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Helios.

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Messages by Helios.

    

Re: T_N's long and rocky road

 May 08, 2019, 01:02:42 am View in topic context
 Posted by Helios.  in T_N's long and rocky road (Started by The_None November 15, 2015, 02:25:36 pm
 Board: Graphics

To add to the above reply, you could also use something like Design Doll to flesh out your bases.  You can learn a lot about musculature, proportions, and even lighting from it if used properly.

My own workflow has changed a bit thanks to it.
    

Re: Some Takuma drafts

 January 02, 2019, 11:29:43 am View in topic context
 Posted by Helios.  in Some Takuma drafts  (Started by demongorne January 01, 2019, 11:37:02 am
 Board: Graphics

Those feet.

Scale them down to around 50-60% of that size.  Proportions > stylistic preference.
    

Re: Memes are DEAD!!! (EU passes Article 13)

 September 12, 2018, 11:00:01 pm View in topic context
 Posted by Helios.  in Memes are DEAD!!! (EU passes Article 13) (Started by Ricepigeon September 12, 2018, 06:04:42 pm
 Board: All That's Left

At least the US (CIA) had the decency to study them to see how they could be used for trend research and/or mind control (Vault 7) instead of straight up banning them.  What an obnoxious directive.
    

Re: Unity3D next-gen Mugen like clone

 August 12, 2018, 07:00:40 pm View in topic context
 Posted by Helios.  in Unity3D next-gen Mugen like clone (Started by diletDis August 12, 2018, 06:34:50 pm
 Board: Off-Topic Help

Plenty of engines are better than Unity for getting the next clone engine going (Not that it's bad, per se, it just doesn't appear optimal for the task to me).  If you checked the forums properly you'll see there are lots of attempts at it already.

Personally I'd probably use Godot 3.1 when it drops for such a task, but we have a great engine/framework made in UE4 in the works as well as a couple of others.
    

Re: Inktrebuchet's Sprite work

 March 04, 2018, 01:24:41 pm View in topic context
 Posted by Helios.  in Inktrebuchet's Sprite work  (Started by inktrebuchet August 22, 2012, 08:52:57 pm
 Board: Graphics

Truly exceptional work on Morrigan.  Personally I'd make the eyebrows a bit lighter, but everything else is perfect.

Also I've been thinking! Who would be interested in contributing to a community made SF3 character??

The problem with this is that you're the best at what you do as far as I know.  Finding people on your level to work with in any stage of your process will be nigh impossible.
    

Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)

 January 09, 2018, 10:34:09 pm View in topic context
 Posted by Helios.  in KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars) (Started by Mastertkof October 22, 2017, 03:12:39 am
 Board: Projects

The shaders do look good, I agree.  It can never be perfectly XIII without exactly the same process, but yours stand up well enough on their own as a similar style.  Your animation needs a quite a bit of work, however.  Consider watching https://www.youtube.com/watch?v=Mw0h9WmBlsw for some pointers.  She knows her stuff.
    

Re: Nekoconeko ( a new fighting game engine)

 December 27, 2017, 06:26:09 pm View in topic context
 Posted by Helios.  in Fighter's Generator ( previously Nekoconeko )( a new fighting game engine) (Started by Bastard Mami December 21, 2017, 07:40:40 pm
 Board: Fighting Games

I'm liking a lot of the features and ideas described so far.

I'd probably buy it either way regardless of needing it due to how you were treated.  Had my fair share of shady partnerships in terms of indie development.
    

Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)

 December 23, 2017, 11:47:19 am View in topic context
 Posted by Helios.  in KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars) (Started by Mastertkof October 22, 2017, 03:12:39 am
 Board: Projects

The rolling punch still has like, zero momentum behind it.  There just isn't enough wind-up to cause her to spin around like that.  Seems it may also benefit from a frame or two at the end to make the transition back to her standing state smoother.  So I guess some modification on both ends of the animation would help.

There are a couple of odd things about her walking animation too, but the most notable is her stiff front-facing ankle.  Look up some walk cycles online or even in fighting games (JJBA/VSAV/SF3 are fantastic references for all things walking related) to get a better flow going.
    

Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)

 December 19, 2017, 03:01:21 am View in topic context
 Posted by Helios.  in KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars) (Started by Mastertkof October 22, 2017, 03:12:39 am
 Board: Projects

Right now it doesn't look like the punch has enough momentum behind it to make her spin.  Make the wind-up to the actual punch more exaggerated.  Some other minor/major issues include odd foot placement in every animation, her hair moving backwards in her walking back animation, and so on.

Skirt animation starting to look better.
    

Re: Soul Calibur VI

 December 09, 2017, 06:05:48 pm View in topic context
 Posted by Helios.  in Soulcalibur VI (Started by Titiln December 08, 2017, 03:55:32 am
 Board: Fighting Games

Going to miss old-man Mitsurugi.  Always liked him due to a) how he played and b) how he seemed to age with me (albeit a tad faster).  Now I just feel old.
    

Re: The Donald Trump Political MAGAthread: Manafort charged with money laundering

 November 06, 2017, 11:27:53 am View in topic context
 Posted by Helios.  in The Donald Trump Political MAGAthread: Justice for Floyd edition (Started by Ricepigeon March 22, 2017, 08:42:19 pm
 Board: All That's Left

Simple solution:  Shoot Trump.

