I think his posture in the second sprite looks much, much better. The first one reminds me of the awkward floating characters in Injustice, he looks off-balance like he's hanging off wires or something.
The yellow, blue and red accents work nicely, but I feel like there is far too little contrast between the yellows of the outfit and the yellow of the rabbit himself. I feel like they kinda blend together. Character design and animation looks great, though.
Thanks for the support guys. Of course I ended up not placing in the contest, but I still had a lot of fun.
Here's something different! Last year I drew Ryu at the beach, so this year I decided to draw Ken. I didn't put too much effort into it but I messed around with some new Photoshop techniques and managed to learn a thing or two. Anyway, enjoy!
I don't know about demand (although again I think it's somewhat odd it's not a widely available resource regardless), but I did have a particular personal interest. I'll send you a PM.
Good stuff! I was browsing for sprite rips to use as reference a while back, and was a little taken aback by the conspicuous absence of any SF2 rips at any of the usual places. You'd think they would be the most widely available and easily obtainable sprites
Are you planning on ripping any more SF2 characters?
Great work on the portraits so far. I like the choice of pose for Cammy, but I'm not so sure about the facial expression. It feels a little too coy or playful to fit her personality, IMO.
I also think her legs and feet need some work. The feet are disproportionately large, but the bigger issue I think is that the thickness and shape of her legs is so homogenous. There's not enough variance in thickness between the thighs, calves and ankles, so they kinda look more like straight tubes than shapely legs. I think the impression is made stronger by the fact that the feet are so big, and the ankles so thick - having the lower legs taper off more into thinner ankles and daintier feet would probably help a lot, but probably the shape of the thighs and calves could be tweaked a bit as well.
I dunno if you find this to be a helpful reference, but I feel like something like this is what you should be aiming for. Notice how thin the ankles are, and how much volume the thighs have compared to the calves. (though in the service of stylization you should probably exaggerate it even further) Another example because why not.
Great choice of pose for Chun-Li as well. She looks promising so far, but be careful with those cankles for her too...
City_Hunter I think your design look great, but IMO the one thing that becomes apparent when put in the context of a 640x480 screenshot is that the white borders surrounding everything could stand to be thinner. (Which, granted, would likely be a natural consequence to redoing everything in higher resolution) But as far as design goes, It's still my favourite.
If you're not interested in doing it yourself, I'd love to take a stab at recreating a "high resolution" (640x480) version of it myself when I get the chance.
As far as screen placement goes, I think it could be placed a little lower, just to give it some space to "breathe" even if it doesn't need any score or other text above the bars, but there should be enough space outside the guard bars for both names and portraits. With the super meter, I think placing it at the bottom of the screen is a good call (this is how most SF games did it), but I'm unsure about dividing it so clearly. Making it clear just how much meter you have is one thing, but if the game is going to have a 3S-style dynamic-length bar, I'm not sure the dividing works very well.
I like the direction of this design. Nice and clean, not overworked and easily readable. I'd avoid the dither though, with no palette or other hardware restrictions, there's no real reason to use it. Otherwise I like Alex's idea of extending the trim outside the guard meters... a cropped closeup portrait in that section might work pretty well. I do like ink's approach to the portraits, but it could end up looking ugly if not all portraits can be cropped the same way (ie if any of them extend too far to the sides or top)
Don't forget there needs to be room for character names somewhere as well.
On another note, I would highly recommend putting the lifebars on top of a 640x480 screenshot to see what it will actually look like in-game (and help figure out placement of elements like names and portraits). Granted I think it would be a very good idea to be working in 640x480 resolution to begin with, but redoing the UI in higher resolution once the concept is more solidified wouldn't be too much trouble either. It would help to get a better sense of proportion though (for instance maybe the guard meter wouldn't necessarily have to be twice as thick to look good in double the resolution).
Re: Street Fighter - General Brainstorming topic -
Retsu is not Chinese and Shorinji Kempo is not Shaolin Kung-Fu. It has its roots in Shaolin (hence the name), but it is a modern Japanese martial art that was founded in the mid-20th century. I'm sure there is some spiritual common ground, but as far as techniques go Shorinji seems to far more resemble karate or aikido. https://www.youtube.com/watch?v=6SFkZaO4NL0 https://www.youtube.com/watch?v=GtmGDrtG6J8
I don't have an immediate answer to how this should translate to an SF game, but instinctively I'd look closer to Makoto than Gen. Maybe he could have command parries/reversals or something, idk.
As far as Geki goes, I'd like to just see the traditional ninja iconography laid on thick. Have him fly in on a kite in his intro, give him smoke bomb teleports, log decoys, izuna drops etc etc. Ibuki is the closest SF ever got to a 'conventional' ninja character, but even she is kind of a loose interpretation of the classic stereotypes. I would look to characters like Hattori Hanzo (SS) and Eiji Kisaragi for inspiration, or better yet, some classicninjaanime.
Jago looks pretty great. Not entirely sure what's going on with the sash, but for the most part it looks spot-on. I wouldn't want to have to animate that!