M.U.G.E.N Central => Projects => Topic started by: Mastertkof on January 07, 2017, 12:32:10 am
Title: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Mastertkof on January 07, 2017, 12:32:10 am
Revamped!
Title: Re: Shauni (a BlazBlue Style Girl)
Post by: Mastertkof on January 07, 2017, 12:35:12 am
PAL TEMPLATE she will have 10 paletes (https://s29.postimg.org/t8c4fk8nb/PAL_TEMPLATE.png)
Title: Re: Shauni (a BlazBlue Style Girl)
Post by: Momotaro on January 07, 2017, 01:01:05 am
Interesting! Rendering is good! What program do you use for it?
Any ideas about the movelist?
Title: Re: Shauni (a BlazBlue Style Girl)
Post by: Mastertkof on January 07, 2017, 04:07:40 am
thanks! poser a browler style karate, muay thay, tae kon do, MMA fighter (Makoto 3rd strike, Leona KOF) something strong and fast with good combos without projectiles, only physical
Title: Re: Shauni (a BlazBlue Style Girl)
Post by: Momotaro on January 07, 2017, 12:56:14 pm
Good! So this is poser! I like characters with grapple abilities. I hope she will use some cool MMA moves :)
Also, did you have found a way to automatise the tracing step (I think it's not yet possible) But I ask it particularly for the colored line that is between dark and light area in skin, costume...
Title: Re: Shauni (a BlazBlue Style Girl)
Post by: Mastertkof on January 07, 2017, 02:13:31 pm
poser give me 3 colors (with alot of bugs and mash-up)
manually need to *add the 4rd color *use the 3rd colors as line for light side *draw minor details *fix palete *fix shadows (https://s24.postimg.org/ym2og252d/demo.png)
Title: Re: Shauni (a BlazBlue Style Girl)
Post by: Mastertkof on January 07, 2017, 05:16:22 pm
Title: Re: Shauni (a BlazBlue Style Girl)
Post by: Mastertkof on January 07, 2017, 07:17:28 pm
(https://s28.postimg.org/wtinu9nh9/jump.gif)
Title: Re: Shauni (a BlazBlue Style Girl)
Post by: Mastertkof on January 08, 2017, 05:39:21 pm
*new light configuration to help with the eyes, mouth, and other little details that the old helper needs totally manual edit *added a 4rd color in the render pal (https://s29.postimg.org/h3xoqnx1z/demo.gif)
***EDIT no will have other clothes change, this is other girl with more "skin" just for tests
Title: Re: Shauni (a BlazBlue Style Girl)
Post by: DatKofGuy on January 08, 2017, 07:36:29 pm
Didnt you once try something similar for KOF characters?
Title: Re: Shauni (a BlazBlue Style Girl)
Post by: Mastertkof on January 08, 2017, 07:58:48 pm
something like 300 sprites lowres and about 20~30 hiress... lost all, with my old hard disk... using pc during a storm hahahaha, heard a thunder and "puff" motherboad and hd to hell
Title: Re: Shauni (a BlazBlue Style Girl)
Post by: Mastertkof on January 09, 2017, 07:22:39 pm
new process (more automatic colors and details) new post process (more manual work) maybe i change the glothes for a version with no skirt or shirt like that (https://s23.postimg.org/4t11pscm3/new_process.png) (https://s23.postimg.org/ilfglf3dn/comprarission.png)
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Mastertkof on January 13, 2017, 03:53:27 pm
*Fixed Illumination *Fixed Palete *Fixed body proportions *New name "Mae Jae" *New skirt with more dynamic movement *New develop helper whit more detailed itens *New number for total sprites 500~600 to 800~1000 *New release date december to june (https://s28.postimg.org/uc6wa9unx/BLOCK1.gif)
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Momotaro on January 13, 2017, 04:21:46 pm
Nice! I like the new palette and design!
Only one thing is strange to me : the animations. looked a little strange. Lacking of dynamism.
Good luck for the conversion process!
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Mastertkof on January 13, 2017, 04:41:34 pm
thanks! this is really the final time i will change the clothes, now, is this at the end is really hard to me. i really don't know how to animate.(i will do this char to try change it) i will copy some moves from other games, to try learn how it work (only for study) feedback is pretty welcome
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Slayer. on January 13, 2017, 05:48:53 pm
The design is good, but still need some improvements, most of them on her lightsource, especially on the hair. About the animations there are some jumpy parts: head, right hand and left leg. Her hair could use some animation, her breasts too, not so much as Mai's but she could work out as reference. I edited the animation a little - timing, head and right hand. The animation itself is not bad, some work will make it great: (https://s26.postimg.org/qs4h4t4jt/tst.gif)
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Momotaro on January 13, 2017, 05:52:06 pm
For animation, I'm kind of OK, but I can't handle a 3D software, The idea would be to use references for the different poses then adding interpolation to make it more fluid. I think SFIV characters have been done this way. Just looking at Dudley or Ibuki animations, this is frame perfect the same poses as SF3's.
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Mastertkof on January 13, 2017, 11:07:44 pm
Speedster, i agre with that you said, and your animation change looks good Flanders, now the process will be something like that (http://lparchive.org/BlazBlue-Calamity-Trigger/Update%2008/37-tager_concept2.jpg) have ideas and do comcepts for now i edit the first sprite and the first palete of the new model still want to change something in the final version (https://s30.postimg.org/z7uwx6rjl/1.png) (https://s30.postimg.org/4267mp5gx/3.png)
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Mastertkof on January 14, 2017, 01:41:38 am
stand test (https://s27.postimg.org/efcmmbzbn/STAND.gif)
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Mastertkof on January 14, 2017, 02:04:05 pm
*New develop method (saving poses in 3d too, no only renders, so, i can edit animations puting more frames or fixing erros) walk tests probably her first aproved animation
(https://s30.postimg.org/asfm7ohtd/walk.gif)
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Mastertkof on January 14, 2017, 03:42:26 pm
Spin Back Kick (https://s30.postimg.org/iilkl8qpd/spin_back_kick.gif)
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Bastard Mami on January 14, 2017, 06:47:17 pm
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.
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Mastertkof on January 14, 2017, 08:22:56 pm
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 (https://s28.postimg.org/unrixht2l/VAN_DAMME_SPIN_KICK.gif)
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Bastard Mami on January 14, 2017, 08:59:25 pm
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.
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Mastertkof on January 15, 2017, 02:43:09 am
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 (https://s29.postimg.org/m8zyg53k7/UNDISPUTED.gif)
Title: Re: Mae Jae (a BlazBlue'based art style' girl)
Post by: Mastertkof on January 15, 2017, 05:52:22 am
her breasts too, not so much as Mai's but she could work out as reference. (https://s26.postimg.org/qs4h4t4jt/tst.gif)
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 (https://s30.postimg.org/6q7718zz5/WIN_OR_TAUNT.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 15, 2017, 07:45:30 pm
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?
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 18, 2017, 08:29:31 pm
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 (https://s24.postimg.org/tkaj226tx/Screen_Shot_01_16_17_at_01_07_PM.jpg) 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
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 20, 2017, 05:46:26 pm
Van Damme Helicopter Kick (All gifs is in demonstration speed, in game speed will be changed) (https://s29.postimg.org/u7hakk0sn/VAN_DAMME_KICK.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 22, 2017, 10:38:22 pm
a quick edit in the Yuri Boyka Kick (https://s30.postimg.org/524z6yr9d/boyka_kick.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: GDPenguin on January 23, 2017, 07:40:52 am
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
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 23, 2017, 12:47:33 pm
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 -> (http://stream1.gifsoup.com/view7/4307416/yuri-boyka-kick-o.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on January 23, 2017, 01:19:04 pm
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! :)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: GDPenguin on January 24, 2017, 07:30:41 am
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 -> (http://stream1.gifsoup.com/view7/4307416/yuri-boyka-kick-o.gif)
Looking at the gif, the first kick needs a little height.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 24, 2017, 06:55:08 pm
Thanks @Nedflandeurse i still don't know why, but Bianca shaders seems to be alot better thar the Mae Jae project (https://s29.postimg.org/l0chjkbh3/bianca.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 25, 2017, 04:51:56 pm
some changes in the model, lights, shaders, proportions, style and minor fixes on palete based on feedback
(https://s27.postimg.org/8znnhpw43/MODEL.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on January 25, 2017, 11:33:59 pm
Absolutly gorgeous design! Good luck with the progress. :)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Falcon Rapper on January 26, 2017, 05:28:41 pm
Wow, it's getting beautiful, "show de bola"!!!! Great job Masters, congratulations!!!
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 26, 2017, 06:00:06 pm
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 (https://s24.postimg.org/g4bnonx51/DEMO.png) First Pal (someone can do paletes in sf3 style?) (https://s24.postimg.org/izoqvj151/PALETA_DEMO.png)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 26, 2017, 09:52:53 pm
first atempt to final stand need fix in breasts, left feet, skirt, and 2 or 3 more frames (https://s30.postimg.org/r8mxf22oh/FIRST_TEST.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 27, 2017, 03:49:29 am
STAND BETA (https://s28.postimg.org/a3pji28pp/STAND.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 27, 2017, 05:19:27 am
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 27, 2017, 05:43:03 pm
WALK BETA (https://s24.postimg.org/el5nhvcl1/walk.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: AlexSin on January 27, 2017, 06:30:47 pm
Can that miniskirt stop moving?
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: zero de armentis on January 27, 2017, 06:54:57 pm
I like the work and think all animations that you post are nice but I thinks the skirt subtracting some quality (because it move randomly )
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on January 27, 2017, 07:41:08 pm
Good job! Yes, the skirt movement can be toned down. And hopefully coordonated with hair move as well :)
Some more simple move would be OK. SFZ girls like Sakura nad Karin can be a reference. These girls skirts goes "crazy" during attacks, but very subtle movement during regular stances and walk.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 27, 2017, 08:35:38 pm
---AlexSin probably the movement will be reduced to something like athena (XII / XIII) movement, but not will be removed ---zero de armentis Thanks by the feedback this skirt is really a problem i thinked about remove it in the past, but i want to acept this challenge to make a skirt moving like colegial animes with a good physics ---Nedflandeurse unfortunately this hair no have bones, i do this fast only to change, maybe a add it on post spriting street fighter alpha series will be a base
---AlexSin probably the movement will be reduced to something like athena (XII / XIII) movement, but not will be removed
I didn't mean to say you should remove it, but it should move when it makes sense for it to move and with the right amount of movement (I can't come up with a synonym, sorry about that). It gives the impression the skirt has a life of its own. Look at your last example: it looks like someone is pulling the skirt up when she starts the walk back cycle. Why? It doesn't make sense. I don't think it's always windy when she fights, so maybe you should tone that down a bit.
Also that's a strange bra she has there. Maybe giving her a tank-top instead would make her look more realistic, but it's just a nitpick of mine.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 28, 2017, 04:42:48 am
Bra and Panty can be converted in Top and Shorts just changing the pallete skirt movement will be seems like this in the end (https://s28.postimg.org/coysna1vh/QDh_HAjr.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 28, 2017, 04:58:43 pm
some wip TESTS (STILL NEEDS FIX IN ARMS POSES AND OTHER MINOR DETAILS) MOVE TESTS (https://s30.postimg.org/p40jmerch/move.gif) SUPER TESTS (https://s30.postimg.org/kjed7h7n5/super.gif) ULTRA TESTS (https://s30.postimg.org/o4eu4g1kh/ultra.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 31, 2017, 02:55:59 pm
OVERHEAD BETA (https://s29.postimg.org/6jn2f536v/overhead.gif) SUPER OVERHEAD BETA (https://s29.postimg.org/mvx44vhif/super.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 31, 2017, 04:33:07 pm
i really liking to do this char and i know that here have so many things that i need to improve but i'm liking the progress in the animations (after all, this is the reason to i start this char, i want to learn about animations this year) this still no is the way that i imagined her moves, but i started this about less than a month ago one more time Thanks for those who send good feedback JAB BETA (https://s27.postimg.org/gzp4r9j9v/JAB.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on January 31, 2017, 05:39:49 pm
The pose seems ok for the jab, but you should align it to feet position, then tweak a little the animation to make it more fluid or realistic. Just try it :)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 31, 2017, 06:44:28 pm
i understand your point... but fixing this problem... a new problem apears it will need one more frame between stand sprite and first jab sprite... maybe tomorrow i pose the model in this intermediate pose (https://s28.postimg.org/z7nkhzd3h/jab2.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 01, 2017, 03:09:05 pm
Lighting source update the first configuration is good for standing walks and simple attacks, but in punches and kicks, the legs and arms received the light in wrong ways, so, i tested this new lights in various poses, and i prefered update all in the start of the project OLD (https://s28.postimg.org/a3pji28pp/STAND.gif) NEW (https://s27.postimg.org/olwe0w0ur/STAND2.gif)
CROUCHING TEST (https://s28.postimg.org/sa91okmq5/crouching.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 04, 2017, 04:40:47 pm
S³ or SSS (Supreme Sprite Shader)
closed source tool (maybe 2017 i release it as open souce, after i finish my char and training)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on February 04, 2017, 05:27:35 pm
The stance is definitly better. About crouch transition, you will need more transition sprites, it looks "jumpy"
Basically when you work with high res/big sprites, you (always) need moretransition sprites. This is why Super Street fighter HDR was strangely animated with so few frames. This ONLY my opinion.
Anyway, keep it up!
EDIT: BTW the shader is cool! 8)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 04, 2017, 09:50:59 pm
The stance is definitly better. About crouch transition, you will need more transition sprites, it looks "jumpy"
i agree with your point of view. i added one more frame on it (https://s24.postimg.org/seuidftcl/crouch.gif)
Quote
Basically when you work with high res/big sprites, you (always) need moretransition sprites. This is why Super Street fighter HDR was strangely animated with so few frames.
Quote
This ONLY my opinion.
Thats why i created the topic, if i wanted to use only my opinion, don't would be needed have created a discussion about that feedback is always welcome (of course, i need to filter it, cause no all members leave usefull feedback)
Quote
Anyway, keep it up! EDIT: BTW the shader is cool! 8)
i'll never touch in blender codes this year again, cause i'm going pretty more crazy than the usual to do that but thank you!
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 05, 2017, 09:31:49 pm
result of 22 days of studing
FIRST ATTEMPT TO STAND(https://s27.postimg.org/efcmmbzbn/STAND.gif)WORK AT NOW(https://s27.postimg.org/7nvmr7mnn/STAND.gif)TESTS WITH PALS(https://s27.postimg.org/d0kh5cak3/stand2.gif)(https://s27.postimg.org/5ymjj56yb/stand3.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on February 05, 2017, 09:43:07 pm
Impressive. This is really far better in all aspects. :)
About my previous message, don't worry, it was not against you. I just know sometimes random guys come from nowhere to say "no! you're wrong because blablablah..." Even if it happen less these last years...
You have my support on this project. I really hope it will be completed one day. :D
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 06, 2017, 04:08:49 pm
Impressive. This is really far better in all aspects. :)
You have my support on this project. I really hope it will be completed one day. :D
Thanks Man... I will release her still this year, the other part that will be dificult is coding but i'm thinking about ask for a help with this part, maybe i only animate and create paletes, and other people code it for me when i finish the sprites i will try to find someone.
New Move have the idea and put it on GIF (https://s28.postimg.org/bb3j4a2yl/base_upper.gif) Pose de model and generate the sprites, aply pal, and timing it on fighter factory (https://s28.postimg.org/yqq1ndc3h/galactica_upper.gif) highkick wip (https://s23.postimg.org/qunsszyfv/HIGH_KICK.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 07, 2017, 04:41:47 pm
*Receive her first finish palete (that give her the feeling that i have in mind for the project) *Change the images database to DeviantArt, easy to give copyright and i think it is more usual than postimg.org *Minor fixes in old animations *Final avaliation about the shader, and will really be the final version of SSS (supreme sprite shader) he still don't know how to do internal outlines but i no think i can teach it to the script... *This is the final aspect of the char in her PALETE 1 no so good as hand spriting one by one sprite, but is more realizable, so... I preffer to do anything like 90% than i wanted than her be only a project, not a character, with this method i can do 2 or 3 moves per day if i have 2 hours or more studing with her.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on February 07, 2017, 05:28:31 pm
Nice updates! I like the uppercut, but the kick is kind of strange. (Is it based on Adon's HK during intro VS Sagat?) It lacks of dynamism and perhaps some more recovery sprites?
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Bastard Mami on February 07, 2017, 07:14:09 pm
welll it's pretty clear that your best area of possible improvement is in animations do you aniamte straight ahead or by keyframes ?
now, regarding the kick, if that's a front kick, generaly speaking the back leg is not going to twist at all, that might be what makes it look weird for ned.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 07, 2017, 10:46:03 pm
welll it's pretty clear that your best area of possible improvement is in animations do you aniamte straight ahead or by keyframes ? is frame by frame, bone by bone, this part is full manually cause i'm doing this project to stud animations now, regarding the kick, if that's a front kick, generaly speaking the back leg is not going to twist at all, that might be what makes it look weird for ned.
this kick is discarted
some new tests, and maybe a new move aproved high kick (http://orig03.deviantart.net/b93c/f/2017/038/e/e/hkick_by_mastertkof-day8ih0.gif) high kick when hit or close (http://orig09.deviantart.net/0578/f/2017/038/f/d/hkickclose_by_mastertkof-day8j8s.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 09, 2017, 03:10:23 pm
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 11, 2017, 12:13:57 am
Studying Walt Disney animations and books
concept by hand without references (http://orig09.deviantart.net/9cd1/f/2017/041/c/4/study_run_for_mae_jae_by_mastertkof-daykw7v.gif) aplying the comcept to the model (hard, but i think the next will be more easy cause i'm learning some things) (http://orig06.deviantart.net/966f/f/2017/041/1/6/mae_jae_run_aplying_the_move_to_de_model_by_mastertkof-daykwgr.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Bastard Mami on February 11, 2017, 12:30:44 am
yep, I see a lot of improvement with that one.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on February 11, 2017, 01:16:32 am
Some nice progress with the moves!
Her walk seems a little too much. well she make big steps I think. I would work for a custom run-like anim. But for a walk I think this is too much.
Anyway yes there is some improvement :)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 11, 2017, 04:23:29 am
Her walk seems a little too much. well she make big steps I think. I would work for a custom run-like anim. But for a walk I think this is too much.
