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Helios.

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Messages by Helios.

    

Re: Mitch WorkShop

 August 07, 2014, 11:30:06 pm View in topic context
avatar  Posted by Helios.  in Mitch WorkShop (Started by methiou July 01, 2013, 05:38:58 pm
 Board: Graphics

I'd say the stance on the left with an occasional ear twitch from the stance on the right would look more natural.

Other small things like maybe a nose twitch, or a sniffle, could work to bring more life into your idle animation.
    

Re: What do you have the hardest time with when creating?

 July 06, 2014, 01:54:48 pm View in topic context
avatar  Posted by Helios.  in What do you have the hardest time with when creating? (Started by Legendary DeMoNk@I July 03, 2014, 11:56:43 pm
 Board: M.U.G.E.N Discussion

Keeping your standards high when doing your own work from scratch.
    

Re: [Theme Thread] CVS Sprite thread

 April 30, 2014, 02:59:36 pm View in topic context
avatar  Posted by Helios.  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

I agree that you should at least see the fist as it should hit, and the animation could use more core and leg animation.  Any punch with proper impact tenses at the end of it, lest you merely waste energy waving your arms around for no reason.

The same goes for the idle animation.  Just moving parts around per frame looks unnatural, it could use quite a bit more fluidity throughout the entire body.
    

Re: Judas STUFF

 April 14, 2014, 06:55:11 pm View in topic context
avatar  Posted by Helios.  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics

Logo quality may outstrip that of the intended targets at this rate.

You're making me want to go back into sprite work, you bastard.
    

Re: You better not to go/stay in Uganda if you're gay...

 February 26, 2014, 07:31:22 am View in topic context
avatar  Posted by Helios.  in You better not to go/stay in Uganda if you're gay... (Started by Basara Dandy February 26, 2014, 06:35:14 am
 Board: All That's Left

As somebody that comes from the actual continent; just saying that Africa in its entirety is against it isn't entirely correct.

Different areas of Africa deal with things in different ways.  Some areas are just way more backwards than others, one can just hope the US finds gold or oil there soon.
    

Re: Judas STUFF

 February 15, 2014, 07:55:59 am View in topic context
avatar  Posted by Helios.  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics

I need to stop viewing and start replying.

Just seeing Tactics and Vagrant Story as potential references already pleases me greatly.  Stylistically, BOF6's approach seems the way to go, if only for the sake that its newer and the style is more "refined" due to it.  Vanillaware's work, however pretty, will always irk me due to the blow fish head oversight in the animation they tend to add.
    

Re: FeLo's Horror Circus

 March 09, 2013, 11:52:10 am View in topic context
avatar  Posted by Helios.  in FeLo's Horror Circus (Started by FeLo_Llop March 22, 2009, 11:40:10 am
 Board: Graphics

Her thighs are a bit lanky (and her shins a bit short, now that I take a proper look at them), and also, for balance's sake your hands would point a bit less inward to compensate for falling to the sides during that particular motion.

Shadows and such aren't perfect, but there aren't exactly an abundance of references for this kind of dynamic pose work, so they look good enough.
    

Re: How do you draw your own unique style of sprites?

 February 14, 2013, 09:41:25 am View in topic context
avatar  Posted by Helios.  in How do you draw your own unique style of sprites? (Started by SiL3Nt J February 12, 2013, 12:50:03 am
 Board: Graphics

There are a ton of ways to go about getting your own unique style.

Listed so far are 2D methods, but you could just as easily create 2D-esque sprites via 3D rendering methods.  Said methods are proved to be rather effective in a large portion of SNK's titles as described at http://kofaniv.snkplaymore.co.jp/english/info/15th_anniv/2d_dot/creation/index.php.

Of course, asking other people how to be unique in any form of endeavour could be considered defeating the purpose.
    

Re: Judas STUFF

 January 12, 2013, 02:03:32 pm View in topic context
avatar  Posted by Helios.  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics

What I was trying to say is that the sprite-end could be a hassle, and that you'd basically have to go over each and every sprite with a bit of layer work and likely some new frames to portray nearly keeling over for, if I remember correctly, animations that you'd like as smooth as those of SF3.  It could lead to some unforeseen complications at any level of skill.  The code itself is simple and just about anyone can do it.

How this turned into a page long debate is beyond me.

In any case, if you feel that you can pull it off then by all means go for it.
    

Re: Judas STUFF

 January 10, 2013, 09:17:06 pm View in topic context
avatar  Posted by Helios.  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics

I spend too much time worrying about the little details, I think.

In this case I think you may be right.  Adding signs of damage and (probably) extra animations for a player state that likely won't last all that long is a waste of time for a one-man project.  Even if you are just looking at a bit of layer work for every sprite you still have to recheck everything to see if it animates well, as well as exposing yourself to a greater likelihood of stray pixels and general graphical garbage.
    

Re: THE KOF XIII SPRITE DUMP THREAD

 June 15, 2012, 01:29:27 am View in topic context
avatar  Posted by Helios.  in THE KOF XIII SPRITE DUMP THREAD (Started by Davod Sirloin September 19, 2011, 10:33:59 am
 Board: Resource Releases

Ruler + Stopwatch = KOFXIII data
Pretty much.

