the balance of the run. But you will find it most helpful after you find the gif for reference.

Anyway, good luck with your project.

Cheers,
Rev.  ;P
    

Re: Vegeta Z2

 April 12, 2012, 05:51:03 am View in topic context
avatar  Posted by Revanto  in Vegeta Z2 (Started by Balthazar January 02, 2011, 05:05:48 pm
 Board: Projects

He should turn into a lemon. I know it's not a vegetable but he IS pretty sour most of the time!

Revanto  ;P
    

Re: Mel & Rock [WIP] (Added Attacks)

 April 07, 2012, 01:01:43 pm View in topic context
avatar  Posted by Revanto  in [W.I.P] Mel Masters (Team Mel / Solo) and Rock Howard (Solo) (Started by F. James Fernandez October 15, 2004, 03:47:40 am
 Board: Projects

I honestly think that a soccer mom in an SUV would be a fun alternative to the Guile/Jeep intro.

"OK, kids, have fun with your incredibly violent ass kickings. I'll be back to pick you up at three."

Revanto  ;P
    

Re: Scarecrow Beta by AxKeeper & Redz released

 January 29, 2012, 03:11:09 am View in topic context
avatar  Posted by Revanto  in Scarecrow Beta by AxKeeper & Redz released (Started by i_oVo_i January 24, 2012, 12:32:46 pm
 Board: Found Releases

Well you could start off with a little research and adapt the info

http://urbantitan.com/10-most-common-nightmares-and-their-meanings/

But this is just the start.

Then you have the common fears such as skeletons, death, spiders, being trapped/entombed, etc....

You can then take existing sprites which you could use (ask the ripper or give credit, of course) and frankensprite something OR use Google images and get images to animate with. If you have access to After Effects, you can animate an image using the deformation tools and transformations (IE rotation, position, scale). Save out the frames then reduce the colours in photoshop and turn it into a sprite. You'd be surprised at how much you can do with a single image.

Your other option is to do some stuff in 3d with pre-made models that you can download from the net. Poser might have some pre-made skeleton models you can use.

If you need some advice on how to do this, just PM me and I'll give you some pointers.

Again, good luck with this.

Cheers,
Revanto  ;P

PS: I just found a link with better ideas. There are four pages to the article.
http://www.ivillage.com/your-childs-top-10-nightmares-and-dreams/6-a-128425

    

Re: Stages

 January 29, 2012, 02:49:17 am View in topic context
avatar  Posted by Revanto  in Stages (Started by Liquid Jake December 09, 2010, 08:51:37 pm
 Board: Hogwarts: The Dueling Club, 1942

Well, one thing you can do is to add floating smoky and sparkly text (IE magic text) that forms under the crystal ball that shows the stage name or something like that. Basically, don't restrict yourself to the crystal ball. You're in a world of magic, your possibilities are endless.

Good luck with the project and look forward to seeing it complete.

Cheers,
Revanto  ;P
    

Re: Scarecrow Beta by AxKeeper & Redz released

 January 28, 2012, 02:38:32 am View in topic context
avatar  Posted by Revanto  in Scarecrow Beta by AxKeeper & Redz released (Started by i_oVo_i January 24, 2012, 12:32:46 pm
 Board: Found Releases

No I dont have any ideas for his hypers. I'm mostly going to take the general ideas of his current movelist and revamp it all. I don't really have any ideas for new attacks, I'm just totally redoing the existing ones for now.

Well, since the Scarecrow uses fear gas as his primary mode of attack there are tons of possibilities since you can create 'nightmares come to life'. You can have the Scarecrow apply the fear gas in different ways EG up close right into there face, via a gas grenade, shoot a flare into the air and cause a 'fear rain'. Then you can get lots of different sprites to create different supers. Anything nightmarish including pre-made spites. And because it's the stuff of nightmares, you can go wild with your imagination.

Hope this is useful in some way.

Cheers,
Revanto  ;P
    

Re: Youtube video/audio downloading tutorial

 January 10, 2012, 05:08:46 am View in topic context
avatar  Posted by Revanto  in Youtube video/audio downloading tutorial (Started by O Ilusionista January 09, 2012, 11:23:05 pm
 Board: Tips, Tricks, Tutorials

I use the Download Helper add-on for Firefox. Not as extensive as the plugins you mentioned but it does the job. Unfortunately, I can't download anything from Rutube with it.