Anyway yes there is some improvement :)
Thanks, this animation is a RUN i'm thinking in code her in infinity style(or find someone to code) is slow cause is for demonstration and feedback, in game is pretty more fast
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 11, 2017, 07:46:55 pm
Portrait Work in progress final version will have more details and be more smooth (http://orig13.deviantart.net/a011/f/2017/042/1/0/mae_jae_portrait_wip_by_mastertkof-dayoizf.png)
EDIT: Updating old moves (http://orig01.deviantart.net/c6d8/f/2017/042/2/5/van_damme_kick_2_by_mastertkof-dayp5nm.gif) (http://orig01.deviantart.net/1d97/f/2017/042/6/2/van_damme_kick_1_by_mastertkof-dayp5bm.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Bastard Mami on February 12, 2017, 01:37:54 am
good, now I can read it as a kick.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 13, 2017, 12:25:32 am
:computer: after 2 days studying digital art, and relearning how to use sai to paintings SELECT SCREEN PORTRAIT FINISHED (http://orig15.deviantart.net/911c/f/2017/043/6/3/mae_jae_select_screen_portrait_by_mastertkof-dayukx3.png)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 13, 2017, 04:47:40 pm
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Bastard Mami on February 13, 2017, 05:39:02 pm
you want to align the animation keeping the "back foot" static so it's easier to apreciate it
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: mr_bourrepalestick on February 14, 2017, 10:34:42 am
Some serious progress made overall here ! Keep your efforts mate !
Some feedback from my part. I don't intend to sound discouraging, so please don't take these words personnally.
Overall view There is "that something" which bothers me a lot in every preview. I think that's the result of many elements that combine together.
1 - The 3D model In your concept : What is she wearing ? Is she wearing a bra ? An underpant ? Or is it just body painting ? Because I can clearly see her tits and vagina (on the "finished portrait screen" too btw). Personally it's ok for me if she has just body painting. But if that's not the case, you'll definitely need to adjust your 3d meshes, at least to give the illusion of clothes. Not just colour shaders on the body. I don't buy the illusion.
Overall, your 3d model concept doesn't look bad (= it is quite ok , but nothing unsually great IMO) In details, I cannot take it being "finished".
Great progress on her skirt btw !
2 - Representing a "living body" It is obvious that this is your first 3d animating project. That's ok. We all need to start somewhere :) But you have chosen the most difficult challenge : a human body.
When creating animations, we mostly make an illusion of movement. But this illusion is fragile. And it is more fragile when you animate a model representing a "common living body". Every detail counts. No mistakes allowed. Or the illusion is just wasted --> no one "believes" in the movement. On the other hand, if the model represents a "non-living" body (a robot for example), the illusion will be easier to achieve. Our eyes will be more permissive. Very permissive.
Spoiler: example of a robot fighting game : Rising Thunder(click to see content)
I don't want to sound discouraging, and your progress reflects the efforts you put in your work. But with this human kind of model, every detail counts : in the model design AND in animating process. I can just wish you good luck. :)
3 - What is your main focus ? Let me say it differently : Is your focus about animating process ? (rigging, animating the skeleton) Is it about creating a 3D model ? Is it about rendering 3D -> 2D ? Which one is the most important to you ? Which one comes last ?
I am very convinced that if you have a clear view on this, your work would improve a lot "better".
For example, let's suppose your #1 focus is about animating process. Then, I think you should work with a "mannequin" type of model.
Those models are meant to be neutral, so you can focus on the movement, and movement only. You don't bother with rendering quality. You're focusing on animating your skeleton. Point mark. You think of all animations you need (stance, gethit, attacks etc.) and you make them. You could start working on a "better looking model" at the same time, but only for proportions and testing/preview stuff. It shouldn't be your #1 focus until your animation work is "almost" finished. Once you have your animating process mastered, you already have your skeleton movements. Then, you can use this skeleton on your better looking model. So you go to #2 : Focusing on designing a "cool 3D model". So you design the hair, the clothes, face etc. Then you can add rigs to the clothes and hair. All movements will be determined by the skeleton that you've already made in #1, so it will be easier to adjust the new stuff. Then, finally, you go to #3 : rendering process. Every animation is designed, clothes move correctly. You can entirely focus on the best rendering process, testing different methods etc. Once you find what suits you the best, you render all your animations. End of the example.
But, if your #1 focus is on "designing a cool looking 3D model", focus on it and do it 100%. You cannot have just colour shaders instead of clothes... And if your #1 focus is on "rendering 3D->2D process" , start with a "FINISHED 3D model". A "really finished" 3D model.
But if you want to focus on all of the 3 at the same time ... it is very likely you will have to start it all over many times.
4 - Animating FOR a fighting game
I'm not sure how/where I found this video. 20 minutes of condensed essential stuff.
Keep in mind the animations you're making are for a fighting game. Not for a movie. It changes many things.
:computer: after 2 days studying digital art, and relearning how to use sai to paintings SELECT SCREEN PORTRAIT FINISHED (http://orig15.deviantart.net/911c/f/2017/043/6/3/mae_jae_select_screen_portrait_by_mastertkof-dayukx3.png)
Nice art, lovin the attention to detail on the camel toe and the green eyes, very nice!
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: altoiddealer on February 14, 2017, 04:26:01 pm
The "bra" appears impossibly shaped during some of her movements. The underboob sprites make it look like it's fabric cut into some crazy shape and glued on.
But in some sprites, it looks like it's functional and actually supporting her breasts.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 14, 2017, 06:19:57 pm
Some serious progress made overall here ! Keep your efforts mate !
Some feedback from my part. I don't intend to sound discouraging, so please don't take these words personnally.
Overall view There is "that something" which bothers me a lot in every preview. I think that's the result of many elements that combine together.
1 - The 3D model In your concept : What is she wearing ? Is she wearing a bra ? An underpant ? Or is it just body painting ? Because I can clearly see her tits and vagina (on the "finished portrait screen" too btw). Personally it's ok for me if she has just body painting. But if that's not the case, you'll definitely need to adjust your 3d meshes, at least to give the illusion of clothes. Not just colour shaders on the body. I don't buy the illusion.
Overall, your 3d model concept doesn't look bad (= it is quite ok , but nothing unsually great IMO) In details, I cannot take it being "finished".
Great progress on her skirt btw !
2 - Representing a "living body" It is obvious that this is your first 3d animating project. That's ok. We all need to start somewhere :) But you have chosen the most difficult challenge : a human body.
When creating animations, we mostly make an illusion of movement. But this illusion is fragile. And it is more fragile when you animate a model representing a "common living body". Every detail counts. No mistakes allowed. Or the illusion is just wasted --> no one "believes" in the movement. On the other hand, if the model represents a "non-living" body (a robot for example), the illusion will be easier to achieve. Our eyes will be more permissive. Very permissive.
Spoiler: example of a robot fighting game : Rising Thunder(click to see content)
I don't want to sound discouraging, and your progress reflects the efforts you put in your work. But with this human kind of model, every detail counts : in the model design AND in animating process. I can just wish you good luck. :)
3 - What is your main focus ? Let me say it differently : Is your focus about animating process ? (rigging, animating the skeleton) Is it about creating a 3D model ? Is it about rendering 3D -> 2D ? Which one is the most important to you ? Which one comes last ?
I am very convinced that if you have a clear view on this, your work would improve a lot "better".
For example, let's suppose your #1 focus is about animating process. Then, I think you should work with a "mannequin" type of model.
Those models are meant to be neutral, so you can focus on the movement, and movement only. You don't bother with rendering quality. You're focusing on animating your skeleton. Point mark. You think of all animations you need (stance, gethit, attacks etc.) and you make them. You could start working on a "better looking model" at the same time, but only for proportions and testing/preview stuff. It shouldn't be your #1 focus until your animation work is "almost" finished. Once you have your animating process mastered, you already have your skeleton movements. Then, you can use this skeleton on your better looking model. So you go to #2 : Focusing on designing a "cool 3D model". So you design the hair, the clothes, face etc. Then you can add rigs to the clothes and hair. All movements will be determined by the skeleton that you've already made in #1, so it will be easier to adjust the new stuff. Then, finally, you go to #3 : rendering process. Every animation is designed, clothes move correctly. You can entirely focus on the best rendering process, testing different methods etc. Once you find what suits you the best, you render all your animations. End of the example.
But, if your #1 focus is on "designing a cool looking 3D model", focus on it and do it 100%. You cannot have just colour shaders instead of clothes... And if your #1 focus is on "rendering 3D->2D process" , start with a "FINISHED 3D model". A "really finished" 3D model.
But if you want to focus on all of the 3 at the same time ... it is very likely you will have to start it all over many times.
4 - Animating FOR a fighting game
I'm not sure how/where I found this video. 20 minutes of condensed essential stuff. [youtube]https://youtu.be/Mw0h9WmBlsw[/youtube]
Keep in mind the animations you're making are for a fighting game. Not for a movie. It changes many things.
I hope this was "good" feedback to you. I wish you good luck mate ! :)
I understand your points and agree with alot of that you said there's no software that can replace an artist, but my S³ method really helps alot if i want the result that i have in mind... i need to do it below and i don't know if i will do it, i really want, but it needs time and i'm using my time to studying animations thats why i'm doing this char all feedback is pretty welcome but i no will change the model for this project, maybe i do other character after gain experience with that the manual finish i think if i try to do in all sprites, each one will take something like 10 minutes (sure no more) but i'm studying disney animations guilty gear, capcom, some books, and this is the priority now, learn about animations at itself
i'm a sprite artist, but i no want to use all of my time doing stands and single sprites, i want to do all spriteshit of an 1080p character and i know... my first char will not be like a blazblue or kof xiii char, but i will do it as a lesson (http://orig06.deviantart.net/044a/f/2017/045/a/0/manual_finish_mae_jae_sprite_by_mastertkof-daz1u04.png)
The "bra" appears impossibly shaped during some of her movements. The underboob sprites make it look like it's fabric cut into some crazy shape and glued on.
But in some sprites, it looks like it's functional and actually supporting her breasts.
i don't know if the explanation above clarifies it but the idea is to be a short under panties like karin on sfa series blender can do only the outlines outside the char, if i put the software to the internal, they just go crazy and sometimes work, sometimes fuck everything, so i let it for manual edit, this is always need a hand touch
:computer: after 2 days studying digital art, and relearning how to use sai to paintings SELECT SCREEN PORTRAIT FINISHED (http://orig15.deviantart.net/911c/f/2017/043/6/3/mae_jae_select_screen_portrait_by_mastertkof-dayukx3.png)
Nice art, lovin the attention to detail on the camel toe and the green eyes, very nice!
Thanks Man, she will have some more artworks it's not a hentai char, but the concept that i thinked is really to be fucking sex appeal
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 15, 2017, 12:26:07 am
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Slayer. on February 16, 2017, 09:08:51 pm
I was curious about how the finished sprite would look like, or maybe I just wanted an excuse to actually finish a HD sprite for the first time so I decided to try it myself. Well, the lesson that I got from that was - stay away from HD sprites, but back to the topic, here's my attempt: (https://2.bp.blogspot.com/-44GHqf_Dwuc/WKYDjpUpjTI/AAAAAAAADQw/XDQb1MQCZrsB_5tuKZuhj4JHujVEDN-fACLcB/s1600/sprite_test.gif)
If I can advice you, I recommend you work on her breasts and facial expressions a little more.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 16, 2017, 11:33:00 pm
I was curious about how the finished sprite would look like, or maybe I just wanted an excuse to actually finish a HD sprite for the first time so I decided to try it myself. Well, the lesson that I got from that was - stay away from HD sprites, but back to the topic, here's my attempt: (https://2.bp.blogspot.com/-44GHqf_Dwuc/WKYDjpUpjTI/AAAAAAAADQw/XDQb1MQCZrsB_5tuKZuhj4JHujVEDN-fACLcB/s1600/sprite_test.gif)
If I can advice you, I recommend you work on her breasts and facial expressions a little more.
i will change breasts alignment nothing more about the expression i totally agree with you, but 5 or 6 pixels change it easy i like your sprite, except the head and abs
studying blazblue and skullgirls process and style (https://s13.postimg.org/ocb44m57b/teste.png) i don't know whay, but deviantart just fuck the animation time. the first on air frame have only "1/100" seconds by when i put it on any site the time is changed older(http://orig00.deviantart.net/a43d/f/2017/041/8/5/uperkick_by_mastertkof-dayltzc.gif) new(http://orig06.deviantart.net/f42b/f/2017/047/e/8/mae_jae_uperkick2_by_mastertkof-dazaeik.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on February 17, 2017, 11:44:16 am
good stuff!
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 18, 2017, 03:07:39 pm
testing an old model i know the animation need legs movement, but i'm testing only the shader (http://orig10.deviantart.net/55d7/f/2017/049/6/7/test_girl_jab_hd_animation_by_mastertkof-dazhfc8.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 18, 2017, 05:02:59 pm
studying smears (http://orig03.deviantart.net/1d01/f/2017/049/7/3/mae_jae_overhead_by_mastertkof-dazhrja.gif) (http://irwt.iammanyninjas.com/images/cps3/makoto-stills.gif) (https://pbs.twimg.com/media/B34rUUKCEAE8zGw.jpg:large) (https://s15.postimg.org/jjalxh5i3/image.png) frames with smears suposed to have more information (https://s17.postimg.org/400pnje4v/phanton.png)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on February 18, 2017, 06:42:15 pm
Nice move!!
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Slayer. on February 19, 2017, 03:41:23 pm
I was curious about how the finished sprite would look like, or maybe I just wanted an excuse to actually finish a HD sprite for the first time so I decided to try it myself. Well, the lesson that I got from that was - stay away from HD sprites, but back to the topic, here's my attempt: (https://2.bp.blogspot.com/-44GHqf_Dwuc/WKYDjpUpjTI/AAAAAAAADQw/XDQb1MQCZrsB_5tuKZuhj4JHujVEDN-fACLcB/s1600/sprite_test.gif)
If I can advice you, I recommend you work on her breasts and facial expressions a little more.
i will change breasts alignment nothing more about the expression i totally agree with you, but 5 or 6 pixels change it easy i like your sprite, except the head and abs
I see, although I edited the head and abs to make them close to Blazblue standards. Anyway, keep it up
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 20, 2017, 05:51:12 pm
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 22, 2017, 02:17:27 am
studying the phanton effect (2 feets at the same time on the sprite) and the whip effect (when breasts or hair are moved at the limit and rapid go back to original pose) full in blender... updating S³ (Supreme Sprite Shader) by me. this move basically have 10 important frames, but is a 16 frames animation to shake breasts and hair and yes, shake hair and breasts are pretty important (http://orig09.deviantart.net/1ced/f/2017/052/3/a/bianca_tae_kwon_do_axe_kick_by_mastertkof-dazx8hk.gif) tomorrow i will start the studying about KOF XII and XIII
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 22, 2017, 06:44:28 am
cross punch :kugoi: only the basic poses (https://s1.postimg.org/eum2sjpov/exemple1.gif) and now with animations tricks (http://orig15.deviantart.net/9456/f/2017/052/5/1/mae_jae_cross_punch_by_mastertkof-dazy8eg.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 22, 2017, 09:31:08 pm
more shader tests (http://orig02.deviantart.net/665c/f/2017/053/5/4/b_showcase_by_mastertkof-db0093t.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 24, 2017, 02:18:19 am
new move
i try to give her a new palete based on the brazilian flag and on the street fighter III new generation style anyway i don't know how i preffer (http://orig11.deviantart.net/38a8/f/2017/054/d/1/mae_jae_new_move_and_palete_by_mastertkof-db058l4.gif) (https://s1.postimg.org/nuj2yp4an/upper1.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: HexagoN on February 24, 2017, 06:18:42 pm
"EITAA!" That's pretty dope! Keep it up! :thumbsup:
cross punch :kugoi: only the basic poses (https://s1.postimg.org/eum2sjpov/exemple1.gif) and now with animations tricks (http://orig15.deviantart.net/9456/f/2017/052/5/1/mae_jae_cross_punch_by_mastertkof-dazy8eg.gif)
Hmm...Did you thought about twisting her torso and leg a little bit? It's because when you make either a punch or a kick the whole body moves according to the movement. Something like these:
Spoiler, click to toggle visibilty
(http://i.imgur.com/OmC6h4F.png) and Ryu (http://i.imgur.com/vcFRBJm.png) maybe this video can help too
And I think her head is a little tilted down, It seems she is looking to the ground instead of her opponent. Well, Unfortunately I'm not a spriter or animator for now, I don't know how hard might be to create this char, this is just my amateur vision maybe someone with professional vision could help you out better than me.
i try to give her a new palete based on the brazilian flag and on the street fighter III new generation style anyway i don't know how i preffer (http://orig11.deviantart.net/38a8/f/2017/054/d/1/mae_jae_new_move_and_palete_by_mastertkof-db058l4.gif) (https://s1.postimg.org/nuj2yp4an/upper1.gif)
Man I really like her in Brazilian pallete :P Good use of the blue of our flag by the way, instead of just green and yellow like always it is made. So hope that everythig goes right with your project! ;D
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 25, 2017, 01:55:59 am
cross punch :kugoi: only the basic poses (https://s1.postimg.org/eum2sjpov/exemple1.gif) and now with animations tricks (http://orig15.deviantart.net/9456/f/2017/052/5/1/mae_jae_cross_punch_by_mastertkof-dazy8eg.gif)
Hmm...Did you thought about twisting her torso and leg a little bit? It's because when you make either a punch or a kick the whole body moves according to the movement. Something like these:
Spoiler, click to toggle visibilty
(http://i.imgur.com/OmC6h4F.png) and Ryu (http://i.imgur.com/vcFRBJm.png) maybe this video can help too [youtube]https://www.youtube.com/watch?v=qAVhhUCBexo[/youtube]
***agreed, added some new bone poses and sprites (http://orig13.deviantart.net/527b/f/2017/055/f/d/mae_jae_punch_4_by_mastertkof-db095qu.gif)
And I think her head is a little tilted down, It seems she is looking to the ground instead of her opponent. Well, Unfortunately I'm not a spriter or animator for now, I don't know how hard might be to create this char, this is just my amateur vision maybe someone with professional vision could help you out better than me.
