... Man, you've finally got all the shading technique right. This looks very legit, it's a great advancement!Now all you need to do is to polish the poses for the animations, mainly the feet positioning.Great job
long project, all the progress is great WoW! I hope to see this finish.
You managed to recover the files or you starting all over again?
Dude these are pretty cool, you got skills
Those animations lack weight and force for each attack, she just raises the arm (or leg) and you rotate the entire model, those aren't rotating attacks: there should be some sort of leg-foot movement to imply it. The animations are too stiff right now.Also her standing foot doesn't look like it's on the ground (you should fix the part where it should be in contact with the ground) and they're not jumping attacks so... yeah.
look at some boxing characters animations as reference so you can have an idea of certain movements and attacks for this character.
TL;DR, the sprite quality is good, really good, the current area of improvement is on the animations.
She should be slapping, not gently patting, her butt, nor should she rotate her torso that much; you also need much less frames than that.The uppercut has nearly no range.
Sakura Kasugano from street fighter Vedited and rendered on SF3 proportions, proto toolwhat you think about this proportions (don't pay atention to the shader, it need alot of polish) i'm trying to fit the proportions of the model to de style
She looks perfect. I mean about SF3 size and body proportions.Now I'm curious to know if tou're goind to convert her sprite to SF3 style. I'm curious to know if you can create a good base with 3D model so some adjustments in pexels can make her look like SF3.
These models look great but I think if you referenced existing animations you would be doing much better. There are a lot of cool tricks in animations that would help these a ton.I put this quick example together. Mine on the left, yours on the right.The main things that are added is a frame at the beginning where her fist is drawn back, this gives the animation 'anticipation'. In the frame with her furthest reach, I stretched the frame, you can think of this as 'follow-through' or 'squash and stretch'. I also gave a rough idea of hair movement but really every frame should have that, adding that 'secondary action' adds a lot to any animation and I exaggerated the rotation of her body to give a little more power to the animation. You can look up these animation principles if you like but pretty much any sprites you reference will already have them. My example only has 8 frames but as long as you take frame timing into consideration you can work more in. If you are going for kof xii though, I'd recommend referencing their frame counts.
Very good exemple.Yes, you have to work with Key frames.This is this kind of method that's used in Nes 3D Guilty Gear games.Otherwise, you have this 3D animated character smooth weird feeling.And about this Sakura bas, I'm still thinking it could be a great base for a future SF3 character...