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Why not join in? (Read 3258 times)

Started by Helios., April 27, 2011, 11:09:52 pm
Why not join in?
#1  April 27, 2011, 11:09:52 pm
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This is totally unlike me, but all of the sprite work I'm doing lately is commercial in nature.  This might be a good way to have fun with art for a change.

Here's something I did a few months ago that wasn't eaten alive by the commercial war machine:


Quite a bit of her got finished, but an issue occurred in her base workflow, so now she's cancelled.

More to come when I feel like converting other animations to GIF.
Re: Why not join in?
#2  April 27, 2011, 11:11:30 pm
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damn
Re: Why not join in?
#3  April 27, 2011, 11:12:26 pm
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Huh. . .
tits, sword, shield, no clothing.
Soul Calibur character?

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Re: Why not join in?
#4  April 27, 2011, 11:27:47 pm
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...tits... ...no clothing...

The design wasn't mine.  She was a concept from an unreleased book of a friend of mine; we wanted to create a game of the book.

We decided on a final game concept, but things just didn't work out in the long run.



A fan animation of Iseria/Ethereal Queen I did a while ago, with a custom outfit:



Decided on another outfit after she got to punching bag status.  Typical.
Last Edit: April 27, 2011, 11:47:43 pm by Mr. H
Re: Why not join in?
#5  April 28, 2011, 12:07:08 am
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sorry to ask bt how t you manage to make them so threedimensional like that?
Re: Why not join in?
#6  April 28, 2011, 12:34:38 am
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would you like to be my 3d modeling/animation teacher  :???: please ;D ? i'm serious
Re: Why not join in?
#7  April 28, 2011, 01:06:35 am
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those are incredible
Re: Why not join in?
#8  April 28, 2011, 01:14:59 am
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Holy fuck, they are awesome.
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Re: Why not join in?
#9  April 28, 2011, 01:19:18 am
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...tits... ...no clothing...

The design wasn't mine.  She was a concept from an unreleased book of a friend of mine; we wanted to create a game of the book.

We decided on a final game concept, but things just didn't work out in the long run.



wow whos the dummy that decided to change the outfit afterwards? all that trouble you guys might as well leave its 3D scale. that would piss me off lol thats why i dont work under people with my art.
A fan animation of Iseria/Ethereal Queen I did a while ago, with a custom outfit:



Decided on another outfit after she got to punching bag status.  Typical.
Re: Why not join in?
#10  April 28, 2011, 01:42:18 am
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Quote
[size=4pt]Holy fuck, they are awesome.[/size]
They're ok. They're not up there with KoF XII, but they definitely kick the crap out of straight 3d rendered sprites that aren't modified at all and are simply given reduced colors.

What 3d modelling tool did you use, how many vertices are in the models, what 'commercial in nature' sprite work were you talking about,   (And more importantly, that's the only question I truly care about at the moment) What does the topic mean by Why not join in  :???:
Re: Why not join in?
#11  April 28, 2011, 02:05:55 am
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I guess I'll be answering some of the questions now, before things get crazy.

Firstly:  I obviously can't talk about commercial work.  I'm just an artist.

Any version of 3dsmax equal or higher than 8 (with 8 being the lowest version I've used) can create these sprites without any extra plug-ins.  Having a keen eye for lighting and a knack for palette manipulation helps.  Poly count varies, I've worked with counts of 3k or so, all the way up to the millions.  You should care about detail over memory usage in that respect.

As for the detail compared to the sprites of KOF and the like... I haven't been doing this nearly long enough to compete on that level, but I am catching up rather fast.
Re: Why not join in?
#12  April 28, 2011, 02:27:18 am
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As for the detail compared to the sprites of KOF and the like... I haven't been doing this nearly long enough to compete on that level, but I am catching up rather fast.
Look, you're already using the same method SNK is using, you shouldn't feel too bad about it. All you need now is a room full of spriters, and some very basic guidelines to how to retouch them :)

"We live in a world of perpetual outrage"
Re: Why not join in?
#13  April 28, 2011, 02:48:51 am
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(And more importantly, that's the only question I truly care about at the moment) What does the topic mean by Why not join in  :???:

Are these just renders, or are they sprited over renders(like KoFXII)?

I ask these questions out of curiosity, because I'm working on a non commercial fan made.... things [size=4pt]animation and game[/size] and I'm terrible at scratch drawing, so I'd be better at making more things based from 3d and I want to make some things like KoF XII did and your sprites are in the right direction for that kind of quality.

I'm thinking I should just use the models from DC Universe Online as a base for modified models to other characters rather than using my own models. Coincidentally my models and DCUO's both have 2800 vertices (except their's also have normal maps from higher res sculpts, whereas mine are ment to be sculpted on.)
My 70'th unfinished w.ip. model is on the left. DCUO's tatoo base model is on the right.