*** about that i will keep it at this time... on MMA we keep the jaw so close as possible for torax, and look at the eyes of enemy just with the eyeballs
i try to give her a new palete based on the brazilian flag and on the street fighter III new generation style anyway i don't know how i preffer (http://orig11.deviantart.net/38a8/f/2017/054/d/1/mae_jae_new_move_and_palete_by_mastertkof-db058l4.gif) (https://s1.postimg.org/nuj2yp4an/upper1.gif)
Man I really like her in Brazilian pallete :P Good use of the blue of our flag by the way, instead of just green and yellow like always it is made. So hope that everythig goes right with your project! ;D
***Thanks! all feedback is welcome and i analyse with care all of those i received
Not bad! I still prefer your main girl project! :D
hehe i don't know why, but alot of people like her throw 1 (the butt at the 6 and 7 frames performs a light medium hit before trow) (http://orig06.deviantart.net/b96d/f/2017/061/8/8/mae_jae_throw1_by_mastertkof-db0z4cr.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on March 03, 2017, 10:07:14 pm
EDIT: At the start of the project, the original plain is to learn about animations, and code it as a Kung Fu Man clone, withou sounds or anything more cool but when i'm doing it, i really thing it could be better in programtion but i no want to use my time studying codes this year, so... i'm openning it if any coder want to make the char, just call here on the topic or by pm
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on March 05, 2017, 12:14:05 pm
My opinion. -First throw looks strange. I understand the move but it looks... (???) You might get a look at Ibuki's throw in SF3 and Rock's throw in MOTW/CVS2 It might inspire you.
-2nd throw looks ok to me. Looks like Tina's "version" of Frankensteiner in DOA series. Really not bad. If I had to animate it myself, I would make her actually sitting on opponent's shoulders before to slam them to the ground.
funny stuff, your last pose gives the feeling she's landing on opponent's chest and is ready to beat them on the ground with punches... ;)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on March 07, 2017, 04:07:38 pm
agree ^-^ a third attempt of throw (http://orig04.deviantart.net/6d8f/f/2017/066/4/a/mae_jae_throw_3_by_mastertkof-db1hvgn.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on March 07, 2017, 09:28:44 pm
Good! During the leg move, I suggest to more more the body as well. PPl can not be agree with that, but I usually avoid to move only a limb even for a light punch :D
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Eduardo Merenda on March 07, 2017, 11:41:25 pm
Is this project your first version of Mae Jae? For, every time I stalk these two elements, the more I believe that MJ was born from Thanyan. The profiles are very similar!
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on March 08, 2017, 12:36:08 am
Is this project your first version of Mae Jae? For, every time I stalk these two elements, the more I believe that MJ was born from Thanyan. The profiles are very similar!
pretty sure, is the same spirit but Mae Jae is pretty more realisable... so, i prefer do small project than a great project that will never bring to life is better a step maked than a thousand miles imaginated
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on March 10, 2017, 09:34:56 pm
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on March 14, 2017, 12:55:18 am
i'm thinking in let only to intensity for each hit style two mids (https://s22.postimg.org/st8c7jrup/gethit4.gif) (https://s22.postimg.org/jmq1k9mm9/gethit5.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on March 17, 2017, 11:33:30 pm
paletes tests and ingame portrait select screen (https://s8.postimg.org/i5xj4wf1x/5.png) other colors in spoiler
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on June 01, 2017, 12:10:16 am
test (http://orig12.deviantart.net/87ce/f/2017/151/e/1/walk3_by_mastertkof-dbb3nh9.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on June 10, 2017, 08:49:54 pm
Old Axe kick (http://orig06.deviantart.net/e8b8/f/2017/161/d/7/mae_jae_axe_kick_1_by_mastertkof-dbc8791.gif) New Axe kick (reverse pose "mirror" to use other leg and get more "pantyshot", "upskirt" frames, and add some more boob moves frames) (http://orig15.deviantart.net/5cf3/f/2017/161/e/3/axe_kick_3_by_mastertkof-dbc87d3.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on June 13, 2017, 09:31:24 pm
Get Strong Hit or Counter Rolling Fall (http://orig06.deviantart.net/e673/f/2017/164/2/4/hitroll1_by_mastertkof-dbckypr.gif) (http://orig12.deviantart.net/b4fa/f/2017/164/1/9/hitroll2_by_mastertkof-dbcl0di.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on June 13, 2017, 11:48:51 pm
i want to ask something to you guys.. is time to find a programmer and make the char to release soon... so...
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on June 14, 2017, 12:03:19 am
Nice to see this will happen. IMO you should keep the character sprites H-Res or whatever guys name it. The detail loss is really too bad :/
This is only my opinion :)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: altoiddealer on June 14, 2017, 04:31:48 pm
You are probably far enough in your sprite project to try to find a programmer. Or to start reading MUGEN Class materials in your spare time for the possibility that no programmer is found.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on June 14, 2017, 11:26:38 pm
*Stretch legs taunt *New pallete for seems like a latin girl that she is (but will be an alternative pal) thinking about change the color of panties for white in the new pal... (http://orig00.deviantart.net/495d/f/2017/165/b/2/taunt1_stretch_leg_by_mastertkof-dbcpmbp.gif)(http://orig13.deviantart.net/bf7a/f/2017/165/d/8/taunt1_stretch_leg_new_palete_by_mastertkof-dbcpmit.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on June 15, 2017, 03:23:33 am
Galactica Upper Fixed on some details (http://orig03.deviantart.net/20c6/f/2017/165/3/8/galactica_upper_fixed_some_details_by_mastertkof-dbcqhqk.gif) Taunt fast rework for more smooth breasts moves and retiming, some changes on pal (white panties now) (http://orig10.deviantart.net/381c/f/2017/165/f/c/taunt1_3rd_attempt_some_fixes_on_breasts_by_mastertkof-dbcqicq.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on June 15, 2017, 06:35:33 am
OTG Off The Ground new move to finish combos (http://orig12.deviantart.net/9f89/f/2017/165/c/5/ground_hit_by_mastertkof-dbcr4kv.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Kazecat on June 15, 2017, 10:43:35 am
I may be biased but I really like that OTG.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on June 16, 2017, 08:05:55 pm
OTG Off The Ground new move to finish combos (http://orig12.deviantart.net/9f89/f/2017/165/c/5/ground_hit_by_mastertkof-dbcr4kv.gif)
I like this move! :) Actually a lot of girls use it in neo geo games :) Mai in RB, Marian in DD, Kisarah in AODK...
perhaps giving some bounce effect (on miss and on hit)
other moves are OK to me!
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on June 18, 2017, 08:06:35 pm
Thanks Ned i will put some "whip" effect on legs and nipples
paletes template i will do 10 "official" paletes but i can add more if someone wants to make it (credits in the docs of char) (http://orig06.deviantart.net/e515/f/2017/169/d/1/mae_jae_template_pal_2_by_mastertkof-dbd5k4h.png)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on June 23, 2017, 01:20:55 am
PAL 3 (http://orig04.deviantart.net/0603/f/2017/173/1/d/pal3_by_mastertkof-dbdneks.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on June 24, 2017, 12:49:25 pm
Nice job! I'm not very good with + 16 palettes making, but I might give it a try later if the project really continues as an actual character.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on August 04, 2017, 01:00:56 am
Launcher something like Oro (https://www.fightersgeneration.com/characters2/oromp2.gif) (http://orig09.deviantart.net/971e/f/2017/215/d/f/mae_jae_launcher_by_mastertkof-dbir8zh.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on August 04, 2017, 10:58:16 am
Good job!!
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on August 04, 2017, 08:47:33 pm
Some Jumps (http://orig03.deviantart.net/c0d6/f/2017/216/7/9/jump_back2_by_mastertkof-dbiuilj.gif) (http://orig05.deviantart.net/0af8/f/2017/216/8/d/jump_up3_by_mastertkof-dbiuisd.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on August 04, 2017, 11:32:43 pm
Nice ones! The hop back is pretty good! But the vertical/normal jump is too simple IMO she should move more her body during it.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on August 05, 2017, 01:44:39 am
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Thedge on August 05, 2017, 02:53:38 am
The model is pretty good but you need to improve the way you animate it, usually you show animations with a rigid torso that looks unnatural to say the least. You can base your animations on other characters to avoid this issues until you are comfortable aninating by yourself.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on August 05, 2017, 11:55:25 pm
The model is pretty good but you need to improve the way you animate it, usually you show animations with a rigid torso that looks unnatural to say the least. You can base your animations on other characters to avoid this issues until you are comfortable aninating by yourself.
i will keep it in mind next animations.
Crouching Medium and High Kicks. (http://orig03.deviantart.net/8cb8/f/2017/217/6/3/crouchmediumkick_by_mastertkof-dbizkvv.gif) (http://orig07.deviantart.net/f46d/f/2017/217/d/2/crouchhighkick_by_mastertkof-dbizl37.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on August 06, 2017, 12:17:53 pm
I will be true. both these crouch kick are really strange (strange position and animation)
I would really recommand to use references for these animation. Just give a look at how girls kicks (KOF, SFA, SF3, CVS...)
good luck
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on August 06, 2017, 08:47:48 pm
I will be true. both these crouch kick are really strange (strange position and animation)
I would really recommand to use references for these animation. Just give a look at how girls kicks (KOF, SFA, SF3, CVS...)
good luck
i will check some 3rd strike references for new moves... at now, editing her super and ultras SUPER ELBOW OVERHEAD (http://orig02.deviantart.net/14f3/f/2017/218/e/b/super_overhead_by_mastertkof-dbj32o8.gif) ULTRA ELBOW OVERHEAD (http://orig08.deviantart.net/3405/f/2017/218/e/b/ultra_overhead_by_mastertkof-dbj33f1.gif) SUPER KNEE KICK (http://orig01.deviantart.net/a0b4/f/2017/218/f/4/super_double_kick_by_mastertkof-dbj3rua.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on August 09, 2017, 08:52:28 pm
Super and Ultra Galactica Upper (http://orig11.deviantart.net/c923/f/2017/221/b/b/mae_jae_super_galactica_upper_by_mastertkof-dbjggo9.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on September 03, 2017, 08:52:36 pm
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on September 06, 2017, 12:33:36 am
only resize without any manual adjust, only for tests (https://orig14.deviantart.net/7380/f/2017/248/9/b/launcher_test_by_mastertkof-dbmih60.gif)(https://www.fightersgeneration.com/characters/chun-ts-air3.gif)(https://www.fightersgeneration.com/characters2/oromp2.gif)
RENDER TO 3RD STRIKE STYLE TEST 3 (https://orig11.deviantart.net/c03d/f/2017/248/c/7/3d_render_to_sfiii_test_by_mastertkof-dbmisc8.gif) 3RD STRIKE PROPORTIONS TEST 2 (https://orig03.deviantart.net/f669/f/2017/248/a/b/teste_by_mastertkof-dbmisoc.png)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on September 06, 2017, 08:27:42 pm
manual adjusted sprite in sf3 style test pure blender render (left) manual edit over the render (right) the method work pretty fine for spinning and rolling moves, or other moves with a big variation between the frames, but for stands and walks and other minor moves, will need more manually improvement (https://s26.postimg.org/xp6fpobl5/blender_adjust.png)
Blender tests on 3rd strike proportions, without any manual adjusts it suposed to be 75%~98% done in cg, so, something like 2%~25% of the sprite need to receive manual drawing IMO, if i decide to keep sf3 style, maybe i change hand, head and feet proportions. (https://s26.postimg.org/3zk25udnt/image.gif)(https://s26.postimg.org/y5igkmkkp/image.gif)(https://s26.postimg.org/g3zbmtqjt/image.gif)(https://s26.postimg.org/6kpmtd31l/image.gif)(https://s26.postimg.org/45xr8xmsp/image.gif)(https://s26.postimg.org/rvn6xml61/image.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: altoiddealer on September 06, 2017, 10:02:26 pm
Those look pretty sharp. Nice work!
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on September 07, 2017, 01:10:23 am
Thanks sir. i love sf3 sprites, and aways ask myself if can have some way more fast to do it, without do full manually 1200~2000 sprites pixel by pixel i really preffer the result of do all the pixels by hand, but i think we can try to use some resources to help us with the most repetitive part of the work and with this, make the projects more "realizables" cause alot of people in mugen comunity have alot of talent and skills, but just no have free time, cause need to work with other things. some more tests (pure blender, no manual edits) (https://s26.postimg.org/xozjh501l/throw0.gif)(https://s26.postimg.org/ttw5ekgvt/throw1.gif)(https://s26.postimg.org/yh27gc48p/throw2.gif)(https://s26.postimg.org/x3akl14zd/throw3.gif)(https://s26.postimg.org/54geu63cp/throw4.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Falcon Rapper on September 07, 2017, 09:21:42 pm
Hey man, it's going great, congratulations, I'm looking forward to seeing her in action... :)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on September 08, 2017, 12:42:39 pm
good! Keep it up!
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on September 21, 2017, 02:35:04 am
Hey man, it's going great, congratulations, I'm looking forward to seeing her in action... :)
thanks man! i still don't know but i thinking in have a low res version too i really love 3rd strike, but the sprites just don't have the same style, cause sf3 outline is in alot of colors, "sometimes 3" and mae project have one fixed color for shadow line, and other for light line, but maybe we can do it
something like and pre-alpha version, is just an infinity kung fu man from divinewolf with her sprites and some changes in codes and animations http://www.mediafire.com/file/3wbw2ce3dy1h87b/MJ.7z
*NEW PALETEs Front Jump (https://s26.postimg.org/6r4vghsnd/image.gif) Back Jump (https://s26.postimg.org/br2bofya1/image.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on September 23, 2017, 01:13:29 am
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on September 24, 2017, 12:10:09 am
Original Palete finished! the result that i have in mind when i create the shader with 7 shades *light line *light color *3 fade in shades *shadow color *shadow line
this is based on original ideas and SF3 and KOF XII references (https://s26.postimg.org/ifgz9eo6x/FINAL_PALETE.png)
I'm not fan of her jump light kick, but other are OK!! :)
totally agree man! but in game it seems more common cause it keep on screen something like 20 frames or less (she is really a fast char) anyway after i finish all sprites and release as a 0.1 version, i will rework some graphics things, and this kick really will be on the list ;)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on September 30, 2017, 03:11:26 am
Other girls still no named, shader updated (https://s25.postimg.org/fojpt6hdr/SPRITE_1.png)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Revanto on September 30, 2017, 03:53:12 am
Good luck with this project and I see that you are devoted to getting her finished.
However, if you want to improve your animations, I suggest you don't ignore animating the shoulders/collarbone. Also, if you animate her face a bit to show the stress and power in some moves (even blinks and half blinks can be good) then I can guarantee you'll be on the next step to making her a great character.
There are still a lot you should learn about how the human body moves but working on the shoulders and the face will be a good start. If you have trouble with this then try doing some motions with your own body yourself and pay attention to what is happening to your body. You can also film yourself or use a mirror as that is also helpful.
Well done so far, though.
Cheers, Revanto ;P
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on September 30, 2017, 10:31:22 pm
Good luck with this project and I see that you are devoted to getting her finished.
However, if you want to improve your animations, I suggest you don't ignore animating the shoulders/collarbone. Also, if you animate her face a bit to show the stress and power in some moves (even blinks and half blinks can be good) then I can guarantee you'll be on the next step to making her a great character.
There are still a lot you should learn about how the human body moves but working on the shoulders and the face will be a good start. If you have trouble with this then try doing some motions with your own body yourself and pay attention to what is happening to your body. You can also film yourself or use a mirror as that is also helpful.
Well done so far, though.
Cheers, Revanto ;P
Thanks bro! i will repose some moves, and others will receive manual edit still have 2 months, and i think it will be improved (not all frames) but, alot of things will be better when release
Other tests, and projects no named character develop in SF3 size and test sf3 have lines in 2 or 3 colors, and my shader just, don't do it, aways the outlines will have the same color in lighting side, and other color in the shadow side, but it can't use 2 colors on the same side (https://s25.postimg.org/acmhd3bpr/SIZE.png) what you thing about it guys? is OK to do a SF3 char without the line color variation? or it seems strange or whrong, cause is out of the style of SF3?
Pure blender (left) manual edit over render (right) (https://s25.postimg.org/8kblihslb/BASE.png)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: AlexSin on October 01, 2017, 02:04:13 am
The manual edit did almost nothing to make it look SF3 styled. First of all the light source is wrong, second the colours don't have good contrast, third the proportions and details don't look right.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on October 01, 2017, 09:03:48 pm
The manual edit did almost nothing to make it look SF3 styled. First of all the light source is wrong, second the colours don't have good contrast, third the proportions and details don't look right.
i really agree about the light source, about manual edit i really no want to do much, changed somethings on proportions about minor details i'm thinking in keep it on original style if i decide to keep it on low res cause redraw all lines. will take alot of time (https://s25.postimg.org/t6cxbloqn/SIZE2.png) (https://s25.postimg.org/5x8p95qxb/asddddd.png)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Rai Tei on October 02, 2017, 01:46:17 pm
When looking at you animations, I noticed that they all look very stiff. All of them lack momentum and recoil.
Especially limps and spine should bounce to make your animations look more smooth. Focus more on those instead of bouncing her boobs.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on October 03, 2017, 11:03:51 pm
Smoking Snake Supreme Soldier (Original Style Low Res Char) render with manual edits (https://s1.postimg.org/37qubfqg0v/image.png) maybe a future project have some influences of KI, CVS, SFIII, and KOF XII
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on October 05, 2017, 08:46:45 pm
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Momotaro on October 07, 2017, 01:14:52 am
some interesting stuffs! I still prefer your Mae Jae character.
BTW : you shouls always avoid having animations where a body part is frozen (don't move at all) It makes the anim unprofessionnal. This is just my feeling about it.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on October 08, 2017, 01:47:36 am
some interesting stuffs! I still prefer your Mae Jae character.
BTW : you shouls always avoid having animations where a body part is frozen (don't move at all) It makes the anim unprofessionnal. This is just my feeling about it.
i will check about it, alot of animations will have remakes
tests whith shader without manual edit (not a project, just tests and trying to make a scene for anime chars) (https://s1.postimg.org/3rq41hg8un/ALPHA_1.png) (https://s1.postimg.org/7if9mq5brz/alpha_2.png)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: lui on October 08, 2017, 09:28:48 pm
what program do you use for the models and the cel shading? im very, very interested in this myself
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on October 09, 2017, 12:45:42 am
what program do you use for the models and the cel shading? im very, very interested in this myself
Rendering in blender, but i use alot of freebies and bones from MMD opensource, and edit alot of things in MMD editor too, using blender just to render and pose the bones, all the Mae Jae tools will be released as an opensource tutorial and tools at the release of 0.1 version of the char... still this year
Title: Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
Post by: Mastertkof on October 10, 2017, 01:09:13 am
Started to do a new project (just a helper, not a char... or... maybe) at now just trying to fix the shadow and lights, no working on render or model (https://s1.postimg.org/11qimwyc4f/testekofxii.gif) (https://s1.postimg.org/15a4kmr74f/image.png)
Title: Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
Post by: AugustAPC on October 10, 2017, 03:22:28 am
I poked around with your SF3 render proportions. The head, the breasts and the hands, mostly. It still needs a ton of work to be hit the SF3 style, but the proportions should be a little more accurate.
