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N.O.Vice

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Messages by N.O.Vice

    

Re: How can I replicate the effect of Sub Trans in Photoshop?

 September 03, 2012, 04:24:17 am View in topic context
 Posted by N.O.Vice  in How can I replicate the effect of Sub Trans in Photoshop? (Started by Markpachi September 02, 2012, 02:39:35 pm
 Board: Off-Topic Help

If we are talking about photoshop, there is no subtract blending mode (At least in CS3 in which I use.) The effect is easy to create though, invert the layer and then set it to linear burn. It's mostly used to make things darker.
    

Re: Portraits for Capcom Vs The World

 September 02, 2012, 06:50:31 pm View in topic context
 Posted by N.O.Vice  in Portraits for Capcom Vs The World (Started by N.O.Vice August 07, 2012, 04:38:12 am
 Board: Capcom Vs The World



Nothing epic here, but I have been doing some sketchwork. There will be a lot of editing once they get to the painting stage, mostly scaling, redrawing the faces, and positioning.
    

Re: Portraits for Capcom Vs The World

 August 11, 2012, 07:20:14 am View in topic context
 Posted by N.O.Vice  in Portraits for Capcom Vs The World (Started by N.O.Vice August 07, 2012, 04:38:12 am
 Board: Capcom Vs The World

Morrigan's face received another update. I'm definitely liking this one more, reminds me of Renée O'Connor.

Update
    

Re: Portraits for Capcom Vs The World

 August 10, 2012, 03:24:02 am View in topic context
 Posted by N.O.Vice  in Portraits for Capcom Vs The World (Started by N.O.Vice August 07, 2012, 04:38:12 am
 Board: Capcom Vs The World

So I have made some alterations for Morrigan, Chun-Li, Haggar, and Ryu. Tell me your opinion, besides adjusting colors.

Updates
    

Re: Portraits for Capcom Vs The World

 August 08, 2012, 04:49:44 pm View in topic context
 Posted by N.O.Vice  in Portraits for Capcom Vs The World (Started by N.O.Vice August 07, 2012, 04:38:12 am
 Board: Capcom Vs The World

When was the last time Chun-Li and Ryu actually looked asian? Granted, I am doing my best to achieve that appearance.
    

Portraits for Capcom Vs The World

 August 07, 2012, 04:38:12 am View in topic context
 Posted by N.O.Vice  in Portraits for Capcom Vs The World (Started by N.O.Vice August 07, 2012, 04:38:12 am
 Board: Capcom Vs The World

Originals:



Alterations:



I've been working on these portraits for quite awhile and I need some feedback. I do apologize about some garish differences between some of the portraits (over/undersaturation, scale differences, amount of detail, etc.) Most of these will be reworked, and the CM Punk and the Subzero will most likely be scrapped completely.

Things likely to be addressed:
  • Snake's undersaturation, facial details, and chest definition
  • Mr. X's coat
  • Charlie's undersaturation
  • Ken's lighting
    

Re: Reintroducing myself.

 July 24, 2012, 07:16:32 am View in topic context
 Posted by N.O.Vice  in Reintroducing myself. (Started by Niitris July 22, 2012, 10:32:39 am
 Board: Introductions and Guides

Welcome back, and so you know, you're not alone with your problem. I have had to go long periods of time avoiding certain things myself, I am just too obsessive with my hobbies. Anyway, hope things keep improving for you and good luck on any of your endeavors.
    

Re: Illustrated Stages

 July 24, 2012, 04:08:48 am View in topic context
 Posted by N.O.Vice  in Illustrated Stages (Started by N.O.Vice July 04, 2012, 10:24:41 pm
 Board: Your Releases, Mugen 1.0 +

Well, it's a mixture of 2d and 3d elements. I do not believe I'll ever have the patience to animate blades of grass frame by frame. If I was a quick and decent animator I would have an actual decent character release.
    