Some data can be extracted via conventional data mining techniques with the most useful probably being accurate timing.  That alone and a bit of old-fashioned VelCalc-ing will likely lead to the best results.
    

Re: SFIII HiDef Sprites

 April 02, 2012, 10:10:16 pm View in topic context
avatar  Posted by Helios.  in SFIII HiDef Sprites (aPNG versions added) (Started by steamboy March 19, 2012, 09:47:14 am
 Board: Graphics

That is some really nice work, however, the shadows (most notably below the frontal arms of the shotos) do not adhere to the rules of illumination.  It was the first thing that caught my eye.

Regardless, your lineart and CG skills are top notch.
    

Re: THE KOF XIII SPRITE DUMP THREAD

 November 15, 2011, 04:34:46 pm View in topic context
avatar  Posted by Helios.  in THE KOF XIII SPRITE DUMP THREAD (Started by Davod Sirloin September 19, 2011, 10:33:59 am
 Board: Resource Releases

Helios is Helios.

tl;dr in full effect.

I replied on XIII system specifics in this very thread.
    

Re: THE KOF XIII SPRITE DUMP THREAD

 November 15, 2011, 12:05:56 am View in topic context
avatar  Posted by Helios.  in THE KOF XIII SPRITE DUMP THREAD (Started by Davod Sirloin September 19, 2011, 10:33:59 am
 Board: Resource Releases

The X vels are consistent enough, but the Y vels:
Quote
[19:39] <@Insanius> Helios: Looking at those vels, it uses a cubic formula

...And XIII has values hopping around every time there is a loading screen, so even if you are in training mode and pause, when it unpauses all of the values get moved around in memory again.  A minor annoyance, but at least the velocities can be appended in a group (as the entire group moves in memory).

The time does not share the same group, neither does player 2's group.  So those need to be found and appended seperately as well.
    

Re: THE KOF XIII SPRITE DUMP THREAD

 November 14, 2011, 11:54:09 pm View in topic context
avatar  Posted by Helios.  in THE KOF XIII SPRITE DUMP THREAD (Started by Davod Sirloin September 19, 2011, 10:33:59 am
 Board: Resource Releases

If I was to make one of these characters, where/how would I extract the data for velocities and frame times?

I really like these sprites, but I will drop dead and disintegrate if I give a character an inaccurate velocity.

Helios would know.
I'll share what I know when I've finalized my findings.

For now you should know that complete accuracy is impossible due to the lack of CLSN data; and as for what I aleady know, my methods are still clunky, but accurate.
    

Re: The Elder Scrolls V: Skyrim

 November 14, 2011, 11:26:55 pm View in topic context
avatar  Posted by Helios.  in The Elder Scrolls V: Skyrim  (Started by DMK November 23, 2010, 04:19:00 pm
 Board: Gaming

Level 29.  Smithing helps a great deal in raising your level, and finally gives you something to do with those Dragon Bones and Scales that keep piling up (Hundreds of Iron Daggers later).

Not too fond of how the Dark Brotherhood was handled in the game, but at least a certaining something showed up again in regards to it.
    

Re: Caddie general art thread

 November 03, 2011, 11:05:07 am View in topic context
avatar  Posted by Helios.  in Caddie general art thread (Started by Caddie June 03, 2011, 01:53:36 am
 Board: Graphics

It is certainly looking good, and somehow, looking at this, I regret shedding off the third shade of my colour tones to adhere to UMMBCM styling.  Regardless, I like still seeing general interest in UMMBCM and the related style as a whole.

[size=5pt]that kiwi almost looks like a mesh render[/size]
    

Re: THE KOF XIII SPRITE DUMP THREAD

 November 02, 2011, 07:56:33 am View in topic context
avatar  Posted by Helios.  in THE KOF XIII SPRITE DUMP THREAD (Started by Davod Sirloin September 19, 2011, 10:33:59 am
 Board: Resource Releases

Ah yes, XIII my mortal foe.  I should get back to my data mining (I've been busy with AH3 as of late, which is easier to rip from :P).
    

Re: DAZ 3D, Poser, or Other?

 October 15, 2011, 05:17:11 am View in topic context
avatar  Posted by Helios.  in DAZ 3D, Poser, or Other? (Started by The Aboriginal One October 07, 2011, 01:46:45 am
 Board: Graphics

For animation, I recently saw Autodesk's Maya. I really liked what I saw from it but when I tried that and 3dsmax, I really prefer Blender for modeling. Since I'm trying to do the modelling part right now, I haven't actually got around to learning how to rig and animate in Maya, so I can't really say any opinions from experience.
I used to mess around a bit in Maya, and still use Max a lot.  I'd have to say that rigging in Maya seemed less troublesome than what needs to be done to get a good rig going in Max.  I'm so used to Max now though that I just do all of my rigging with it.

As for free programs that support what you need Blender is the only way to go.
    

Re: Anyone else here play SPORTS?

 September 13, 2011, 02:56:55 am View in topic context
avatar  Posted by Helios.  in Anyone else here play SPORTS? (Started by hjk September 12, 2011, 02:32:49 am
 Board: All That's Left

Currently, doing archery.
Very nice.  I wish there was a formal archery club near here.

I've been busy with martial arts for about 13-14 years now.  Alas, I've pretty much learned all a local class can offer in the initial stretch of 12 years, so my interest is diminishing.  I do still try to keep fit, however.