(https://i.imgur.com/bpxeNbP.png)
Title: Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
Post by: Mastertkof on October 14, 2017, 01:38:28 am
I poked around with your SF3 render proportions. The head, the breasts and the hands, mostly. It still needs a ton of work to be hit the SF3 style, but the proportions should be a little more accurate.
(https://i.imgur.com/bpxeNbP.png)
i like what you do in head (seems Elena head now) and hands (it is seems Makoto hands now) maybe if i try to finish this model i aply this fixes, cause i really like it thanks
Mae Jae Midnight Bliss (https://s1.postimg.org/53vo97w54f/image.gif)
Title: Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
Post by: Mastertkof on October 15, 2017, 12:49:15 am
second attempt to midnight bliss of Mae Jae (https://s1.postimg.org/3n5myn1xn3/MD2.gif)
Title: Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
Post by: GDPenguin on October 15, 2017, 08:14:02 pm
Title: Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
Post by: Mastertkof on October 19, 2017, 08:27:25 pm
feedback welcome about the lightsource (other things will be changed) (https://s1.postimg.org/10xuxhsp8f/BOXER_CHAR_XIII.gif)
Title: Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
Post by: Mastertkof on October 21, 2017, 01:42:51 am
pure render (no edits) (https://s1.postimg.org/8zgx2cdqvj/KOF_XII_BOXER_GIRL_0-0.png) starting to fixing lines and shades (https://s1.postimg.org/1i2lvv0fvz/KOF_XII_BOXER_GIRL_0-1.png) with some changes in pal (https://s1.postimg.org/6bfzbn6jhr/PAL.png) going in the way i want, but is a wip, and need some changes need feedback about the stockings and skin (is the almost finished itens, the rest i will change)
the sprite is not finished, only the stockings and leg skin
Title: Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
Post by: Mastertkof on November 03, 2017, 06:51:38 pm
i will try to keep this thread focused on Mae Jae
received permission to use cvs kfm from Divinewolf as a base for the char
don`t know how to code this throw (http://orig03.deviantart.net/483a/f/2017/062/9/3/mae_jae_throw2_by_mastertkof-db12cna.gif)
Title: Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
Post by: Momotaro on November 04, 2017, 01:54:31 pm
what is the starter/attempt of this move. standing or jumping attempt.
stand = use KFM thros as a base and try to bind opponent to player
jumping = use Clark's frankensteiner code as an inspiration to code it
glad to see you finally started this project! I'm testing your beta
Title: Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
Post by: Mastertkof on March 16, 2019, 10:48:06 pm
(https://i.postimg.cc/fT4GJc7c/REBOOT.gif)
Title: Re: MasterTkof Projects
Post by: Mastertkof on March 18, 2019, 10:09:42 pm
some tests (need to reduce the scale, and the color style don't match) is only some tests to try going close... not exatly the same style... something like Elena is not a project just trying to fix somethings like lightsource and proportions for now (https://i.imgur.com/XjcXST6.gif) (https://i.imgur.com/DKEjIZU.gif) (https://i.imgur.com/oiL9PKu.png) (https://i.imgur.com/nC3i1fR.png) (https://i.imgur.com/LmvAGpL.png)
Title: Re: MasterTkof Projects
Post by: Mastertkof on March 19, 2019, 10:47:47 pm
a try of portrait, really don`t like it, but will change later (https://i.imgur.com/vmGB85y.png)
news face based on other girls chun, poison, elena hair based on remy proportions changed a bit (https://i.imgur.com/LVdMQuA.png) (https://i.imgur.com/klqYOuO.png)
a cvs color style try... i don't like this style, but is fucking easy to make just render in 3 shades and manually add the 4th and edit details (https://i.imgur.com/T6PW04s.png) (https://i.imgur.com/0sJjwDr.png)
Title: Re: MasterTkof Projects
Post by: Mastertkof on March 22, 2019, 07:40:44 pm
updated the model and the shader of Boxer in new version of blender... *fixed proportions *fixed face *all the 7 shades is now rendered on the software *blender is now doing almost 75% of the pixels Render+pixel art (https://i.imgur.com/4N3jRaS.gif) comparisson (https://i.imgur.com/3UUVz1X.png) some renders to show the power of the new engine: here we see the precision of the raytraced shadow, classic on kof xii style of spriting (https://i.imgur.com/sYzo4eS.png) here we can take a look at the hair, and how simple is going to do the pixel art finishing it (https://i.imgur.com/xa3JZUZ.png) here we can see, the left leg is almost done by the shader (https://i.imgur.com/DcqKqEi.png) some details still can be better on shader (eyes, legware, and muscles) i will fix somethings before start to render the char (https://i.imgur.com/M7Xu1PC.png)
all kind of boxe and kickboxer references are welcome so soon as possible i will post the palete template
EDIT: finished the shader and the method: what seems better? this face? (https://i.imgur.com/2MKKESD.png) or this face? (https://i.imgur.com/jQhKODz.png) PAL 01 (https://i.imgur.com/ha3FGJr.png) Developer Pal (this i use to finish the sprite, no will apear in game, and have all the colors of the separation) (https://i.imgur.com/fLeWU1D.png)
Edit again: from now, let's start the "beta char" is the same process snk used on kof xii and xiii do first all the moves, and than, finish sprites one by one, in my case, it will take less work, cause i'm using the renders to generate more pixels
Title: Re: MasterTkof Projects
Post by: AlexSin on March 23, 2019, 02:26:43 pm
The feet move too much. They have to look like they're standing on the ground. The body is too stiff. The attack looks off, it doesn't look like a proper jab, I suggest you to watch some videos about jabs and reference those in your animations.
Spoiler: some videos(click to see content)
Title: Re: MasterTkof Projects
Post by: Mastertkof on March 23, 2019, 04:46:27 pm
The feet move too much. They have to look like they're standing on the ground. The body is too stiff. The attack looks off, it doesn't look like a proper jab, I suggest you to watch some videos about jabs and reference those in your animations.
yes, this is some old bones config i've used on old char. really seems weird... but the hard steps are done, is easy to mock any char now... 8 frames + stand frame (https://i.imgur.com/vJUKqeD.gif) (https://i.imgur.com/tEdI2mr.gif)
Title: Re: MasterTkof Projects
Post by: Mastertkof on March 24, 2019, 04:05:45 pm
and now. let's face an important artistic decision now:
use or no smears on the sprites? reference animation (https://i.imgur.com/8FgANF3.gif) smear frame (https://i.imgur.com/Lgx0EtM.png) mocking move (https://i.imgur.com/uzbf0Eb.gif) mocking move + smear frame (https://i.imgur.com/KB1win7.gif) smear frame (https://i.imgur.com/bx29SWt.png) to smear or not to smear, what do you thing about this, guys?
Title: Re: MasterTkof Projects
Post by: AlexSin on March 24, 2019, 04:52:48 pm
Look at KoFXIII sprites, do they use blur frames? References, references, references.
Also why does she move her head that way? M.Bison (the boxer) doesn't move his head to jab.
Title: Re: MasterTkof Projects
Post by: Mastertkof on March 27, 2019, 03:05:06 pm
testing the raytraced shadow (seems good to me, feels like fit on the style) (https://i.imgur.com/Ou6pDeR.gif)
new moves (she will also had a overhead punch) Overhead Elbow inspiration (https://i.imgur.com/V5KXgmr.gif) frames (https://i.imgur.com/B41BHRE.gif)
Title: Re: MasterTkof Projects
Post by: Henry Hero on March 27, 2019, 04:23:47 pm
she lacks twist in her torso, that's what gives that elbow strike it's power.
Title: Re: MasterTkof Projects
Post by: Mastertkof on March 31, 2019, 07:00:03 pm
Title: Re: MasterTkof Projects
Post by: Mastertkof on April 29, 2019, 06:10:14 pm
Finished Frames (software + pixel art edit) finally finished the process, so... new animations will take a time to get finished... but i will do the renders first... as the animations is done in renders, no in pixel art... cycle animations (walk, run, stand) is the hardest par of pixel art there, cause need to be the "same" proportions of face and minor details, but turn a "different" sprite each one all sprites had 320*320 px cause is that the resolution of the renders, and i no want to change it cause will be pretty hard to align again one by one (https://i.imgur.com/cHlBGgQ.gif)(https://i.imgur.com/s2dBhgt.gif)
at now... is this: whoo miss Vanessa? (https://i.imgur.com/GlnjLzn.gif)(https://i.imgur.com/UlN31ax.gif) a BR pal HUEHEUHUEHEUBRBRBRR (https://i.imgur.com/vyE3iHn.gif)(https://i.imgur.com/gQONOs6.gif)
Title: Re: KOF XIII MAXY MEYERS
Post by: Mastertkof on March 18, 2020, 06:58:24 pm
Anyone had more Eisuke Ogura working vídeos.? I found only one... And trying to make a similar portrait is not exactly easy... Something like 40% fone selecta portrait até nos... She needs 3 artworks Select screen... Winner... And promotional art (https://i.ibb.co/Nr0pthz/ogura-3.png)
Title: Re: KOF XIII MAXY MEYERS
Post by: walt on March 18, 2020, 09:01:53 pm
(https://i.imgur.com/Ou6pDeR.gif)
... 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 :2thumbsup:
Title: Re: KOF XIII MAXY MEYERS
Post by: mugenload on March 20, 2020, 12:48:19 am
long project, all the progress is great WoW! I hope to see this finish.
Title: Re: KOF XIII MAXY MEYERS
Post by: Mastertkof on March 20, 2020, 06:49:29 pm
long project, all the progress is great WoW! I hope to see this finish.
Still loving to study sprites of kof... But still need money (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/c22fc8d2-f880-4582-b0f2-7e2f0795ab39/ddsvw44-242f3e13-b1ec-4e22-8002-64df9f80c045.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2MyMmZjOGQyLWY4ODAtNDU4Mi1iMGYyLTdlMmYwNzk1YWIzOVwvZGRzdnc0NC0yNDJmM2UxMy1iMWVjLTRlMjItODAwMi02NGRmOWY4MGMwNDUucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.vfQ5XYiHZDTIMPyEe1pkLa-5Kf07V2psOBat-XqgpTU)
Title: Re: Anderson Masters Thread. CAN MMD CREATE A SPRITE?
Post by: Mastertkof on March 26, 2020, 05:37:25 pm
after lost my drive with my project... trying to start again with another program, after see some work of mmd i want to give it try:
first hours working on KOF ALL STARS Athena Asamiya Model
i create a tool for indexing a kof xii shader a no- antialiasing tool now start to work on a dowble colored line art shader... to fit the style of shaders
i know this is out of proportion, but i'm working only in the shader now, anything matters at here is the shading
(https://i.postimg.cc/hGC3G8cd/athena-0.png)
second try (https://i.postimg.cc/CMk7xkjG/0.gif)
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: Mastertkof on April 07, 2020, 06:49:41 pm
new beta frames stand (https://i.postimg.cc/Qt874T5k/2.gif) LP (https://i.postimg.cc/WbBkRKg4/jabb.gif) SP (https://i.postimg.cc/hGgQvdCW/direct-2.gif) LK (https://i.postimg.cc/jSyJRX44/lk.gif) HK1 (https://i.postimg.cc/Px5LzksS/hk.gif) HK2 (https://i.postimg.cc/gJtxgBGm/hk2.gif)
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: 【MFG】gui0007 on April 07, 2020, 06:59:57 pm
You managed to recover the files or you starting all over again?
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: ShadowHand BXR on April 08, 2020, 12:24:42 am
You managed to recover the files or you starting all over again?
lost everything (but keep the experience, and with this, is easy to restart creating shaders) and after all, i'm preffering MMD now, after learn about some tools and options off MMD (uses DIRECT X 9.0C) Daz 3D uses OpenGL 2.0 and up
rolling moves (in game this is step moves, so, she do it and go foward, on the gifs she stay on the position and it seems weird, but in game is cool)
she will had alot of moves that show her back, cause i really love the way the shader works on her shorts and shirt, can cut clothes is a good advantage of this method, overlay is working good
beta sprite (render) / alpha sprite (render with pixel art edit) (https://i.postimg.cc/fLkH5LWB/method.gif)
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: AlexSin on April 08, 2020, 09:19:08 pm
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.
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: Mastertkof on April 10, 2020, 08:09:18 am
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.
this spining moves will really need a revamp looking now i'm reproving almost all, and will rework on only one kick
the foots just can't floot or cross the ground, there are gravity and colision seetings that block this
now let's test and try some moves
with this method, a move is tooking 30 minutes or less to become done on beta sprites finish sprites is tooking about 5 minutes or less, someones more because some lines is hard to fit
TL;DR, the sprite quality is good, really good, the current area of improvement is on the animations.
sure, let's work on it
working on full counter (works like Rugal and hotaru for projectiles and like dudley and cammy for physicals) (https://www.fightersgeneration.com/characters/dudley-s3.gif) (https://media1.tenor.com/images/431449347b84a111a0c920718613e605/tenor.gif?itemid=11902509) (https://i.postimg.cc/kXrRd97R/fullcounter.gif)
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: AlexSin on April 11, 2020, 03:09:24 pm
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.
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: Mastertkof on April 11, 2020, 06:07:11 pm
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.
slap is about timming, no posing i think the issue is on neck, no torso i'm using more frames on the betas, cause i will remove on the alpha sprites, so, is better to had more options, but i will try to reduce betas too about range i agree, let's se a try of improve
old (https://i.postimg.cc/kXrRd97R/fullcounter.gif) new (https://i.postimg.cc/qBSm2J6R/fullcounter2.gif)
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Mastertkof on April 14, 2020, 05:42:10 pm
Sakura Kasugano from street fighter V edited and rendered on SF3 proportions, proto tool
what 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
Sakura Kasugano from street fighter V edited and rendered on SF3 proportions, proto tool
what 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.
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Mastertkof on April 14, 2020, 08:27:32 pm
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.
hi Ned! nice to see you still on the comunity!
sure no. the wip is the boxer girl in kof style, this Sakura is just for fun and study at least at now
sf3 is pretty harder than kof xii but i will update it sometimes to see how many mmd can help on sf3 style (https://i.postimg.cc/9M2T4S0k/aaaaa.gif) i'm loving the physics on skirt, bandana, nipples, scarf, works almost automatic (https://i.postimg.cc/L6QBNLH8/2222.gif) (https://i.postimg.cc/50fY9Ckd/oshe.jpg)
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: inktrebuchet on April 15, 2020, 08:11:36 am
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. (https://cdn.discordapp.com/attachments/451492018271682561/699858656849559652/direct-2.gif)(https://i.postimg.cc/hGgQvdCW/direct-2.gif) (https://cdn.discordapp.com/attachments/451492018271682561/699857295760293928/colorswap.php.gif) 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.
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Momotaro on April 15, 2020, 11:09:22 am
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...
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Mastertkof on April 15, 2020, 05:14:10 pm
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. (https://cdn.discordapp.com/attachments/451492018271682561/699858656849559652/direct-2.gif)(https://i.postimg.cc/hGgQvdCW/direct-2.gif) (https://cdn.discordapp.com/attachments/451492018271682561/699857295760293928/colorswap.php.gif) 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.
thank you very much Ink! this is really usefull feedback, you don't talk about troubles, you show troubles and solutions, this will be used on the char nice to see you still working on sprites. i will send you a pm about some idea.
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...
sure Ned! thank you! the points of Ink will be used, i'm studing the animations tricks of disney too, but fail at put it on sprites but the char is for study too, so... perhaps i get better on this and congratulations! you make me start to think on Sakura, but i no will make it alone, if someone want a colaboration i'm in, but is not my project.
Sakura shader reached the maximum that i can do
result (https://i.postimg.cc/JnbbP7fV/a.png) animation (https://i.postimg.cc/3JL2LccR/stand-sakura.gif) comparission (https://i.postimg.cc/X7vCygY0/proportions.jpg)
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Lunchbillion on April 15, 2020, 11:55:05 pm
You're improving a lot! Keep it up. :D
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Mastertkof on April 17, 2020, 12:00:44 am
special thanks to @INedflandeurse (encorage me and make me think about it) and @inktrebuchet (pretty useful feedback and ideas about proportions and lights)
Sakura 3RD STRIKE SHADER done. features *amazing phisycs on hair, body, chothes, and everywere you need to "follow up" steps of animations *pretty good bones and limits on joints to make almost a possible base for rotoscopy a full char *so close as possible sf3 style of light, shadow, and oulines (almost 75% of the sprite done by the engine) *some other good stuff for be a good poser
not so hard to teach her some moves, but need work on pose and frames, i copy the keyframes of ryu but don't add the follow trow after the move, this lack style, but at now i will leave her alone in my drive for some time, and come back to kof :)
i would love to see this sakura have full sprite set/Sheet...i do like this :)
if any spriter wants to colaborate with the 2d step, i make the 3d step
2d step: (about 30 minutes by frame) (https://i.postimg.cc/fbM0qh8r/b.png) process (no much pixels need to be edited, but they make the diference between a render and a sprite) (https://i.postimg.cc/mDTbYL2m/process.gif) 3d steps (just pose the model and press play, about 30 minutes by full move) (https://i.postimg.cc/cLVY9Xxj/stand-sakura.gif) OK! i admit, perhaps i'm falling in love for her too she can mimic the muscle style of Urien :sweetheart: (https://i.postimg.cc/LX20H2r0/muscle2.gif)
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Mastertkof on April 18, 2020, 04:43:01 am
just tell me what you think, perhaps i release Spider Gwen as a open source tool, i no will finish it just kiding with blender shaders
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Thedge on April 20, 2020, 02:20:05 am
As everyone has told you, your sprites looks awesome, but you need to tool your animations a bit better, compare these two: (https://i.postimg.cc/pTn2hrMk/S-HADOUKEN.gif)(https://www.fightersgeneration.com/characters3/sakura-fireball.gif)
Try to match these three key poses: (https://i.imgur.com/eXFIXvO.png) (https://i.imgur.com/xb9q12P.png) (https://i.imgur.com/3QFyhS2.png) With that it will have way more impact, just take a look at how these games were animated in the first place.