Re: Illustrated Stages

 July 24, 2012, 03:40:40 am View in topic context
 Posted by N.O.Vice  in Illustrated Stages (Started by N.O.Vice July 04, 2012, 10:24:41 pm
 Board: Your Releases, Mugen 1.0 +

The debris is small, uses all values, and lacks the drawing edges. Besides that, I think it's obviously smoother animated. I'll see what I can do about that.
    

Re: Illustrated Stages

 July 24, 2012, 12:18:51 am View in topic context
 Posted by N.O.Vice  in Illustrated Stages (Started by N.O.Vice July 04, 2012, 10:24:41 pm
 Board: Your Releases, Mugen 1.0 +

    

Re: Illustrated Stages - Location: Unknown - Aspiration

 July 05, 2012, 04:51:23 am View in topic context
 Posted by N.O.Vice  in Illustrated Stages (Started by N.O.Vice July 04, 2012, 10:24:41 pm
 Board: Your Releases, Mugen 1.0 +

My first post-submission revisions... I can't seem to avoid doing them...
  • Slightly larger shadow
  • Recreated the Add layer sprite for luminance consistency
  • Fixed the female statue's arm and face a bit
  • Did some edge cleaning
  • Clouds are moving a bit slower, the first clouds are coded differently now.
  • The bridge no longer has its own palette
    

Re: Illustrated Stages - Location: Unknown - Aspiration

 July 04, 2012, 11:23:44 pm View in topic context
 Posted by N.O.Vice  in Illustrated Stages (Started by N.O.Vice July 04, 2012, 10:24:41 pm
 Board: Your Releases, Mugen 1.0 +

WOW!!! This is awesome, as your other sprited stages. :D

Did you sprites the bridge and tree motion by hand, or did you use flash or some distortion in Photoshop and then touched the sprites up ?
I like the way you did the gradient for the sky the old styled way, with the mosaic thing.
Loving the way you made the clouds grow as they move to show they moving closer and closer. Very neat.

It's a little strange how the shading mixes this mosaic style shading at times, but more realistic shading on some other parts.
Vels on the clouds need some tweaking indeed.

I use a combination of Photoshop, Blender, and After Effects. While I definitely attempted to blend things together, I think your eyes have already recognized what has been digitally painted and what has been 3d rendered. Yes, I still consider it an illustration.

Very nice, as usual man. Downloaded this right away, and I wasn't disappointed. My only complaint is the tiny shadows. I'm sure that's probably accurate to the lighting or something, but it just looks strange to me. It doesn't bother me that much though, the art is very nice and I love how original everything is.

The bridge was a big contributor to that decision. The shadow can't be allowed to run off the platform... and that platform is pretty small anyway. Maybe a bit of tweaking there too.

I love this stage! It has this Okami like feel to it with spectaculair view and mystical ruins, mixed with a bit of the beginning of Onimusha 3 with the stone statues, and finally the realism of the Warrior games (Dynasty, Samurai, Orochi).

My only ONLY nag, would be the lack of people, and the lack and mountain range below is a bit small and obscured.

Otherwise, a definite keeper. :D

Too bad I only play RPGs and fighters.... but I do appreciate those words. As for people... I love drawing them, but really feel inadequate when it comes to animating them. I also find it bad taste to put people on screen with only a frame or two of animation.
    

Illustrated Stages

 July 04, 2012, 10:24:41 pm View in topic context
 Posted by N.O.Vice  in Illustrated Stages (Started by N.O.Vice July 04, 2012, 10:24:41 pm
 Board: Your Releases, Mugen 1.0 +


Location: Aspiration Unknown


Animated: Yes
Hi-Res: No
Super Jump: Yes
Mugen Version: 1.0

Download

Location: Adrift Ruins


Animated: Yes, much more than seen in the graphic
Hi-Res: No
Super Jump: Yes
Mugen Version: Pre-Mugen 1.0 mode (WinMugen code utilizing Mugen 1.0 sff)

Download
    

Re: Hitfallset's Xvel and Yvel doesn't work?