Rev.
    

Re: DX (Demon Orb Hunter X) Version 2.0

 November 23, 2011, 03:53:33 am View in topic context
avatar  Posted by Revanto  in DX (Demon Orb Hunter X) Version 2.0 (Started by Geno-sis November 23, 2011, 12:07:03 am
 Board: Your Releases, older Mugen

In the VS Blade video, what is the name of the background music? Does it come with the background?

It's cool.

Cheers,
Revanto  ;P
    

Re: Creating special FX using 3d

 November 20, 2011, 10:09:21 am View in topic context
avatar  Posted by Revanto  in Creating special FX using 3d (Started by Revanto November 20, 2011, 03:45:37 am
 Board: Tips, Tricks, Tutorials

I'll pass on your feedback to my friend. I kind of gave him the basic idea of the tutorial but he wrote it himself. The idea is to introduce the idea of 3d because most people tend to stick to Photoshop or other 2d graphics programs not realising how it can be done in 3d. There is so much more that he could have covered including depth of field, overlapping paths and using pre-made 3d objects for the effects (rather than just a texture). It's really an intro to the concept more than anything but I'm glad that he did include things like texture stretching and reference object usage because even when you do basic stuff like this, any extra info is always useful.

Thanks again for the feedback.

Cheers,
Revanto  ;P
    

Creating special FX using 3d

 November 20, 2011, 03:45:37 am View in topic context
avatar  Posted by Revanto  in Creating special FX using 3d (Started by Revanto November 20, 2011, 03:45:37 am
 Board: Tips, Tricks, Tutorials

Hey, everyone!

I got my friend to make this video for me. I'm not big on making video tutorials myself so he was nice enough to make it for me. He spent ages making it so I seriously owe him one. It might be a bit advanced for amateurs but if you know 3d and get the gist of it then you'll know how useful it is.

Enjoy!

Cheers,
Revanto  ;P

http://www.youtube.com/watch?v=qbhzwm4CoTY
    

Re: KOF XIII Saiki beta2 (2011-06-30)

 July 01, 2011, 07:16:37 am View in topic context
avatar  Posted by Revanto  in KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates) (Started by Werewood June 29, 2011, 05:44:23 pm
 Board: Your Releases, older Mugen

Hi, not planning to download this but, dumb question, is this a hi-res char?

I ask this because the message icon doesn't say 'Hi-Res'

If it's hires then the icon should be changed.
    

Re: Lightning Kyosuke

 January 25, 2011, 12:21:17 pm View in topic context
avatar  Posted by Revanto  in Lightning Kyosuke (Started by Roks January 14, 2011, 10:08:24 pm
 Board: Your Releases, older Mugen

Quote
Quote
Your effects aren't trans'd properly
I don't understand what you mean. I use fighter factory and i manage transparency in animations, is there better way of doing this.

anyway new link above

I think he means that the effects should be set to "additive" rather than being just transparent.
    

Re: NEW FIGHTFX

 January 14, 2011, 06:10:24 am View in topic context
avatar  Posted by Revanto  in NEW FIGHTFX (Started by titytity January 13, 2011, 04:23:28 pm
 Board: Your Releases, older Mugen

If anyone else wants to know how to make effects such as this (hi-res or lo-res) you can use a number of various programs.

1) Most 3d programs
Many 3d programs allow you to animate shapes. You can use morphs, bones and even just move/scale/rotate a texture image to animate your effects. Many 3d programs also have their own particle system and, once you play around with it a bit, you can get some neat effects including blood.

2) Photoshop and Illustrator
Even though it is manual work, if you're smart, you can make some cool effects. Yes, even in Illustrator! Both programs have powerful deformation/distortion tools that warp your shapes into shapes you wouldn't be comfortable working with. It's best that if you make anything in Illustrator to adjust it in Photoshop afterwards, though.

3) Particle Illusion
This program is MEANT to be used for effects. Honestly, just check out http://www.wondertouch.com/ and see what it can do. Nuff said!