The tatsu animations looks better, but can be improved with the key frames and not just rotating the model, and the headband shouldn't flow upwatds like it is doing now.
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Mastertkof on April 20, 2020, 06:04:04 pm
As everyone has told you, your sprites looks awesome, but you need to tool your animations a bit better, compare these two: (https://i.postimg.cc/pTn2hrMk/S-HADOUKEN.gif)(https://www.fightersgeneration.com/characters3/sakura-fireball.gif)
Try to match these three key poses: (https://i.imgur.com/eXFIXvO.png) (https://i.imgur.com/xb9q12P.png) (https://i.imgur.com/3QFyhS2.png) With that it will have way more impact, just take a look at how these games were animated in the first place.
The tatsu animations looks better, but can be improved with the key frames and not just rotating the model, and the headband shouldn't flow upwatds like it is doing now.
that's make sense. i really forgot some groove and feets movements but keep on mind, she need to mock Ryu from sf3 no Sf alpha Sakura (https://www.fightersgeneration.com/characters3/sakura-fireball.gif)(https://www.fightersgeneration.com/characters3/ryu-fireballs.gif)(https://i.postimg.cc/C5S7rgbv/SHINKU-HADOUKEN.gif)
hadou updated based on @AerosMuguen feedback
about tatsu, if i don't create this wind action, she just get all the bandana on the neck like a spaguete
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: ShadowHand BXR on April 20, 2020, 08:03:26 pm
can someone be so sexy as rogue, aside so flexible as spiderman, and had the some cool shading of psylocke at the same time on mvc style?
first try (only shader, don't pixel edit it, and no will, is only a test char base 3d)
(https://i.postimg.cc/qRMNtfdT/spider-faill.gif)
just tell me what you think, perhaps i release Spider Gwen as a open source tool, i no will finish it just kiding with blender shaders
Your Spider Gwen looks better than Sakura, is that a different shader?
For your Sakura's Hado, you can just have her torso lean forward more, right now shes not leaning in You can also just shorten the frames to like 4 frames , as an example i only use key frames (AerosMugen's advice above)
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Mastertkof on April 21, 2020, 05:34:28 pm
Your Spider Gwen looks better than Sakura, is that a different shader?
For your Sakura's Hado, you can just have her torso lean forward more, right now shes not leaning in You can also just shorten the frames to like 4 frames , as an example i only use key frames (AerosMugen's advice above)
the same, but i don't need to explain how easy and simple is cps2 if you compare it with cps3, less details, less erros and bugs when i try to add some outlines (in model) it going to show some bugs (there are 2 kind of outline, "in char" and "out char") spider first try had no one, sakura shader need to handle with the 2 and no mix it, no cross it, no expand it, and alot of work at the same time, spider is pretty simples, but going to suffer with some details too
about hadou, i'm satisfected with it, at least for now, i make more frames cause when coding, you can remove alot of frames without need to create new ones frames will be removed if i going to code it NEW(https://i.postimg.cc/C5S7rgbv/SHINKU-HADOUKEN.gif)OLD(https://i.postimg.cc/SR6kdPsM/SHINKU-HADOUKEN.gif)
Normal Kicks (https://i.postimg.cc/Xv9TBdhx/LK.gif)(https://i.postimg.cc/TYSSktvC/MK.gif)(https://i.postimg.cc/NMC9z0Cn/HK.gif)
Title: Re: SF IV / III SAKURA
Post by: Inactive user on April 23, 2020, 09:09:07 pm
amazing! cammy looks awesome too, this is very modern.
Title: Re: SF IV / III SAKURA
Post by: RagingRowen on April 23, 2020, 09:12:26 pm
The Keyframing is kinda off, but looks ambitious to me.
Title: Re: SF IV / III SAKURA
Post by: Diepod on April 24, 2020, 03:45:03 am
Raging Rowen hit the nail on the head. Very interesting approach though. I'd say pay more attention to how you are posing her feet.
Title: Re: SF IV / III SAKURA
Post by: Deadface on April 24, 2020, 03:50:07 am
That and uhh... her legs. Sakura's legs are not that ripped. You're making her look like she deadlifts. lol I'm pretty sure she'd look much cleaner if her legs were not so awkwardly defined.
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on April 24, 2020, 05:36:50 pm
amazing! cammy looks awesome too, this is very modern.
sure, thats a style that since 1997 no one create a full char, is pretty hard and need alot of ambition to give a try, anyway the hard steps will be do the pixel art over the renders.
That and uhh... her legs. Sakura's legs are not that ripped. You're making her look like she deadlifts. lol I'm pretty sure she'd look much cleaner if her legs were not so awkwardly defined.
in Alpha no, but on this version idk if i will remove it or keep, anyway, at the steps that i'm doing, this just no matter (at least at now) the only thing to keep on work is the frame data. i can change the model and render frames pretty fast, keyframes is the point at now.
with muscles:(https://i.postimg.cc/L6yrGvdv/DANCE1.gif)without:(https://i.postimg.cc/656kHgPy/DANCE2.gif)other model and shader on same frame data:(https://i.postimg.cc/GpswFD5K/DANCE-SPIDER.gif)
Title: Re: SF IV / III SAKURA
Post by: Nexus Games on April 24, 2020, 06:05:20 pm
no mussels on Sakura is way better.
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on April 25, 2020, 12:21:44 am
i will check it after doing the moves, thanks for the feedback.
CLOSE PUNCHS (https://i.postimg.cc/Sx7QSwCL/CLP.gif)(https://i.postimg.cc/CKcFDkvz/CMP.gif) CLOSE KICKS (https://i.postimg.cc/kXTNj6vz/CLK.gif)(https://i.postimg.cc/Y0bFyZYY/CMK.gif)
MVC 2 SPIDER GWEN updating shader a bit (https://i.postimg.cc/VL1RDgY4/1.gif)(https://i.postimg.cc/c4mcj3CW/2.gif)(https://i.postimg.cc/43rvtbL6/3.gif)
Title: Re: SF IV / III SAKURA
Post by: RagingRowen on April 28, 2020, 01:17:46 am
The shoe sole on the lower leg(s) shouldn't really be visible for Standing Animations like the Kick and the Crouch animations being noteworthy examples.
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on April 29, 2020, 04:15:20 pm
The shoe sole on the lower leg(s) shouldn't really be visible for Standing Animations like the Kick and the Crouch animations being noteworthy examples.
that's make sense, updateds: (https://i.postimg.cc/tgcYddQN/MK2.gif) (https://i.postimg.cc/jSZW20M9/crouching.gif)
thanks for the useful feedback
also, palete 1 updated based on Ryu white of gi, and skin tone
Yo, Sakura looks sick, but I've noticed some rough transitions on the recovery frames.
There's also an issue on the headband on the crouching animation. It's floating and stretched.
about the headband, this is the wind setings: change it a bit, but, she can't move much the head on this stand, so, it no moves the headband try to aply 2 kind of winds and reduce the framerate to 13 (https://i.postimg.cc/mk6mSSxB/crouching.gif)
about the recoverys, i don't understand it at all, if you can do gifs or show the frames on a picture, i can try to fix it.
The result of model quality and color is VERY good now.
The main problem is the animations. I don't know how you do it and I'm not a specialist in 3D animation, but it still can be improved ! ^^
Good luck with this! the model rendering is very good looking!
thanks man! i will work on the animations on the next vacations days. you can do it on mmd using this model -> https://www.deviantart.com/mukoj-in/art/Sakura-C4-Nostalgia-814057868 if you pose this model on mmd and save the position or the motion, i can use here mmd is pretty easy, try it.
Title: Re: SF IV / III SAKURA
Post by: Nexus Games on April 30, 2020, 04:18:49 am
that crouch animation look really good i like it
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on April 30, 2020, 10:54:57 pm
some moves on low frame rate (study) (https://i.postimg.cc/8PdNLxgY/LP.gif)(https://i.postimg.cc/P52HRZxz/MP.gif)(https://i.postimg.cc/B6MHHw57/mp.gif)(https://i.postimg.cc/gcZY2nSm/HP.gif)(https://i.postimg.cc/wjf1Wp8z/hp2.gif)
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on May 03, 2020, 10:05:37 pm
Models on XIV, don't keep the quality of ald classic kof designs i'm studing the kof xiv models, against the classic style, i try to do some modifications on it to keep the old style of body more legs, less nipples, big hands, perhaps i work on it again, this is only a first try, but i don't know if is possible to be so good as the old sprites in a shader, but i like more the old style of design and anatomy at all. (https://i.postimg.cc/m247S582/New-Canvas1.png) (https://i.postimg.cc/qMHx5RMr/1.png) (https://i.postimg.cc/DZb1CV9m/study.gif)
Title: Re: SF IV / III SAKURA
Post by: Momotaro on May 04, 2020, 01:09:27 am
Beuatiful model and colors + rendering etc. Same as Sakura and as all the projects you did.
The problem is still the animation. again.
But I'm not the best person to talk about it since I'm good with 2D animation. But I have zero skills to animate a 3D character.
I tried with MMD some years ago. And it was just ridiculous. So, I stick to 2D.
But the truth is making good 3D animation is hard and time consuming I think. More and more games use motion capture, or do weird animation. Just Like SFV animation is CRAP compared to SFIV ^^
It makes me think Angel still didn't had a chance to be converted in POTS... but that's another story... :)
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on May 04, 2020, 02:36:06 am
Beuatiful model and colors + rendering etc. Same as Sakura and as all the projects you did.
The problem is still the animation. again.
But I'm not the best person to talk about it since I'm good with 2D animation. But I have zero skills to animate a 3D character.
I tried with MMD some years ago. And it was just ridiculous. So, I stick to 2D.
But the truth is making good 3D animation is hard and time consuming I think. More and more games use motion capture, or do weird animation. Just Like SFV animation is CRAP compared to SFIV ^^
It makes me think Angel still didn't had a chance to be converted in POTS... but that's another story... :)
thanks Ned! totally agree with you, animations is pretty hard at the moment, keyframes, and timing is hard to fit the style for me, and positions sometimes is hard to create to, moving bone by bone, this Angel is just study, i improve it a bit, but sure i don't go to finish any move, i will finish Sakura and update it slowly on next days, updating moves and frames as i can, i receive permission from Varo Hades to use her Sakura and make a sprite swap and some changes, so, she will be playable in pots
about Angel, i will finish the full Shader, but not the char or spritesheet improve it a bit (https://i.postimg.cc/13Cg6vfX/1.gif)
Title: Re: SF IV / III SAKURA
Post by: Momotaro on May 04, 2020, 11:36:06 am
Oh, nice!!!
I'm thinking... I'm pretty sure there is a Twelve from SF3 with a Sakura mode on it.
It have a def to use Sakura directly. Perhaps, it could be a good alternative to have directly a SF3 coded Sakura.
But Varo's work is definitely good!!
Title: Re: SF IV / III SAKURA
Post by: Niitris on May 04, 2020, 04:20:56 pm
thanks Ned! totally agree with you, animations is pretty hard at the moment, keyframes, and timing is hard to fit the style for me, and positions sometimes is hard to create to, moving bone by bone, this Angel is just study, i improve it a bit, but sure i don't go to finish any move, i will finish Sakura and update it slowly on next days, updating moves and frames as i can, i receive permission from Varo Hades to use her Sakura and make a sprite swap and some changes, so, she will be playable in pots
I really enjoy seeing your progress.
I mess around with 3D as well, there's so much potential with models in Mugen that hasn't been explored yet. And I'd like to make characters much in the same way you're doing, although I prefer making my own models. XIV's artstyle is pretty weak, Neo-geo Angel is definitely better.
You're definitely getting better. It can be tough to get animation right because there's so much that goes into making natural, handcrafted movements. Just keep at it, practice makes perfect. :)
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on May 05, 2020, 04:40:48 pm
thanks Ned! totally agree with you, animations is pretty hard at the moment, keyframes, and timing is hard to fit the style for me, and positions sometimes is hard to create to, moving bone by bone, this Angel is just study, i improve it a bit, but sure i don't go to finish any move, i will finish Sakura and update it slowly on next days, updating moves and frames as i can, i receive permission from Varo Hades to use her Sakura and make a sprite swap and some changes, so, she will be playable in pots
I really enjoy seeing your progress.
I mess around with 3D as well, there's so much potential with models in Mugen that hasn't been explored yet. And I'd like to make characters much in the same way you're doing, although I prefer making my own models. XIV's artstyle is pretty weak, Neo-geo Angel is definitely better.
You're definitely getting better. It can be tough to get animation right because there's so much that goes into making natural, handcrafted movements. Just keep at it, practice makes perfect. :)
if you show something, perhaps i can help you, or give the tools about angel, this is exactly that i said, but the model that i render is edited, with more NeoGeo proportions than kof xiv, better sillouete
let's finish Sakura:
Normal Punchs: (https://i.postimg.cc/zfnbTGcf/LP.gif)(https://i.postimg.cc/85NF4g2m/MP.gif)(https://i.postimg.cc/YScL4W8V/HP.gif)(https://i.postimg.cc/YqsWHVFt/CMP.gif)(https://i.postimg.cc/QxtTvsH6/CHP.gif) Normal Kicks: (https://i.postimg.cc/g0CPGkZb/LK.gif)(https://i.postimg.cc/gjdF6SsM/MK.gif)(https://i.postimg.cc/s2QrFZ1J/HK.gif)(https://i.postimg.cc/dV0FBfYp/CMK.gif)(https://i.postimg.cc/J4xmjL9j/CHK.gif)(https://i.postimg.cc/9FNpzxWC/EXTRA-KICK.gif)
Title: Re: SF IV / III SAKURA
Post by: Nexus Games on May 06, 2020, 12:03:34 am
these animations are really smooth this is going to be amazing when it done...Amazing job
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on May 06, 2020, 06:32:44 pm
these animations are really smooth this is going to be amazing when it done...Amazing job
thanks! i will finish it soon (https://i.postimg.cc/JzTTf0mF/LAUNCHER.gif)(https://i.postimg.cc/fyj0S8vr/OVERHEAD.gif)(https://i.postimg.cc/3xqcFfwk/OVERFLIP.gif)(https://i.postimg.cc/503DGc53/HADOU.gif)(https://i.postimg.cc/zvG4Yd01/TATSU1.gif)(https://i.postimg.cc/90gKmGnw/TATSU2.gif)(https://i.postimg.cc/zfTsCHV4/AIR-KICK.gif)
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on May 08, 2020, 07:17:28 pm
hard choice on this move (https://images.uncyc.org/pt/d/d3/Sakurasfz137.gif) (https://vignette.wikia.nocookie.net/streetfighter/images/4/46/FloralKick.gif/revision/latest?cb=20190411211047)
(https://i.postimg.cc/KzwRbNHV/OVERHEAD-KICK.gif)
Title: Re: SF IV / III SAKURA
Post by: Momotaro on May 09, 2020, 09:55:06 am
The classic one have always been better... SFA+SFIV is better than SFV.
Actually in SFV all her moves are animated in a lazy way. AND she looks lazy when doing it.
Also, I noticed something that bugs me. I know SF3 have big hands and feets, but in your Sakura, they are really tooo big!! it's nearly "ridiculous" ^^; It somewhat treminded me Asuka 120% games...
Also, I noticed something that bugs me. I know SF3 have big hands and feets, but in your Sakura, they are really tooo big!! it's nearly "ridiculous" ^^; It somewhat treminded me Asuka 120% games...
i know abot sfv (sure a B-Team is making chars now, and the top-team is working on SFVI)
about the hands of Sakura. i know too, but is a bit complicated: in 1997 the previous that the pixel artists wants, is this, the left view, cause CRT screens is used (https://i.postimg.cc/QtGDkwdV/tumblr-d6e63477c1c977cfb960c94988f27ce0-1a6f2f3f-500.jpg) so, thats no one expecting you to see frames on LCD (new 2000's tech)
about proportions: they just used to do the sprites lower, cause they know. the CRT screen will stretch this. so, every chars is not on CPS3 games, like you see in mugen
(https://i.postimg.cc/9MMdb8g5/tumblr-inline-phiwlj-Uj8i1w169t0-500.png) you see this, today: (https://i.postimg.cc/wBzFXkdg/tumblr-inline-pfioe5x-EOU1w169t0-540.png) but they projected this: (https://i.postimg.cc/431PBhJt/tumblr-inline-pfiofy-Ns-AQ1w169t0-540.jpg) (https://i.postimg.cc/8zmXnY4j/tumblr-inline-pfi948x-Dc21w169t0-540.png)
about hands... (https://i.postimg.cc/7LTGZFRL/b10.gif) Elena is one of the first sprited chars, same time at Ryu and Ken and had a different way to work on her Makoto on 3rd strike had the hands 2 sized of her head (https://www.fightersgeneration.com/characters2/makoto-walkforward.gif) when in closed, had almost same size of head: (https://www.fightersgeneration.com/characters2/makoto-stance.gif) Elena had no fingers: (https://www.fightersgeneration.com/characters/elena-ts-stance.gif) Remy Jacket and proportions are out of the others, (https://www.fightersgeneration.com/np9/characters/gifs/remy-ready.gif)
so... that is more about style than other things, in the time of the project SF3 the spriters had alot of freedom, to draw on your own way
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on May 12, 2020, 11:04:36 pm
i will add 8 new moves for Sakura
1 based on each shotos from 3rd strike (Ryu, Ken, Sean and Akuma) 4 originals.
Ryu inspired one: this moves will be similar, i no will use the exactly pose or keyframes, but want a close effect and function. (https://i.postimg.cc/Dzc3tMqB/SIDE-KICK.gif)(https://www.fightersgeneration.com/characters3/ryu-hcfk.gif)
Title: Re: SF IV / III SAKURA
Post by: Momotaro on May 12, 2020, 11:38:48 pm
Looks pretty OK to me. She just miss the "snap" effect on the kick itself.
I'm curious to know about these 4 new moves. (not from Shoto characters...)
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on May 13, 2020, 02:02:18 am
Looks pretty OK to me. She just miss the "snap" effect on the kick itself.
I'm curious to know about these 4 new moves. (not from Shoto characters...)
of course, anyway, this is a work to the 2d steps, smear and strech
trying to decide what kind of face i want for her, this 2d steps will be pretty hard, idk if i want to go trought this, but sure i will finish the stand.
(https://i.postimg.cc/9fNjNCqZ/OMEGA0.png)
Title: Re: SF IV / III SAKURA
Post by: Momotaro on May 13, 2020, 10:12:25 am
face 3 or face 5 are pretty OK to me ! Good luck!