 May 29, 2012, 03:46:07 pm View in topic context
 Posted by N.O.Vice  in Hitfallset's Xvel and Yvel doesn't work? (Started by N.O.Vice May 29, 2012, 04:27:47 am
 Board: M.U.G.E.N Development Help

I know this already Rajaa, and yes I know that a character has to be in a hitstate for this sctrl to work. I've used the fall function for a while. The hitdef fall.xvelocity and fall.yvelocity = gethitvar(fall.xvel) and gethitvar(fall.yvel) respectively. These are velocities used for the bounce after the character lands from a falling state.

Still, Hitfallset's Xvel and Yvel doesn't seem to affect the gethitvar(fall.xvel) or gethitvar(fall.yvel).
    

Hitfallset's Xvel and Yvel doesn't work?

 May 29, 2012, 04:27:47 am View in topic context
 Posted by N.O.Vice  in Hitfallset's Xvel and Yvel doesn't work? (Started by N.O.Vice May 29, 2012, 04:27:47 am
 Board: M.U.G.E.N Development Help

While Hitfallset does work when it comes to deciding if a character is falling or not, I can't seem to get any results from Xvel and Yvel. Perhaps, I misunderstood the purpose of these parameters, aren't they for altering fall.xvelocity and fall.yvelocity, the bounce velocity? I am using Mugen 1.0.0 RC8, so perhaps it's a compatibility issue?

[mcode][State 815, HitFallSet]
type = HitFallSet
trigger1 = movetype = H
trigger1 = statetype = A
value = 1
xvel = -8
yvel = -8[/mcode]
    

Re: Original Character Beta - Tye Kelly

 August 28, 2011, 09:23:40 pm View in topic context
 Posted by N.O.Vice  in Original Character Beta - Tye Kelly (Started by N.O.Vice November 08, 2010, 06:48:31 am
 Board: Projects

If there is a lot of requests for it, yes.
I support the idea for WinM, too :)
Why I didn't see this project before?? it looks so awesome and in some way, Tye remembers me Gai Tendou tanned and blonde :P

Also, I offer my services if you need voices for your characters, I made various for some of my characters (Eric, Powerless One for my AGP fullgame and some others)

Glad that you like the project so far, and yes I do see Gai Tendou in his character design.
    

Re: Team Info (aka I need help with this project!)

 August 28, 2011, 08:50:40 pm View in topic context
 Posted by N.O.Vice  in Team Info (aka I need help with this project!) (Started by Sean Altly July 26, 2011, 11:14:29 pm
 Board: Capcom Vs The World

Just wanted to announce here officially that WizzyWhipitWonderful will be providing music for the game! He'll actually making themes for all of The World characters in CPS2 style, which should be interested. He said in his PM to me that he'd be "going outside the box" for us, so I'm pretty happy. He already made a theme for Mr. X, which you can listen to HERE. Can't wait to hear what he comes up with for the likes of Sub-Zero, CM Punk, Squall, Solid Snake, and the others.

That sounds awesome, but wow, very ambitious.
    

Re: Original Character Beta - Tye Kelly

 August 28, 2011, 05:58:52 am View in topic context
 Posted by N.O.Vice  in Original Character Beta - Tye Kelly (Started by N.O.Vice November 08, 2010, 06:48:31 am
 Board: Projects

Good work Safir!!
Is the new voice-set included in the archive?

Still have yet to update the main post. Been pretty busy. The current voices were compiled by Jill Sandwich using Roy sound clips. (Rival Schools)
    

Re: Eliza Masters WIP

 August 27, 2011, 03:36:07 am View in topic context
 Posted by N.O.Vice  in Eliza Masters WIP (Beta Released) (Started by SilentRipper August 01, 2011, 05:37:12 am
 Board: Projects

Your work looks impressive visually and she looks fun to play. At first I was surprised, I would never pictured her moveset to be similar to Rock/Geese, yet it works. I'm excited to play the finish product.
    

Re: Original Character Beta - Tye Kelly

 August 27, 2011, 03:21:11 am View in topic context
 Posted by N.O.Vice  in Original Character Beta - Tye Kelly (Started by N.O.Vice November 08, 2010, 06:48:31 am
 Board: Projects