As soon as it becomes his problem he'll give a shit.  Anything less than that will have people killing each other in the streets with their beloved guns.
    

Re: KOF XII/XIII Boxer Char (ANIMATIONS NOW) Need moves sugestions!!!

 October 30, 2017, 01:41:57 am View in topic context
 Posted by Helios.  in KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars) (Started by Mastertkof October 22, 2017, 03:12:39 am
 Board: Projects

Feet still moving around too much.  Remember IK when animating as it can force your feet to remain stationary during animation.  Maybe research animation in general.
    

Re: KOF XII/XIII BOXER CHARACTER (Developing the model)

 October 26, 2017, 03:35:10 am View in topic context
 Posted by Helios.  in KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars) (Started by Mastertkof October 22, 2017, 03:12:39 am
 Board: Projects

If you're working in Blender you can't do something they did in a totally different engine.  The two environments aren't alike at all.  The method you're using now requires that you pick a style, get it as close to the source of said style as possible (if not completely original), and do something.
    

Re: KOF XII/XIII BOXER CHARACTER (Developing the model)

 October 25, 2017, 11:52:26 pm View in topic context
 Posted by Helios.  in KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars) (Started by Mastertkof October 22, 2017, 03:12:39 am
 Board: Projects

Ah, I see.  So you're going for a realistic material/shader and just breaking up the tones of each colour using a palette.

You start with something like this:

Then apply your palette(s) and clean it up.

Using 3 blended non-photorealistic materials in Max I can start with:

And have to do far less editing.

I'm not sure about the limitations of Blender (if any), but maybe do some research on non-photorealistic materials/shaders to save yourself a headache.
    

Re: KOF XII/XIII BOXER CHARACTER (Developing the model)

 October 25, 2017, 01:43:50 pm View in topic context
 Posted by Helios.  in KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars) (Started by Mastertkof October 22, 2017, 03:12:39 am
 Board: Projects

We're both right on this, to be fair.  SNK did go 2-tone, yes, but we have more control over midtones now since those games were made.

If you're rendering midtones you have either a lot more (or a lot less) editing based on how you went about setting up your material/smoothing groups to force the renderer to draw lines for certain details.  That and change your lights to render ray-traced shadows to lose the blurry drop shadow edges.

There's no true shortcut for any of this if you're going to be dropping big names like KOFXII as your inspiration, sadly.
    

Re: KOF XII/XIII BOXER CHARACTER (Developing the model)

 October 25, 2017, 01:29:21 am View in topic context
 Posted by Helios.  in KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars) (Started by Mastertkof October 22, 2017, 03:12:39 am
 Board: Projects

These renders will need a lot of cleaning to look like passable KOFXII sprites.

From the top of my head you're dealing with too many stray pixels due to topology issues, your shadows aren't ray-traced (a massively important part of the XII look), and the shadows/ineffectual palette make your colours bleed into palette entries of the wrong shades.

I can't help you much in regards to topology versus stylized end-products, so you have to find the closest 3D match to whatever 2D style you'd like to reduce the amount of editing you have to do.

To help with the last two entries maybe switch to ray-traced shadows and/or make the palette you use to catch your colours three-fold.  The first pass is a larger palette that ensures no colour bleeding happens, second pass is running that through a program with the reduced colours placed properly in an identically sized palette to sort things, then third is loading those sprites through the final palette.  Do your edits after the final pass.
    

Re: Bad News

 October 02, 2017, 11:37:39 pm View in topic context
 Posted by Helios.  in Bad News (Started by GLB October 02, 2017, 07:42:31 pm
 Board: All That's Left

Had a good friend of mine randomly pass away at work due to the same thing last year; the empty feeling it left behind to suddenly have somebody ripped from your life like that is impossible to put into words.

My deepest condolences.
    

Re: Marvel Cinematic Universe: Straight Outta Wakanda

 August 20, 2017, 09:36:25 pm View in topic context
 Posted by Helios.  in Marvel Cinematic Universe: THE END (until the next movie comes out) (Started by Iced July 15, 2012, 03:54:44 am
 Board: Entertainment

Punisher teaser seems to imply H.A.M.M.E.R, what with the hammer in it and all.
    

Re: 3D modeling programs

 July 31, 2017, 11:58:25 am View in topic context
 Posted by Helios.  in 3D modeling programs (Started by RedDragonCats17 July 18, 2017, 02:36:54 am
 Board: Off-Topic Help

You'll probably have to get some animations done as examples before people take you seriously enough to collaborate with you.

As for splicing...  I might have remade the entire model personally, but due to how I need to do certain things for materials of the 2D-replicating variety to function.  In the end you end up with something predictable and reliable that won't give you any nasty surprises half way down the animation workload.
    

Re: 3D modeling programs

 July 19, 2017, 01:13:41 am View in topic context
 Posted by Helios.  in 3D modeling programs (Started by RedDragonCats17 July 18, 2017, 02:36:54 am
 Board: Off-Topic Help

And give the model some cel shading to make it look more cartoony than what it is.

It really isn't that simple, at least not in Max.  There is no shortcut for this sort of thing.  You're probably going to find yourself having to learn quite a few techniques before you can get to the point where you want to be at.

I'm not trying to discourage you, of course, but expect to go through a few things that are "a pain" as you call it.  This is kind of my field, so I have an idea of what is involved.