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on May 14, 2020, 06:35:35 pm
3 new moves now... cause is time to reveal the first of then
tell me what you think guys.
Sakura Reka Starter Punch (https://i.postimg.cc/J0RJTSDV/REKA-START.gif) She will had a Flower Mode (like Yun and Yang) with a pink aura and alot of free cancels for a short time... one of the possibilities (only a gif to show the idea, in game will seems better fluid) (https://i.postimg.cc/1tGwryzr/REKA-1.gif)
Title: Re: SF IV / III SAKURA
Post by: Ryu From Streets™ on May 14, 2020, 07:00:36 pm
1 based on each shotos from 3rd strike (Ryu, Ken, Sean and Akuma) 4 originals.
Ryu inspired one: this moves will be similar, i no will use the exactly pose or keyframes, but want a close effect and function. (https://i.postimg.cc/Dzc3tMqB/SIDE-KICK.gif)(https://www.fightersgeneration.com/characters3/ryu-hcfk.gif)
Ohhhhh, I love that kick!
Title: Re: SF IV / III SAKURA
Post by: Umezono on May 14, 2020, 07:51:17 pm
She needs more movement in her legs. Just rotating her so shes standing on the ball of her foot looks wrong. Like she would trip doing that.
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on May 15, 2020, 05:58:39 pm
1 based on each shotos from 3rd strike (Ryu, Ken, Sean and Akuma) 4 originals.
Ryu inspired one: this moves will be similar, i no will use the exactly pose or keyframes, but want a close effect and function. (https://i.postimg.cc/Dzc3tMqB/SIDE-KICK.gif)(https://www.fightersgeneration.com/characters3/ryu-hcfk.gif)
Ohhhhh, I love that kick!
a pretty cool karate kick, pretty well animated on sf3, amazing move, i will rework some frames of Sakura doing this
She needs more movement in her legs. Just rotating her so shes standing on the ball of her foot looks wrong. Like she would trip doing that.
i'm thinking on less move, change the move to the point of feet... like that: NEW (https://i.postimg.cc/CKXnwwGC/REKA-2.gif) OLD (https://i.postimg.cc/J0RJTSDV/REKA-START.gif)
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on November 26, 2020, 10:33:18 pm
1 based on each shotos from 3rd strike (Ryu, Ken, Sean and Akuma) 4 originals.
Ryu inspired one: this moves will be similar, i no will use the exactly pose or keyframes, but want a close effect and function. (https://i.postimg.cc/Dzc3tMqB/SIDE-KICK.gif)(https://www.fightersgeneration.com/characters3/ryu-hcfk.gif)
Title: Re: SF IV / III SAKURA
Post by: MDCGD on November 26, 2020, 11:56:53 pm
You're good at spriting, but some of your animations need help. If you're looking to improve your animations, may I make a few suggestions?
noticeably on these 2, the foot is pivoting the wrong way (https://i.postimg.cc/Dzc3tMqB/SIDE-KICK.gif)(https://www.fightersgeneration.com/characters3/ryu-hcfk.gif) Look at Ryu's right foot. It's turning out as his left foot reaches his target. While your Sakura's right foot is turning in. another example using my own animation: (https://i.ibb.co/27Hg9cN/S-PUMMEL-MK-FIN0001.gif) the right foot pivots from in to out (https://i.postimg.cc/CKXnwwGC/REKA-2.gif) OLD (https://i.postimg.cc/J0RJTSDV/REKA-START.gif) on this uppercut, her right foot should actually turn out as well as she reaches impact. I would twist her upper body more to her right(your left). Like this: (https://i.ibb.co/NWZGc45/A-STAND-HP0001.gif) its a kinetic chain that starts with the foot. wherever the foot turns the rest of the body follows. You're upper body doesn't twist the opposite of your pivot, it follows it.
Also, to create a snapping effect(giving your attacks more "umph") the time between anticipation(also known as the "wind up") and impact should be shorter then the start time leading to the anticipation and recovery time. You can adjust the frame ticks in FF or cut out some frames, or both. Understanding gravity and body mechanics is important in creating good animations. Don't want you to make a bunch of animations and then have to start over.
Also, what's up with her headband? It should be down at the beginning, move during attack and the drop back down during recovery.
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on November 27, 2020, 12:49:24 am
You're good at spriting, but some of your animations need help. If you're looking to improve your animations, may I make a few suggestions?
noticeably on these 2, the foot is pivoting the wrong way (https://i.postimg.cc/Dzc3tMqB/SIDE-KICK.gif)(https://www.fightersgeneration.com/characters3/ryu-hcfk.gif) Look at Ryu's right foot. It's turning out as his left foot reaches his target. While your Sakura's right foot is turning in. another example using my own animation: (https://i.ibb.co/27Hg9cN/S-PUMMEL-MK-FIN0001.gif) the right foot pivots from in to out (https://i.postimg.cc/CKXnwwGC/REKA-2.gif) OLD (https://i.postimg.cc/J0RJTSDV/REKA-START.gif) on this uppercut, her right foot should actually turn out as well as she reaches impact. I would twist her upper body more to her right(your left). Like this: (https://i.ibb.co/NWZGc45/A-STAND-HP0001.gif) its a kinetic chain that starts with the foot. wherever the foot turns the rest of the body follows. You're upper body doesn't twist the opposite of your pivot, it follows it.
Also, to create a snapping effect(giving your attacks more "umph") the time between anticipation(also known as the "wind up") and impact should be shorter then the start time leading to the anticipation and recovery time. You can adjust the frame ticks in FF or cut out some frames, or both. Understanding gravity and body mechanics is important in creating good animations. Don't want you to make a bunch of animations and then have to start over.
Also, what's up with her headband? It should be down at the beginning, move during attack and the drop back down during recovery.
oh man... you really help alot with this... thank you very much about the "sprites" this Sakura and Cammy don't had any manual edit, is only renders of blender with a specific tool that i create to SF3 and KOF XII style, i don't edit any single pixel, is an automatic shader working on full automatic rendering, i only need to pose keyframes, setup the framerate, chose the frames that i want, and press "ctrl-R"
about the bandana "she had a wind that seems good ingame, but weird on animations out of the screen"
anyway you gimme a awesome feedback, you really "show" your points and i will make updates baseds on this
Cammy Medium Kick and pals (https://i.postimg.cc/900n2p3k/1.gif)(https://i.postimg.cc/ZR7wwd9x/2.gif)(https://i.postimg.cc/DzcjbDnD/3.gif)(https://i.postimg.cc/2yg2DN7q/4.gif)(https://i.postimg.cc/pTX0QZdd/5.gif)(https://i.postimg.cc/8kYyWLg1/6.gif)(https://i.postimg.cc/J0sPvzZV/7.gif)(https://i.postimg.cc/6pn1BqSB/8.gif)
Title: Re: SF IV / III SAKURA
Post by: MDCGD on November 27, 2020, 05:38:53 am
Quote
oh man... you really help alot with this... thank you very much about the "sprites" this Sakura and Cammy don't had any manual edit, is only renders of blender with a specific tool that i create to SF3 and KOF XII style, i don't edit any single pixel, is an automatic shader working on full automatic rendering, i only need to pose keyframes, setup the framerate, chose the frames that i want, and press "ctrl-R"
about the bandana "she had a wind that seems good ingame, but weird on animations out of the screen"
anyway you gimme a awesome feedback, you really "show" your points and i will make updates based on this
I use blender as well. Just "Key framing" you're animations won't produce great results. Understanding Key frames is just the foundation but you still have to build the rest of the house, you get me? Key frames are basically the essential frames that allows the viewer to understand what is happening in an animation. Key frames are important but what happens in between those key frames is the difference between polished and stiff. The little details count.
One of the things I've done to improve my animation is watch real life martial artist demonstrations on Youtube. Most of the time they'll show you a slow-mo so you can really see how the body moves from beginning to end. Just type in whatever punch or kick you're trying to animate and you'll find a good tutorial you can learn from.
Cammy Medium Kick and pals (https://i.postimg.cc/900n2p3k/1.gif)(https://i.postimg.cc/ZR7wwd9x/2.gif)(https://i.postimg.cc/DzcjbDnD/3.gif)(https://i.postimg.cc/2yg2DN7q/4.gif)(https://i.postimg.cc/pTX0QZdd/5.gif)(https://i.postimg.cc/8kYyWLg1/6.gif)(https://i.postimg.cc/J0sPvzZV/7.gif)(https://i.postimg.cc/6pn1BqSB/8.gif)
With Cammy...first off, relax her left hand fingers. curve them in a bit. Just look at your own fingers when relaxed. They are not DEAD stiff. She should first begin to pivot her left foot, followed by torquing her upper body, which is the weight that generates the power and last the kick trails behind before snapping. the whole body does not turn at the same time.
For the hair I wouldn't use physic and rather use bones instead for better control.
Title: Re: SF IV / III SAKURA
Post by: ShadowHand BXR on November 27, 2020, 07:11:34 am
the animating part is whole different phase unlike how we normally think, we think " animation should be no problem", then you try it and it comes out stiff and action-figure-like. pretty much what MDCGD said; and it will be another learning curve and maybe you can just copy the frames as is from the Spritesheets of Cammy, i had done NSFW works using Mai's Walking frames to Lei Lei as practice, looked stiff but the animation came out ok,.
Your Cammy's kick just needs a different "ender" meaning, after the kick, she can recoil a different way instead of looping the animation back. I do see that you did a quick method, and its very good process, your quality of the sprites are very good too, no doubt. The variant costumes are such a nice addition,I will try to learn this technique as well, thanks for showing your progresses, keep it up
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on November 28, 2020, 11:27:48 pm
the animating part is whole different phase unlike how we normally think, we think " animation should be no problem", then you try it and it comes out stiff and action-figure-like. pretty much what MDCGD said; and it will be another learning curve and maybe you can just copy the frames as is from the Spritesheets of Cammy, i had done NSFW works using Mai's Walking frames to Lei Lei as practice, looked stiff but the animation came out ok,.
Your Cammy's kick just needs a different "ender" meaning, after the kick, she can recoil a different way instead of looping the animation back. I do see that you did a quick method, and its very good process, your quality of the sprites are very good too, no doubt. The variant costumes are such a nice addition,I will try to learn this technique as well, thanks for showing your progresses, keep it up
yeah! that makes sense! i will use it as soon as possible. thankyou very much
Thanks man. i also updated side kick based on your feedback
first try(https://i.postimg.cc/Dzc3tMqB/SIDE-KICK.gif) seconbd try(https://i.postimg.cc/Dzc3tMqB/SIDE-KICK.gif) third strike(https://i.postimg.cc/gc4HZHjY/SIDE-KICK-3-2-D.gif)
all frames (https://i.postimg.cc/L8VmDGMY/SIDE-KICK-3.gif)
Title: Re: SF IV / III SAKURA
Post by: MDCGD on December 06, 2020, 05:06:01 am
(https://i.postimg.cc/L8VmDGMY/SIDE-KICK-3.gif)
That's better. Fix the knees though. Rule of thumb: the knees normally points the same direction as the toes.
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on December 07, 2020, 02:08:52 am
second try on chun li (https://i.postimg.cc/JzWCNSyx/1.gif)(https://i.postimg.cc/8CX1mtgC/2.gif)(https://i.postimg.cc/wvSgSMv8/3.gif)
final version (https://i.postimg.cc/rsm2gyHW/4.gif)(https://i.postimg.cc/QNnmYgYw/6.gif)(https://lh3.googleusercontent.com/proxy/D6PSHJqv4mUKI3BZY1iGmgYxgQ4UgQ5b77pnSlQ6q1GbsOPEzcjMAbjg--A66nz0skTOFZWzrdcgFSA4LUBt32yLz_Ti)(https://dreamcancel.com/wiki/images/9/90/Mai_sprite.gif)(https://i.postimg.cc/Y9Gtwzk0/5.gif)
new beta frames stand (https://i.postimg.cc/Qt874T5k/2.gif)
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/c22fc8d2-f880-4582-b0f2-7e2f0795ab39/deae98c-1e0f64d1-e48f-40de-9e2f-6e37fdf9ac2a.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvYzIyZmM4ZDItZjg4MC00NTgyLWIwZjItN2UyZjA3OTVhYjM5XC9kZWFlOThjLTFlMGY2NGQxLWU0OGYtNDBkZS05ZTJmLTZlMzdmZGY5YWMyYS5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.AZxn7vaw3OUfL7vPYOqq9TnZ_JTdrM9yuO-LRF16lCM)(https://i.postimg.cc/T3qghR3L/2.gif) Updating Maxy, now with more time per move...
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: Momotaro on December 14, 2020, 10:22:51 am
new beta frames stand (https://i.postimg.cc/Qt874T5k/2.gif)
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/c22fc8d2-f880-4582-b0f2-7e2f0795ab39/deae98c-1e0f64d1-e48f-40de-9e2f-6e37fdf9ac2a.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvYzIyZmM4ZDItZjg4MC00NTgyLWIwZjItN2UyZjA3OTVhYjM5XC9kZWFlOThjLTFlMGY2NGQxLWU0OGYtNDBkZS05ZTJmLTZlMzdmZGY5YWMyYS5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.AZxn7vaw3OUfL7vPYOqq9TnZ_JTdrM9yuO-LRF16lCM)(https://i.postimg.cc/T3qghR3L/2.gif) Updating Maxy, now with more time per move...
nice. would look even better if she didn't roll her butt so much.
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on December 15, 2020, 02:17:57 am
nice. would look even better if she didn't roll her butt so much.
thank you so much Ned.. i will try to keep it in mind man.
Full Counter Reworked (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/c22fc8d2-f880-4582-b0f2-7e2f0795ab39/ddulcrr-f5e3e3ab-4dca-4a9f-8aae-2ad3529f1134.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2MyMmZjOGQyLWY4ODAtNDU4Mi1iMGYyLTdlMmYwNzk1YWIzOVwvZGR1bGNyci1mNWUzZTNhYi00ZGNhLTRhOWYtOGFhZS0yYWQzNTI5ZjExMzQuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.JqlSgrNCvkL0aMT7xbta9qOrbckcC9wY7DhTbDGZpik)(https://i.postimg.cc/2jsLRwsS/1.gif)
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on December 26, 2020, 03:24:27 am
OLD (https://i.postimg.cc/zvZv6JfL/pal.gif) NEW (https://i.postimg.cc/WpgY5VmV/1.gif)(https://i.postimg.cc/28YcJtTZ/2.gif)(https://i.postimg.cc/XY72NyRN/3.gif)(https://i.postimg.cc/7ZsK5Z43/4.gif)(https://i.postimg.cc/SKnDCbQw/5.gif)(https://i.postimg.cc/DzR5cp8m/6.gif) PAL 01 (https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)(https://i.postimg.cc/kGvkzPbT/01.gif)(https://i.postimg.cc/yNJ5yZY6/10.gif)(https://i.postimg.cc/c4mVxWbW/7.gif)(https://i.postimg.cc/rww7zHBr/8.gif)(https://i.postimg.cc/bwVWnTPF/9.gif)
Title: Re: SF IV / III SAKURA
Post by: Momotaro on December 26, 2020, 11:06:23 am
OLD (https://i.postimg.cc/zvZv6JfL/pal.gif) NEW (https://i.postimg.cc/WpgY5VmV/1.gif)(https://i.postimg.cc/28YcJtTZ/2.gif)(https://i.postimg.cc/XY72NyRN/3.gif)(https://i.postimg.cc/7ZsK5Z43/4.gif)(https://i.postimg.cc/SKnDCbQw/5.gif)(https://i.postimg.cc/DzR5cp8m/6.gif) PAL 01 (https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)(https://i.postimg.cc/kGvkzPbT/01.gif)(https://i.postimg.cc/yNJ5yZY6/10.gif)(https://i.postimg.cc/c4mVxWbW/7.gif)(https://i.postimg.cc/rww7zHBr/8.gif)(https://i.postimg.cc/bwVWnTPF/9.gif)
some are pretty OK. I still prefered your other test, the one with smaller feets.
Also, some anims are pretty OK, but all the kicks are strange... (just my opinion)
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on December 26, 2020, 02:32:31 pm
some are pretty OK. I still prefered your other test, the one with smaller feets.
Also, some anims are pretty OK, but all the kicks are strange... (just my opinion)
like that? i'm trying to turn her at a size similar to Ryu. but still small (https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)(https://i.postimg.cc/rmdBZwJM/1.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif)(https://www.fightersgeneration.com/characters/elena-ts-stance.gif)
Title: Re: SF IV / III SAKURA
Post by: Momotaro on December 26, 2020, 04:09:30 pm
some are pretty OK. I still prefered your other test, the one with smaller feets.
Also, some anims are pretty OK, but all the kicks are strange... (just my opinion)
like that? i'm trying to turn her at a size similar to Ryu. but still small (https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)(https://i.postimg.cc/BQnR1RB3/1.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif)(https://www.fightersgeneration.com/characters/elena-ts-stance.gif)
Better! Really!!
Also about the kicks animation, I don't know how to help you, I can only animate 2D. I have no skills with 3D animation.
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on December 26, 2020, 06:36:42 pm
Also about the kicks animation, I don't know how to help you, I can only animate 2D. I have no skills with 3D animation.
