Thanks, there is another Artist working on Liu Kang, and he's making the animations for him now.Zbrush Modeling/Sculpting by Mortal GojiraRigging, animation, etc. by arq_hawkin
Here's a bit of work on Baraka, I have the model in 3ds.max now, and I'm using some displacement maps to get the detail from the sculpting program, Zbrush.I'm making some basic shaders on him, so the different parts of the model seem to have different materials, like cloth, leather, metal, and skin.Flat colors so far, later I have to add some real textures to that for the color details.
In some renders I have seen the spikes on his forearms with small reddish veins intermingling with flesh and bone, maybe that detail could look nice in those.
I'd love to see Scorpion in his MK Deadly Alliance attire in your style. it'd be an awesome update. It woulda been awesome had NetherRealm put that costume as DLC. I think they coulda came out with a wider list of DLC costumes ranging from the newer games(MKDA to MK vs DC) to now. I thought Havik or Drahmin woulda been awesome DLC instead of Freddy. I think NetherRealm would benefit from hiring you but they are blind at this point.
Bleed said, June 07, 2013, 05:14:04 amStill at it, making a lot of adjustments to this model. The first animations reveal a lot of problems, but that's been pretty much taken care of. Moving along with the animations.I just noticed something about this animation... you'll need to have the lightsource move into the exact opposite direction as he turns, or the light in his left side will make a huge jump towards his right when the engine flips the sprite horizontally.
Yeah, no... don't worry about it... I just failed to notice the part of the belt that's hanging down when I posted... I thought the character was 100% symmetrical horizontally, so I thought that the only thing left to make the transition seamless would be to correct the lighsource. Since that's there, there's no point, since not all parts will switch seamlessly.What I have noticed since, though, is that the turning animation is 50% too long. You can just cut off that animation right at the middle (when his arms are crossed right in front of his face) and then just mirror it in the opposite direction in reverse. You don't have to animate him turning all the way.This is the frame you can stop at, really (just like the original game ):
To get the animation looking smooth, I did have to animate the full turn. I can't get away with a simple mirror when using more sprites, because the pop in animation will be too obvious. Posted: July 20, 2013, 08:36:25 pmI changed the head to look more like the mask Richard Divizio had in MK2.This is with base shading, no real textures, just some flat colors basically.
Bleed said, July 20, 2013, 08:51:07 amTo get the animation looking smooth, I did have to animate the full turn. I can't get away with a simple mirror when using more sprites, because the pop in animation will be too obvious.Yeah, I guess you'd have to find a perfect middle point where both halves of his body are in the exact same position (and even then, it would look like one arm goes right through the other, because they're crossed).Bleed said, July 20, 2013, 08:51:07 amI changed the head to look more like the mask Richard Divizio had in MK2.This is with base shading, no real textures, just some flat colors basically.http://i225.photobucket.com/albums/dd155/GM123456/Baraka_turntable01_zpse710290f.gifThat looks uncanny... seriously, it looks exactly like the behind the scenes photo.