4) Adobe After Effects
Another great program to make effects. Once you get around working with the basics, it's not hard to create awesome effects. It's kind of like Illustrator and Photoshop had a child that had all the animation tools of a 2d animation program. It has awesome effects plugins including it's own particle system. It also allows you to use image sequences and total control of image order (it requires a little set-up but it's easy).

I did make a number of tutorials in regards to special effects using a number of programs but I don't think they're around now.

Anyways, these are great FX sprites, titytity! I'm sure they'll be put to great use.

Cheers,
Revanto  ;P

    

Re: Buddha Chamber beta stage release

 December 28, 2010, 05:38:51 am View in topic context
avatar  Posted by Revanto  in Buddha Chamber beta stage release (Started by LM_MAVERIK December 16, 2010, 07:03:13 pm
 Board: Your Releases, older Mugen

Quote
1. its not mud, they are stones. ::) lol

Oh. It's hard to tell.

Quote
2. post production work is done on still frames i.e promotional pictures and not for games that require realtime lighting. imagine doing post production on 237 frames lol. it's a no no. In fact in the 3d gaming industry post production work is pretty much despised since the idea is to create something consistent within the 3d enviroment untampered. In a job interview when you show your portfolio a lot of the time they will ask if the work is been edited afterwards. but i see what you mean about lighting which is what I said I would add in the posts before this

Post production can be done on single frames and multiple frames depending on which program you use. For example, After Effects, allows you to make changes to multiple frames easily. Some 3d programs even allow you to use post-production plugins which allow you to make changes to your renders. It's a matter of making the most from the programs you have available. It's not impossible, though. There are always some possible workarounds.

As for "untampered" work, you can still do things like "bake" lighting into your textures then edit the textures to however you want them to look so that even in a realtime environment you can have the colouring and shading effects that you want.

Quote
3. the video you presented is for concept art and not a real time game stage. post production is not used in this kind of 3d nature. majority for still images and non-realtime aspects. the techniques cannot be applied for this since I am dealing with 237 frames. The lighting has to be achieved as best as possible in the 3d program itself and rendered that way. without post production

Sigh.... you're missing the point. The idea behind the link was to show you how colour temperatures work and how it effects the 'mood' of the work. Adjusting the colouring of the scene will make a real difference. Like I just mentioned, you can bake lighting into your textures and adjust them to get various colouring and shading effects. This is a good technique if the lighting in your scene doesn't change. If you don't want to bake your textures then you can still use your lights in 3d to give various effects. You can use point lights, for example, to give hot spots or cool spots to parts of the scene. Also, there is no shame in having some lights brighter than 100%. Basically, just experiment and see what's good.

Anyway, good luck with this and I look forward to see how it ends up.

Revanto  ;P
    

Re: Buddha Chamber beta stage release

 December 27, 2010, 07:01:14 am View in topic context
avatar  Posted by Revanto  in Buddha Chamber beta stage release (Started by LM_MAVERIK December 16, 2010, 07:03:13 pm
 Board: Your Releases, older Mugen

It's a good start but there are a few critical things you might want to consider.

1) Why is there mud on the floor? It's ruining the atmosphere. I suggest you get rid of the dirt/mud, stick to a wooden floor with a nice carpet. Preferably with a nice oriental design or something with Sanskrit text (to compliment the Buddha statue).

2) It lacks depth and atmosphere. In 3d, a lot of professional art is adjusted afterwards in Photoshop or other editing programs to adjust colours and add effects. I suggest you add some contrast to some areas to make them pop. Make some lighter areas lighter and darker ones darker. Don't go nuts with it. Just play with it enough to make the background stand out.

3) I don't know if you know about colour temperatures but if you overlay some colours with a low opacity, you can make your background warmer or cooler giving it some kick. May I suggest you watch this: http://www.youtube.com/watch?v=whTjD92YYQM&playnext=1&list=PLF5948DB494EA79B1&index=3

4) You might want to add a little bit of bloom into the scene. Bloom is basically that soft glow you get bright and shiny surfaces. This is optional but you might wanna consider it. It would make some of your shiny surfaces look better.

I know it's a lot to consider but, in the end, I think the background would be better if you consider what I've suggested.

Don't get me wrong. The work is good but it could be better.

Anyway, good luck with this.

Revanto  ;P