I have a problem with my anatomy/loop structure and rigging whereas theirs are already done (plus I don't expect to be paid for any of my work)

As for the detail compared to the sprites of KOF and the like... I haven't been doing this nearly long enough to compete on that level, but I am catching up rather fast.
Look, you're already using the same method SNK is using, you shouldn't feel too bad about it. All you need now is [size=4pt]a room full of spriters, and[/size] some very basic guidelines to how to retouch them :)




P.S. It took me about thirty minutes to get this post together  :dead:

edit: So.. can you say what company you're working for... or you can't say ANYTHING about the project or its relevance aside from the fact that it's a commercial project that you can't say anything about it?  :)
Last Edit: April 28, 2011, 02:59:31 am by Edtion
Re: Why not join in?
#14  April 28, 2011, 02:59:44 am
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nice sprites dude.
Re: Why not join in?
#15  April 28, 2011, 03:03:06 am
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Edtion: It's usually best not to talk about details related to commercial work, especially if it is part of an ongoing project. Possible contract issues and all that jazz.
Re: Why not join in?
#16  April 28, 2011, 03:05:25 am
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Not even who the company is? :)  (Seriously  :ninja:. I want to know who's making 3d based 2d sprites)
Re: Why not join in?
#17  April 28, 2011, 03:10:32 am
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I've got a model in zbrush that I'm not doing anything with because I don't have the software to animate it.
it's a obj file I think. What should I do to animate it. Or do you want it.
Re: Why not join in?
#18  April 28, 2011, 03:32:50 am
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I've got a model in zbrush that I'm not doing anything with because I don't have the software to animate it.
it's a obj file I think. What should I do to animate it. Or do you want it.
Spoiler: Ignore this if you were talking to Mr. H or you just don't care what it says. (click to see content)
Re: Why not join in?
#19  April 28, 2011, 06:45:24 am
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ugh....I don't really want to go on to 3d modeling if it's too had. I just wanted to know if anyone wanted the file maybe to make a mugen character.
Re: Why not join in?
#20  April 28, 2011, 07:35:13 am
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...Send it to me...

You mean you didn't make it  :???:. Is it one of the models included ith ZBrush  :(.

Modeling and Animating are not hard..... just making good ones >__>. It's the same as drawing, ANYONE can do it, but fewer people can do it without it being complete crap.)

Also, sorry for straying off topic.... I think... because no one ever answered:
(And more importantly, that's the only question I truly care about at the moment) What does the topic mean by Why not join in  :???:

Re: Why not join in?
#21  April 28, 2011, 12:01:46 pm
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I've got a model in zbrush that I'm not doing anything with because I don't have the software to animate it.
it's a obj file I think. What should I do to animate it. Or do you want it.

Ah, how I hate skinning/rigging.

If the mesh is your own work I'll take a look at it.
Re: Why not join in?
#22  April 29, 2011, 08:28:28 am
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Sure but it went to pot in the arms. Plus the anatomy isn't the best. I'll send you the file when I can get it uploaded.



Re: Why not join in?
#23  May 02, 2011, 12:38:55 am
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afaik, teh doa models are the ones who looks the most like cvs style.
Re: Why not join in?
#24  May 02, 2011, 01:02:18 am
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Ripping from existing meshes tend to lead to a ton of fixing, though.  Alpha maps and toon materials do not mix.

I strongly suggest making separate base meshes for various parts, and weld them together to build up quick meshes.  Tough parts like ears, hands and feet take far too much time to do on a per-mesh basis.  I am presently working on a female base mesh for my personal future work, I'll likely post some shots of it later when I've done more on it.  Or at least some of the completed sprites, dependent on time constraints.

...And yeah, the topic of this thread is based on my thought process; I have a few people I know posting in this Graphics section.  So I thought "Why not join in?".
Re: Why not join in?
#25  May 02, 2011, 01:12:21 am
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Ohhhh. Ok, I get it.
Re: Why not join in?
#26  May 02, 2011, 06:42:47 am
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How large should the obj file be mine was 150mb which is hard to upload.
Re: Why not join in?
#27  May 13, 2011, 05:21:06 am
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This is totally unlike me, but all of the sprite work I'm doing lately is commercial in nature.  This might be a good way to have fun with art for a change.

Here's something I did a few months ago that wasn't eaten alive by the commercial war machine:


Quite a bit of her got finished, but an issue occurred in her base workflow, so now she's cancelled.

More to come when I feel like converting other animations to GIF.

DUDE this is Beautifull  :sugoi:
Take a look to my current wips

http://mugenguild.com/forumx/index.php?topic=128494.0
*may the pixels be with you.
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*and they shall eat  "Thor till ya com free hall e those"
Re: Why not join in?
#28  May 13, 2011, 05:31:18 am
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yea! :sugoi:
you and ahrimanes are like 3d gods lol  :)
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Re: Why not join in?
#29  May 13, 2011, 05:35:17 am
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Suddenly feedback.



Here's another attempt at a custom Iseria, this one is actually still being worked on, albeit very slowly.
Re: Why not join in?
#30  May 13, 2011, 06:03:50 am
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Take a look to my current wips

http://mugenguild.com/forumx/index.php?topic=128494.0
*may the pixels be with you.
*you are crazy, im crazy, so wee are in good company.
*and they shall eat  "Thor till ya com free hall e those"
Re: Why not join in?
#31  May 13, 2011, 06:06:23 am
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Great stuff.
Re: Why not join in?
#32  May 13, 2011, 06:11:49 am
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What program did you use when you designed these? There fantastic!
Re: Why not join in?
#33  May 13, 2011, 06:15:51 am
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<.<

Any version of 3dsmax equal or higher than 8 (with 8 being the lowest version I've used) can create these sprites without any extra plug-ins.  Having a keen eye for lighting and a knack for palette manipulation helps.  Poly count varies, I've worked with counts of 3k or so, all the way up to the millions.  You should care about detail over memory usage in that respect.

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Re: Why not join in?
#34  May 13, 2011, 06:26:39 am
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Breasts seem disproportional. I think the shading on the left side of the face is a bit intense as well (thought she was like two-face for a moment).
Re: Why not join in?
#35  May 13, 2011, 06:39:55 am
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Proportions tend to be a nuisance in some rigs... There's a lot going on in her particular scene as you can see:



So I'll have to look into it.

As for the shading; that's "accurate" mathematically.  I did rework her palette, though.  Mayhap some of the colours could be adjusted.