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STREET FIGHTER III 4th Assault - Future of Fighting (Read 1840210 times)

Started by Mastertkof, January 07, 2017, 12:32:10 am
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Re: Mae Jae (a BlazBlue'based art style' girl)
#21  January 14, 2017, 03:42:26 pm
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Spin Back Kick
Re: Mae Jae (a BlazBlue'based art style' girl)
#22  January 14, 2017, 06:47:17 pm
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ok, your render method looks a lotof sprites, the only thing really missing is antialising, and tht can be done by other means os it's not a big deal.

if youw ant to improve I suggest you to read on animation, my two biggest suggestion would be the classic animation tutorial fist, for concepts,, then the gdc conference by the guilty gear people so youleanr how to change regular animation to fighting game animation.
Re: Mae Jae (a BlazBlue'based art style' girl)
#23  January 14, 2017, 08:22:56 pm
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ok, your render method looks a lotof sprites, the only thing really missing is antialising, and tht can be done by other means os it's not a big deal.

if youw ant to improve I suggest you to read on animation, my two biggest suggestion would be the classic animation tutorial fist, for concepts,, then the gdc conference by the guilty gear people so youleanr how to change regular animation to fighting game animation.

" your render method looks a lotof sprites"
i really try to use it as a base but no works fine when you move the char, is good for a single sprite, but when you rotate, some lights and shades, just turn in a wrong way, needing retouch manualy

i don't know what is this "classic animation tutorial"
if you can post a link, may help me alot

thanks!

Van Damme kick, that no will be a move of the char, do it only for training
Re: Mae Jae (a BlazBlue'based art style' girl)
#24  January 14, 2017, 08:59:25 pm
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since I posted them recently to hatter
 that's the tutorial in video for, there is also a book ( The Animator's Survival Kit ).

https://www.youtube.com/watch?v=vjIK_6TSX1I


when you get the general animation concepts , the guilty gear talk talks about how ot use them in a fighting game,
https://www.youtube.com/watch?v=yhGjCzxJV3E
this also talk about shaders and textures, you can just disregard that if you want, since what matters is the animation itself, your sprites already look good.
Re: Mae Jae (a BlazBlue'based art style' girl)
#25  January 15, 2017, 02:43:09 am
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since I posted them recently to hatter
 that's the tutorial in video for, there is also a book ( The Animator's Survival Kit ).

https://www.youtube.com/watch?v=vjIK_6TSX1I


when you get the general animation concepts , the guilty gear talk talks about how ot use them in a fighting game,
https://www.youtube.com/watch?v=yhGjCzxJV3E
this also talk about shaders and textures, you can just disregard that if you want, since what matters is the animation itself, your sprites already look good.


MAN! Thanks alot! this video about guilty gear will really be usefull

Undisputed Yuri Boyka spinning reversed Kick
no will be used too
only me trying to learn something about animations
for now i will try copy moves, cause i really have difficulties to create it
Re: Mae Jae (a BlazBlue'based art style' girl)
#26  January 15, 2017, 05:52:22 am
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her breasts too, not so much as Mai's but she could work out as reference.


Maybe, i put movement in her tits in this test, and like the possibilities that give.
maybe i change the camera of this animation and use for something
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#27  January 15, 2017, 07:45:30 pm
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some animations give a partner, sparry... like sakura and ibuki
originally i did it in zbrush to be a black girl, but blondies too have bunches
and when i'm doing the pal, i have this idea
what you think about this?


Spoiler, click to toggle visibilty

Last Edit: January 15, 2017, 08:42:24 pm by mastertkof
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#28  January 18, 2017, 08:29:31 pm
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a time without spriting cause i have been updating the scenes in the softwares
removing parts of the model that no are mine (the hair i have downloaded on deviantart) so i want to draw other, cause i no find the creator to ask permission
redrawing some parts of clothes with more details and colors (colors is really a problem, a really great problem to do in this style, thats why all the chars that as made with this method have simple paletes with 20 or less color) i'm using 52 colors (and this is hard to fix, no one color can have less than 15 distance to other example, if i use   255,255,255  i need use 240,240,240 or less in the next)

new hair in Z brush

new animations with the new (and that will really be the last) poser
some minor edits will be doed in the manual edits after finish all the moves



Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#29  January 20, 2017, 03:02:53 pm
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Taunt wip
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#30  January 20, 2017, 05:46:26 pm
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Van Damme Helicopter Kick
(All gifs is in demonstration speed, in game speed will be changed)
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#31  January 22, 2017, 10:38:22 pm
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a quick edit in the Yuri Boyka Kick
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#32  January 23, 2017, 07:40:52 am
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Sorry to say dude, but most of these moves doesn't make sense. You've really got to take a look at your anims and maybe look at some movements from either movies, real life or animations. Because they need refinement :) Good look with the project
[img width=600
Keep it real, keep it original
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#33  January 23, 2017, 12:47:33 pm
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i understand your point, at less, some of then
in really the moves is really that, but it need more work in animation, angles, position, timing, thats why i'm using pre renders poser
this way i can change and fix it before do the final sprites
that last kick will be something like that ->
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#34  January 23, 2017, 01:19:04 pm
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Good rendering progress.
I like the general aspect of the character, but I prefered the previous hairstyle.
This one feels not natural, more like "tentacular hair" stuff.

About Boyka kick, I can understand people feel it strange, because even the video is "hard to trust" XD
IMO video games/anime fights moves have to be "undertandable" even if the move is pretty cool.
IMO Vandamme's kick is really good. It reminds me SFZ3 Karin's jump HK.

IDK what to say because some animation looks really strange, but I, myself anm not really good with reallistic animations.
So I can only wish you good luck
Keep it up, I like your project! :)
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#35  January 24, 2017, 07:30:41 am
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i understand your point, at less, some of then
in really the moves is really that, but it need more work in animation, angles, position, timing, thats why i'm using pre renders poser
this way i can change and fix it before do the final sprites
that last kick will be something like that ->

Looking at the gif, the first kick needs a little height.
[img width=600
Keep it real, keep it original
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#36  January 24, 2017, 06:55:08 pm
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Thanks @Nedflandeurse
i still don't know why, but Bianca shaders seems to be alot better thar the Mae Jae project
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#37  January 25, 2017, 04:51:56 pm
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some changes in the model, lights, shaders, proportions, style and minor fixes on palete based on feedback

Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#38  January 25, 2017, 11:33:59 pm
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Absolutly gorgeous design!
Good luck with the progress. :)
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#39  January 26, 2017, 05:28:41 pm
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Wow, it's getting beautiful, "show de bola"!!!! Great job Masters, congratulations!!!
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#40  January 26, 2017, 06:00:06 pm
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e ae man! quer programar ela não? haha

Thanks @Falcon Rapper
i'm work something like 2 weeks in the poser scripts and shader
and now i finally stop this work in the model, and will start to animate.
of curse the hard part of the work is now.

Final result

First Pal
(someone can do paletes in sf3 style?)