Thanks dude... also.. Sakura Tool is preety easiest thant mspaint or fighter factory give a try if you want pm me and i send the tool (18 mb only) hard is to create the tool... use is fast and simple
As everyone has told you, your sprites looks awesome, but you need to tool your animations a bit better, compare these two: (https://i.postimg.cc/pTn2hrMk/S-HADOUKEN.gif)(https://www.fightersgeneration.com/characters3/sakura-fireball.gif)
new try to hadou (https://i.postimg.cc/5yqf5y0t/7.gif)
2.0 (Final version of SF3 SHADER) i will finish the char based on this style sf3 cps3 hand made by capcom(https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif) mmd shader(https://i.postimg.cc/XY9V9mzH/01.gif)
TEMPLATE PAL 01 (https://i.postimg.cc/B67NZq2X/PAL-TEMPLATE.png) (https://i.postimg.cc/vT5SX44C/PAL-1.png)
STAND (https://i.postimg.cc/XY9V9mzH/01.gif)(https://i.postimg.cc/4d3gXbGR/dance.gif) NORMAL KICKS (https://i.postimg.cc/qRCYFbtt/LK.gif)(https://i.postimg.cc/TYhkNNZT/MK.gif)(https://i.postimg.cc/XNTcs1LS/CLK.gif)(https://i.postimg.cc/13Lbrrdv/CMK.gif)(https://i.postimg.cc/gknqsF8K/CHK.gif)(https://i.postimg.cc/MGVNPj2q/HK.gif)(https://i.postimg.cc/ZR1HyJ5n/FHK.gif)(https://i.postimg.cc/sXgWY8YQ/overkick.gif) NORMAL PUNCHS (https://i.postimg.cc/Dz4BfW7H/LP.gif)(https://i.postimg.cc/59nGRVGY/CLP.gif)(https://i.postimg.cc/9F0S3k5x/CMP.gif)(https://i.postimg.cc/9002ztzC/HP.gif)(https://i.postimg.cc/hvq19MtH/launcher.gif) SPECIALS (https://i.postimg.cc/HsR0PZt1/DIVE-KICK.gif)(https://i.postimg.cc/B6VYW2N6/overhead.gif)(https://i.postimg.cc/fTw3M6wh/overflip.gif)(https://i.postimg.cc/90Z1K0Mw/HADOUKEN.gif)(https://i.postimg.cc/HxJ60B12/EX-HADOUKEN.gif)(https://i.postimg.cc/ryrhKnJy/SHINKU-HADOUKEN.gif)(https://i.postimg.cc/nhkWZnb9/SHIN.gif)(https://i.postimg.cc/05KWHpV4/SHOOKEN.gif)(https://i.postimg.cc/Rhtg6B3m/SHIN-SHOOKEN.gif)(https://i.postimg.cc/3Nwn1vbK/TATSU-KICK.gif)(https://i.postimg.cc/RhbGDZjw/TATSUMAKI.gif)(https://i.postimg.cc/1trKwtFr/JOUDAN-SOKUTOU-GERI.gif)(https://i.postimg.cc/50TdZbpv/JOUDAN-SOKUTOU-GERI-EX.gif) SUPERS HURT on Head (https://i.postimg.cc/zBV77Vyy/1.gif)(https://i.postimg.cc/wvZVGgN0/2.gif)(https://i.postimg.cc/Xq58Mmc3/3.gif)
WALKS
Title: Re: SF III SAKURA
Post by: jenngra505 on December 30, 2020, 02:51:33 am
Looks more like SVC:Chaos than SF3 to me.
Title: Re: SF III SAKURA
Post by: AVPboy on December 30, 2020, 02:59:26 am
It looks more like her own thing, very well done, to be honest.
Title: Re: SF III SAKURA
Post by: Nexus Games on December 30, 2020, 03:00:36 am
these are awesome!
Title: Re: SF III SAKURA
Post by: Mastertkof on December 30, 2020, 10:56:27 pm
i can't tell exactly why. but i don't like this first try of walk frames, restarting this move: (https://i.postimg.cc/CxQ9MmJZ/walk1.gif)(https://i.postimg.cc/CKnXRk6c/walk2.gif) try to alpha keyframes: (https://i.postimg.cc/rpwvCzFr/walk3.gif)(https://i.postimg.cc/26hQJF0L/walk4.gif) final keyframes, still will rework somethings (https://i.postimg.cc/pLsWKmMw/walk6.gif)(https://i.postimg.cc/wBT4CBPQ/walk6.gif) 4th try (https://i.postimg.cc/DfqtW6HS/walk6.gif) 5th try (https://i.postimg.cc/vBFY81r2/walk7.gif)
Final Frames: Start:(https://i.postimg.cc/d3vwcz2h/START.gif)Walk foward(https://i.postimg.cc/d3Bvs464/WALK.gif)
cycle animations is the hardest to create on this scheme
Title: Re: SF III SAKURA
Post by: Nexus Games on January 06, 2021, 03:04:31 am
i kind of like the 4th try because the 5th one looks like she is in a beat em up game
Title: Re: SF III SAKURA
Post by: Mastertkof on January 06, 2021, 03:51:58 am
i kind of like the 4th try because the 5th one looks like she is in a beat em up game
man... this make senses... but looking at Hugo and Poison "Walks" thays seems to be really walking normaly, not like on fighting stance. anyway, i still don't know what i want:
(https://i.postimg.cc/pT0b3pL6/walk1.gif) VS (https://i.postimg.cc/d3Bvs464/WALK.gif)
Title: Re: SF III SAKURA
Post by: MDCGD on January 06, 2021, 04:56:07 am
i kind of like the 4th try because the 5th one looks like she is in a beat em up game
man... this make senses... but looking at Hugo and Poison "Walks" thays seems to be really walking normaly, not like on fighting stance. anyway, i still don't know what i want:
(https://i.postimg.cc/pT0b3pL6/walk1.gif) VS (https://i.postimg.cc/d3Bvs464/WALK.gif)
Some advice. Stick to the characters personality to determine your choice. She's a Shoto character so she should sidestep more cautiously as a trained fighter would as opposed to walking down on her opponent straight forward like some type of brawler. Depends on what you're trying to convey. I know you're probably wanting to do something different so it depends on whether or not you want to stick to the characters persona that everyone's familiar with or reinvent it. All in all, I see slight improvement in your animations. Keep going! :sugoi:
Title: Re: SF III SAKURA
Post by: Umezono on January 06, 2021, 05:02:43 am
that underwear is throwing me off so badly, its a little uncomfortable there is so much focus on this when this version of sakura was underage.
Title: Re: SF III SAKURA
Post by: 087-B on January 06, 2021, 05:10:47 am
i kind of like the 4th try because the 5th one looks like she is in a beat em up game
man... this make senses... but looking at Hugo and Poison "Walks" thays seems to be really walking normaly, not like on fighting stance. anyway, i still don't know what i want:
(https://i.postimg.cc/pT0b3pL6/walk1.gif) VS (https://i.postimg.cc/d3Bvs464/WALK.gif)
Some advice. Stick to the characters personality to determine your choice. She's a Shoto character so she should sidestep more cautiously as a trained fighter would as opposed to walking down on her opponent straight forward like some type of brawler. Depends on what you're trying to convey. I know you're probably wanting to do something different so it depends on whether or not you want to stick to the characters persona that everyone's familiar with or reinvent it. All in all, I see slight improvement in your animations. Keep going! :sugoi:
oh thanks! i will keep it in mind. perhaps i will edit frames to put facial expressions... so... maybe we can combinate it. thanks again
that underwear is throwing me off so badly, its a little uncomfortable there is so much focus on this when this version of sakura was underage.
i no will work on paletes at now... she will had 14 original paletes based on sf3, and this shader had alot of cool tricks that i still don't show you guys, but a fast edit on pals just to you see. she can change clothes like Yuri on KOF XIII
that underwear is throwing me off so badly, its a little uncomfortable there is so much focus on this when this version of sakura was underage.
i no will work on paletes at now... she will had 14 original paletes based on sf3, and this shader had alot of cool tricks that i still don't show you guys, but a fast edit on pals just to you see. she can change clothes like Yuri on KOF XIII
that underwear is throwing me off so badly, its a little uncomfortable there is so much focus on this when this version of sakura was underage.
Yeah I second this.
It's kind of gone beyond visual gag level at this point IMO...
i will work on pals after finish animations, this is the model of SFV, is exactly the same size of skirt and undies
Why are you talking about palettes? No one mentioned them, they're talking about the animations. The skirt moves too much every time, at this point you could even remove the skirt and nothing would change in quality. If you make her move one centimeter the skirt shouldn't be flying upwards every time to show her underwear, that's not how skirts work, but I guess it's some kind of fetish or something... also the fixation on separating her underwear more and more... I don't know, man.
Title: Re: SF III SAKURA
Post by: ShadowHand BXR on January 06, 2021, 04:04:26 pm
Hes talking about palettes becuz you can change her underwear to shorts. If you didnt understand even that, you shouldnt be a mod.
Title: Re: SF III SAKURA
Post by: Yoshin222 on January 06, 2021, 04:23:26 pm
@BXR r/whoosh
Title: Re: SF III SAKURA
Post by: AlexSin on January 06, 2021, 04:30:39 pm
Hes talking about palettes becuz you can change her underwear to shorts. If you didnt understand even that, you shouldnt be a mod.
For some reason I think you have something against me. This is not even the first time you've acted like that towards me. Why is "you shouldn't be a mod" relevant in your comment? It sounds kind of hateful.
I may have misread what they said, but I also talked about that (look at the "the fixation on separating her underwear more and more" part on my post). Maybe you don't understand what I said. Umezono said "it's a little uncomfortable there is so much focus on this" and 087-B said "It's kind of gone beyond visual gag level at this point IMO...", so, yeah, my comment addressed theirs.
Plus mine was feedback too, I wanted to add to their commentary with my point of view.
Title: Re: SF III SAKURA
Post by: Fauxcry on January 07, 2021, 01:16:54 am
I agree with the underwear comment the pantie protector shorts were ok but the black thong and the red panties are a bit much as far as the walking animation is it possible to make a config file that makes it optional between the two for variety?
Title: Re: SF III SAKURA
Post by: Mastertkof on January 07, 2021, 03:11:22 am
What program do you use to make this sprites, Anderson?
at now MMD(cause is easyest), but you can use blender or maya if you want you can try the KOF XII version, that is opensource, you no will had the "sprite" but something that helps you to fit shadow, proportion, lines, the "almost sprite" that you will need to finish here-> https://mugenguild.com/forum/topics/mastertkof-mmd-shader-kof-xii-style-opensource-shader-now-191856.0.html
I agree with the underwear comment the pantie protector shorts were ok but the black thong and the red panties are a bit much as far as the walking animation is it possible to make a config file that makes it optional between the two for variety?
the template is on the thread, the physics engine is native from mmd and is necessary to move bandana, hair, skarf, and skirt, and the seetings need to be the same for the scene, so, the inertia, aceleration, colision is automatic, is impossiple to censor it like KOF XII Athena, not on the 3d steps
the model is the SFV model, with proportions fit to 2d sizes, and flat colors.
start to work on the dash (infinity run, something like 2 or 3 dashs) will be a unique hability, like Oro double jump, Chun Li jump from wall, etc
Hes talking about palettes becuz you can change her underwear to shorts. If you didnt understand even that, you shouldnt be a mod.
That doesn't have anything to do with it. You can get your rocks off to this as much as you want, but don't act like the issue is the palettes.
This is clearly a fetish thing, skirts simply do not move like that. He made it a point of separating out a thong, every single animation and frame makes a point of the skirt flying upwards to show it. In previous posts in this thread he specifically states he emphasizing things like racy underwear w/ camel toes on his OCs to be "sexy" This is just his sexual preference. I'm not going to address any further how creepy it is when this is clearly the version of Sakura from when she was in high school. You guys can shoot yourselves in the foot over that, its not my problem.
Title: Re: SF III SAKURA
Post by: Momotaro on January 07, 2021, 10:59:01 am
Anim is still strange animated. But the good point is the color is very good, and make it very close to what I would expect for her in SF3.
About all people talking about underwear/shorts stuff. Let leave Anderson do what her prefers.
I'm not for the extremely sexy thong stuff on such a young girl. But, I have to admit in SF5, Capcom f*cked up a lot with the bit of sexiness of most female characters. I like much Sakura in SF5, because, finally she have a grownup appearance, even if she still can use her school costume. (let's consider it a cosplay of her alpha style) But they f*cked up by giving her some freaking red diapers... Just like they censored Juri's story mode costume or many other females by giving freaking shorts to all dresses and skirts.
IMO, this Sakura doesn't need this thong stuff, but Anderson can still keep it as a palette option.
To me, the priority is to upgrade quality of animations, fixing the crazy physics on skirt and headband, then later, fixing pixel details to match SF3 sprites.
Title: Re: SF III SAKURA
Post by: AlexSin on January 07, 2021, 11:00:44 am
Hes talking about palettes becuz you can change her underwear to shorts. If you didnt understand even that, you shouldnt be a mod.
That doesn't have anything to do with it. You can get your rocks off to this as much as you want, but don't act like the issue is the palettes.
This is clearly a fetish thing, skirts simply do not move like that. He made it a point of separating out a thong, every single animation and frame makes a point of the skirt flying upwards to show it. In previous posts in this thread he specifically states he emphasizing things like racy underwear w/ camel toes on his OCs to be "sexy" This is just his sexual preference. I'm not going to address any further how creepy it is when this is clearly the version of Sakura from when she was in high school. You guys can shoot yourselves in the foot over that, its not my problem.
Don't worry about it, the Anderson guy completely ignored my post and ignored your post too, so just let them be. I guess in their minds it's a win. :mlol:
Title: Re: SF III SAKURA
Post by: Fauxcry on January 12, 2021, 10:01:28 pm
I retract my previous statement about the underwear who am I to stifle someone's creativeness. but more on to the helpful critique and suggestions. Will you have arm movement in the running animations?
Title: Re: SF III SAKURA
Post by: Mastertkof on January 18, 2021, 02:12:05 am
Anim is still strange animated. But the good point is the color is very good, and make it very close to what I would expect for her in SF3.
About all people talking about underwear/shorts stuff. Let leave Anderson do what her prefers.
I'm not for the extremely sexy thong stuff on such a young girl. But, I have to admit in SF5, Capcom f*cked up a lot with the bit of sexiness of most female characters. I like much Sakura in SF5, because, finally she have a grownup appearance, even if she still can use her school costume. (let's consider it a cosplay of her alpha style) But they f*cked up by giving her some freaking red diapers... Just like they censored Juri's story mode costume or many other females by giving freaking shorts to all dresses and skirts.
IMO, this Sakura doesn't need this thong stuff, but Anderson can still keep it as a palette option.
To me, the priority is to upgrade quality of animations, fixing the crazy physics on skirt and headband, then later, fixing pixel details to match SF3 sprites.[/spoiler]
I retract my previous statement about the underwear who am I to stifle someone's creativeness. but more on to the helpful critique and suggestions. Will you have arm movement in the running animations?
nice point man. i really don't think any kind of feedback is bad, i always apreciate to receive it but i can use only usefull things
run based on 6 frames alpha as keyframes (https://i.postimg.cc/x8R6v7Mk/RUN-REF.gif)(https://i.postimg.cc/66Lbx7g9/RUN-NEW.gif)(https://i.postimg.cc/T1GkWGLM/RUN-8-FRAMES.gif)(https://i.postimg.cc/G289C9kL/RUN-2-0.gif)(https://i.postimg.cc/T3sJq5YG/RUN-2-0.gif) some tests that i'm still want to improve
Title: Re: SF III SAKURA
Post by: Momotaro on January 18, 2021, 09:48:37 pm
4 is pretty OK to me.
Title: Re: SF III SAKURA
Post by: Charlie Nash on January 19, 2021, 05:01:33 am
some are pretty OK. I still prefered your other test, the one with smaller feets.
Also, some anims are pretty OK, but all the kicks are strange... (just my opinion)
like that? i'm trying to turn her at a size similar to Ryu. but still small (https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)(https://i.postimg.cc/rmdBZwJM/1.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif)(https://www.fightersgeneration.com/characters/elena-ts-stance.gif)
STAND (https://i.postimg.cc/XY9V9mzH/01.gif)(https://i.postimg.cc/4d3gXbGR/dance.gif) NORMAL KICKS (https://i.postimg.cc/qRCYFbtt/LK.gif)(https://i.postimg.cc/TYhkNNZT/MK.gif)(https://i.postimg.cc/XNTcs1LS/CLK.gif)(https://i.postimg.cc/13Lbrrdv/CMK.gif)(https://i.postimg.cc/gknqsF8K/CHK.gif)(https://i.postimg.cc/MGVNPj2q/HK.gif)(https://i.postimg.cc/ZR1HyJ5n/FHK.gif)(https://i.postimg.cc/sXgWY8YQ/overkick.gif) NORMAL PUNCHS (https://i.postimg.cc/Dz4BfW7H/LP.gif)(https://i.postimg.cc/59nGRVGY/CLP.gif)(https://i.postimg.cc/9F0S3k5x/CMP.gif)(https://i.postimg.cc/9002ztzC/HP.gif)(https://i.postimg.cc/hvq19MtH/launcher.gif) SPECIALS (https://i.postimg.cc/HsR0PZt1/DIVE-KICK.gif)(https://i.postimg.cc/B6VYW2N6/overhead.gif)(https://i.postimg.cc/fTw3M6wh/overflip.gif)(https://i.postimg.cc/90Z1K0Mw/HADOUKEN.gif)(https://i.postimg.cc/HxJ60B12/EX-HADOUKEN.gif)(https://i.postimg.cc/ryrhKnJy/SHINKU-HADOUKEN.gif)(https://i.postimg.cc/nhkWZnb9/SHIN.gif)(https://i.postimg.cc/05KWHpV4/SHOOKEN.gif)(https://i.postimg.cc/Rhtg6B3m/SHIN-SHOOKEN.gif)(https://i.postimg.cc/3Nwn1vbK/TATSU-KICK.gif)(https://i.postimg.cc/RhbGDZjw/TATSUMAKI.gif)(https://i.postimg.cc/1trKwtFr/JOUDAN-SOKUTOU-GERI.gif)(https://i.postimg.cc/50TdZbpv/JOUDAN-SOKUTOU-GERI-EX.gif) SUPERS HURT on Head (https://i.postimg.cc/zBV77Vyy/1.gif)(https://i.postimg.cc/wvZVGgN0/2.gif)(https://i.postimg.cc/Xq58Mmc3/3.gif)
WALKS
is this a 3d model i just wanna know
Title: Re: SF III SAKURA
Post by: TurnPile on January 19, 2021, 05:59:11 am
some are pretty OK. I still prefered your other test, the one with smaller feets.
Also, some anims are pretty OK, but all the kicks are strange... (just my opinion)
like that? i'm trying to turn her at a size similar to Ryu. but still small (https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)(https://i.postimg.cc/rmdBZwJM/1.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif)(https://www.fightersgeneration.com/characters/elena-ts-stance.gif)
STAND (https://i.postimg.cc/XY9V9mzH/01.gif)(https://i.postimg.cc/4d3gXbGR/dance.gif) NORMAL KICKS (https://i.postimg.cc/qRCYFbtt/LK.gif)(https://i.postimg.cc/TYhkNNZT/MK.gif)(https://i.postimg.cc/XNTcs1LS/CLK.gif)(https://i.postimg.cc/13Lbrrdv/CMK.gif)(https://i.postimg.cc/gknqsF8K/CHK.gif)(https://i.postimg.cc/MGVNPj2q/HK.gif)(https://i.postimg.cc/ZR1HyJ5n/FHK.gif)(https://i.postimg.cc/sXgWY8YQ/overkick.gif) NORMAL PUNCHS (https://i.postimg.cc/Dz4BfW7H/LP.gif)(https://i.postimg.cc/59nGRVGY/CLP.gif)(https://i.postimg.cc/9F0S3k5x/CMP.gif)(https://i.postimg.cc/9002ztzC/HP.gif)(https://i.postimg.cc/hvq19MtH/launcher.gif) SPECIALS (https://i.postimg.cc/HsR0PZt1/DIVE-KICK.gif)(https://i.postimg.cc/B6VYW2N6/overhead.gif)(https://i.postimg.cc/fTw3M6wh/overflip.gif)(https://i.postimg.cc/90Z1K0Mw/HADOUKEN.gif)(https://i.postimg.cc/HxJ60B12/EX-HADOUKEN.gif)(https://i.postimg.cc/ryrhKnJy/SHINKU-HADOUKEN.gif)(https://i.postimg.cc/nhkWZnb9/SHIN.gif)(https://i.postimg.cc/05KWHpV4/SHOOKEN.gif)(https://i.postimg.cc/Rhtg6B3m/SHIN-SHOOKEN.gif)(https://i.postimg.cc/3Nwn1vbK/TATSU-KICK.gif)(https://i.postimg.cc/RhbGDZjw/TATSUMAKI.gif)(https://i.postimg.cc/1trKwtFr/JOUDAN-SOKUTOU-GERI.gif)(https://i.postimg.cc/50TdZbpv/JOUDAN-SOKUTOU-GERI-EX.gif) SUPERS HURT on Head (https://i.postimg.cc/zBV77Vyy/1.gif)(https://i.postimg.cc/wvZVGgN0/2.gif)(https://i.postimg.cc/Xq58Mmc3/3.gif)
WALKS
is this a 3d model i just wanna know
Yes.
Title: Re: SF III SAKURA
Post by: Mastertkof on January 20, 2021, 05:19:44 am
is a 3d model, rendered on a shader, is a gif, or a frame that used a model as "bricks" every single frame need to be manually retouched but at now, is only pure renders, i'm going to finish at least the standing animations when i finish the moves
is a 3d model, rendered on a shader, is a gif, or a frame that used a model as "bricks" every single frame need to be manually retouched but at now, is only pure renders, i'm going to finish at least the standing animations when i finish the moves
NOW we're talking :) 2nd is pretty good. Beside of the skirt getting a bit too crazy Be sure to keep the hair color separed from body. Because hair palette will need some ajustment.
The base is pretty good and close to SF3 style now. I'm not so interested in other CS, but still interesting to keep them.
Now 2 important things. -Be sure to find some way or make some tests for this step to a style even more closer to SF3 -Having dynamic and credible animations for her other moves.
Title: Re: SF III SAKURA
Post by: Mastertkof on January 20, 2021, 01:42:55 pm
NOW we're talking :) 2nd is pretty good. Beside of the skirt getting a bit too crazy Be sure to keep the hair color separed from body. Because hair palette will need some ajustment.
The base is pretty good and close to SF3 style now. I'm not so interested in other CS, but still interesting to keep them.
Now 2 important things. -Be sure to find some way or make some tests for this step to a style even more closer to SF3 -Having dynamic and credible animations for her other moves.
now is about palletes, don't worry about separation, i did it all on blender now, and aply a new separation that makes possible alot of clothes
(https://i.postimg.cc/DyD3r1JY/WALK.gif)
Title: Re: SF III SAKURA
Post by: Momotaro on January 20, 2021, 01:47:32 pm
NOW we're talking :) 2nd is pretty good. Beside of the skirt getting a bit too crazy Be sure to keep the hair color separed from body. Because hair palette will need some ajustment.
The base is pretty good and close to SF3 style now. I'm not so interested in other CS, but still interesting to keep them.
Now 2 important things. -Be sure to find some way or make some tests for this step to a style even more closer to SF3 -Having dynamic and credible animations for her other moves.
now is about palletes, don't worry about separation, i did it all on blender now, and aply a new separation that makes possible alot of clothes
(https://i.postimg.cc/DyD3r1JY/WALK.gif)
OK! Good.
In this one, the "shading type" is very good, BUT the "colors" are not perfect. I prefered the color palette of previous version.
Title: Re: SF III SAKURA
Post by: Mastertkof on January 21, 2021, 02:51:42 pm
Lines setting -> Color on light setting -> color on Shadow setting -> highlights setting -> All sprite setting. (https://i.postimg.cc/pXpb8D89/1.gif)(https://i.postimg.cc/YqZcxhfd/2.gif)(https://i.postimg.cc/pLFwcRsR/3.gif)(https://i.postimg.cc/4NzMpByx/5.gif)(https://i.postimg.cc/GpnZZVfY/4.gif)
Again, I'm very glad with the evolution, so damn better. You kept the best on this last version. Don't ever changer the proportions. I think this is perfect.
One thing, I don't know if you shader can handle it, but you Sakura need some "clothes shading" It means -> Belly skin should be into dark, and same for top of thighs, shoud receive some strong shade on it... A bit like in this art. (not the perfect reference, but)
Again, I'm very glad with the evolution, so damn better. You kept the best on this last version. Don't ever changer the proportions. I think this is perfect.
One thing, I don't know if you shader can handle it, but you Sakura need some "clothes shading" It means -> Belly skin should be into dark, and same for top of thighs, shoud receive some strong shade on it... A bit like in this art. (not the perfect reference, but)
oh'''! really thanks, i totally forget it
you're talk about the self shadow setings
unfortunately the shade of the shadow area is the same that i used for line, perhaps i work on it again later ON(https://i.postimg.cc/52qgf07p/0.gif) OFF (https://i.postimg.cc/HLK67hGn/0.gif)
Title: Re: SF III SAKURA
Post by: Momotaro on January 21, 2021, 08:57:00 pm
This is great! Glad to help a bit.
with "accurate" attacks animations, SF3 Sakura can definitely be possible.
Title: Re: SF III SAKURA
Post by: Mastertkof on January 22, 2021, 12:10:19 am
i'm with a SSD now (no will lose everything again, like Mae Jae :'( )
the important thing on this process is to keep the keyframes safe on a folder, so you will always able to render it but this is the finally final, final version 3.0 omega finished edit on this shader, i want to finish Sakura to work on a KOF XII char (Cammy or Maxy Meyers)
Ryu Walk foward with 11 frames, with variable timing 2 to 5 ms good momentum on step (11 frames on Ryu) Sakura is smaller and younger, and a bit frenetic, (4 or 3 ms by frame) so i think is just to her be a little faster and a bit weaker (14 frames on Sakura) WALK FWD (https://i.postimg.cc/261JxS0t/RYU-WALK-FWD.gif)(https://i.postimg.cc/GpwJfh3N/SAKURA-WALK-FWD.gif) LP (https://i.postimg.cc/pVYVJMvr/RYU-REFERENCE.gif)(https://i.postimg.cc/YqrrXD23/SAKURA-LEARNING.gif)
i'm with a SSD now (no will lose everything again, like Mae Jae :'( )
the important thing on this process is to keep the keyframes safe on a folder, so you will always able to render it but this is the finally final, final version 3.0 omega finished edit on this shader, i want to finish Sakura to work on a KOF XII char (Cammy or Maxy Meyers)
Ryu Walk foward with 11 frames, with variable timing 2 to 5 ms good momentum on step (11 frames on Ryu) Sakura is smaller and younger, and a bit frenetic, (4 or 3 ms by frame) so i think is just to her be a little faster and a bit weaker (14 frames on Sakura) WALK FWD (https://i.postimg.cc/261JxS0t/RYU-WALK-FWD.gif)(https://i.postimg.cc/GpwJfh3N/SAKURA-WALK-FWD.gif) LP (https://i.postimg.cc/pVYVJMvr/RYU-REFERENCE.gif)(https://i.postimg.cc/YqrrXD23/SAKURA-LEARNING.gif)
nice! Light punch seems to lack 1 key frame animation or 2. I doesn't fell like an actual jab.
Title: Re: SF III SAKURA
Post by: Mastertkof on January 23, 2021, 02:48:52 am
thanks i will rework it, i had the same feeling. but perhaps i use it like an close punch or something but at now i'm doing the moves on the order, like a mugen char template i can't post anything about it cause i'm using GM's chars as base for code, and i no had permission to share it
this is very hype she looks like she's from SF3 i love it
thanks dude still hard to animate it, this jump take me 2 hours, shader helps, but i'm still need to pose bones, configure gravity, aceleration, timing and paletes
Jump Up (https://i.postimg.cc/NfFf5NcG/REFERENCE.png)(https://i.postimg.cc/VvD62pPp/JUMP-UP.gif)
Karin Pal (https://i.postimg.cc/Lsg2LMz4/KARIN.gif) a beta template (https://i.postimg.cc/8zQZN4Dk/PALETA.png)
jump fwd (https://i.postimg.cc/8Pyj2QdT/JUMP-FWD.gif) (reproved) second try (https://i.giphy.com/media/Qoa2O0DQRO3OaOGvsA/source.gif) (still wip) 3rd and... at now, is this (https://i.postimg.cc/kXHDPd0N/JUMP-FWD.gif)
jump back (aproved at the first try :))(https://i.postimg.cc/N0ShwsdZ/JUMP-BACK.gif)(https://i.postimg.cc/tTwGjhz3/JUMP-FWD.gif) (https://i.postimg.cc/s2PbLkBR/RUN1.gif)(https://i.postimg.cc/WpkyZYbv/a.gif)(https://i.postimg.cc/T2nB5NCD/b.gif)(https://i.postimg.cc/NMZ4NtDx/c.gif)
Title: Re: SF III SAKURA
Post by: Mastertkof on January 29, 2021, 03:33:55 am
New palete based on a Street Fighter Duo artwork (https://i.postimg.cc/7hPhszp4/Eqr7a-Ru-XAAMPr-JF.jpg)
Interesting, I'm not a big fan of these SFD artworks. It makes all the characters very "cocky" etc. Even some serious ones like Ryu, Guile, Chun Li...
The color is still nice, even if I prefer the regular one.
Good luck with the incoming animations!
sure. i'm not a fan of this kinf of "changes" on personality too but i like the "art" (shades of cyan, red, and skin seems cool) the next pack is the blocking animations first tests: (https://i.postimg.cc/gjkr9LzH/STAND.gif)(https://i.postimg.cc/7hshqPb8/STAND2.gif)(https://i.postimg.cc/bNqFj82J/AIR.gif)(https://i.postimg.cc/CLJrhtj4/CROUCH.gif)
Title: Re: SF III SAKURA
Post by: Amidweiz on February 01, 2021, 01:29:51 am
I'm assuming that these models are gonna have sprites drawn over them sort of what they did with twelve and Elena in SF3. Since these are giving me Tōkidenshō Angel Eyes vibes at the moment.
Title: Re: SF III SAKURA
Post by: Fauxcry on February 01, 2021, 07:58:56 am
I for one like how they look as is.
Title: Re: SF III SAKURA
Post by: Mastertkof on February 02, 2021, 04:39:54 am
I'm assuming that these models are gonna have sprites drawn over them sort of what they did with twelve and Elena in SF3. Since these are giving me Tōkidenshō Angel Eyes vibes at the moment.
on all moves? or on this tests? cause animate in 2d some 3d renders is something cool this tests moves like 3d
for example. the Run animation is a 3d generated frames of a 2d move
i understand what you said, but about the finished moves, i think we can make it more cool just removing frames and editing others
Sakura 2d step done by a friend (a reference of how can it turn if finished)(https://i.ibb.co/nD8qmqv/image.png)
Sakura is a project of mine. Cammy is a shader that i'm working to a friend that said want to make her i'm giving only the tools for him and make a stand.
I'm assuming that these models are gonna have sprites drawn over them sort of what they did with twelve and Elena in SF3. Since these are giving me Tōkidenshō Angel Eyes vibes at the moment.
on all moves? or on this tests? cause animate in 2d some 3d renders is something cool this tests moves like 3d
for example. the Run animation is a 3d generated frames of a 2d move
i understand what you said, but about the finished moves, i think we can make it more cool just removing frames and editing others
Sakura 2d step done by a friend (a reference of how can it turn if finished)(https://i.ibb.co/nD8qmqv/image.png)
Sakura is a project of mine. Cammy is a shader that i'm working to a friend that said want to make her i'm giving only the tools for him and make a stand.
SF II Victory anime pals (https://i.postimg.cc/6pCh2k7B/VICTORY.gif)
Nice. I particularly like the upgrade on Sakura. Seems like the bface details are directly inspired by Makoto. I would give her a cuter face, but anyway, it's good.
About Cammy, this is beautiful, but either proportions and Sprite style match what I imagine of SF3 Cammy.
I can't wait to see accurate, well animated attacks of Sakura.
Title: Re: SF3 SAKURA AND CAMMY
Post by: FeLo_Llop on February 04, 2021, 11:33:07 pm
Nice Nice Nice N-ICE work, man!
But I particularly can not see Cammy's essence with that stand. Maybe it's just me, but her stance is nothing been seen in SF. Sprite proportions are awesome.
Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on February 05, 2021, 02:28:36 am
Nobody was gonna do that, you just want the attention so you had to mention it. Kinda sad.
thanks, i think, but... useless things is only useless, i can't improve the project with this kind of dudes, but i had alot of friends and persons who gives awesome and pretty cool and usefull feedback thats improves moves, spriting, ideas, so... i'm keeping posting, but i really don't think in pay atention to anything that i can't use.
Cammy is still in develop of shader, and no will be animated by me. i will only render and adjust the moves, another guy is posing her on MMD and will send me the keyframes and animations. she had a pretty cool palete with leotard, bikini, open leotard, very open leotard, leotard over bikini, sleeves, fingerless or full gloves, the painting on legs from sf2 and i will work to give her the painting on legs of sf-alpha. that will give almos infinite possibilities of cool pals for her (https://i.postimg.cc/3w9JjVFM/0.gif)(https://i.postimg.cc/hj5D6mYp/ALPHA.gif)(https://i.postimg.cc/QttNfmfF/STAND.gif)
Nice. I particularly like the upgrade on Sakura. Seems like the bface details are directly inspired by Makoto. I would give her a cuter face, but anyway, it's good.
About Cammy, this is beautiful, but either proportions and Sprite style match what I imagine of SF3 Cammy.
I can't wait to see accurate, well animated attacks of Sakura.
this Sakura edits is not a work of mine. is a sugestion of a friend that i keep in mind to finish her, but sakura is still a project of mine, and i will going to finish it if i can
my tries: let me know what you think guys (i'm really liking the number 2) in this method i remove the face on fighter factory (face had a own colors on the develop pal, this is easy to turn transparent and edit under) (https://i.postimg.cc/htL9n4c9/FACE-TESTS.png)
But I particularly can not see Cammy's essence with that stand. Maybe it's just me, but her stance is nothing been seen in SF. Sprite proportions are awesome.
FeLo! nice to see you paying atention to my board, thank you very much perhaps you're right, but on this style, wath is important is the shader, pose a stand kayframing sf2, alpha, iv or v is pretty fast, and rendering take about 0,2 seconds by frame, if you want to make a concept, i can animate her over anykind of bones position very fast, but my focus is sakura, i'm developing cammy tool for a friend.
GM Ryu Jab 20 frames (duration) Sakura 19 frames too (more sprites, but same speed had 1 less frames cause i put 2 sprites with 2 frames aside Ryu had 1 sprite with 5 frames) (https://i.postimg.cc/hhWRMNvq/LP.gif)(https://i.postimg.cc/mr2kzTWf/LP-RYU.gif)
MP same logic (https://i.postimg.cc/zfNVtP65/MP.gif)(https://i.postimg.cc/bv11dncY/MP-RYU.gif)
Title: Re: SF3 SAKURA AND CAMMY
Post by: Niitris on February 05, 2021, 09:03:19 am
I love the work you're doing. I work with 3D too, I appreciate that other people are getting into it as well.
Sakura isn't perfect by any means, but 3D animation is very difficult. If it were easy, everyone would be doing it. Wish I could help more, but I'm not good with MMD. I work in Blender instead. Can't wait to see her finished. :)
Title: Re: SF3 SAKURA AND CAMMY
Post by: Momotaro on February 05, 2021, 04:16:18 pm
Nobody was gonna do that, you just want the attention so you had to mention it. Kinda sad.
thanks, i think, but... useless things is only useless, i can't improve the project with this kind of dudes, but i had alot of friends and persons who gives awesome and pretty cool and usefull feedback thats improves moves, spriting, ideas, so... i'm keeping posting, but i really don't think in pay atention to anything that i can't use.
Cammy is still in develop of shader, and no will be animated by me. i will only render and adjust the moves, another guy is posing her on MMD and will send me the keyframes and animations. she had a pretty cool palete with leotard, bikini, open leotard, very open leotard, leotard over bikini, sleeves, fingerless or full gloves, the painting on legs from sf2 and i will work to give her the painting on legs of sf-alpha. that will give almos infinite possibilities of cool pals for her (https://i.postimg.cc/3w9JjVFM/0.gif)(https://i.postimg.cc/hj5D6mYp/ALPHA.gif)(https://i.postimg.cc/QttNfmfF/STAND.gif)
Nice. I particularly like the upgrade on Sakura. Seems like the bface details are directly inspired by Makoto. I would give her a cuter face, but anyway, it's good.
About Cammy, this is beautiful, but either proportions and Sprite style match what I imagine of SF3 Cammy.
I can't wait to see accurate, well animated attacks of Sakura.
this Sakura edits is not a work of mine. is a sugestion of a friend that i keep in mind to finish her, but sakura is still a project of mine, and i will going to finish it if i can
my tries: let me know what you think guys (i'm really liking the number 2) in this method i remove the face on fighter factory (face had a own colors on the develop pal, this is easy to turn transparent and edit under) (https://i.postimg.cc/htL9n4c9/FACE-TESTS.png)
But I particularly can not see Cammy's essence with that stand. Maybe it's just me, but her stance is nothing been seen in SF. Sprite proportions are awesome.
FeLo! nice to see you paying atention to my board, thank you very much perhaps you're right, but on this style, wath is important is the shader, pose a stand kayframing sf2, alpha, iv or v is pretty fast, and rendering take about 0,2 seconds by frame, if you want to make a concept, i can animate her over anykind of bones position very fast, but my focus is sakura, i'm developing cammy tool for a friend.
GM Ryu Jab 20 frames (duration) Sakura 19 frames too (more sprites, but same speed had 1 less frames cause i put 2 sprites with 2 frames aside Ryu had 1 sprite with 5 frames) (https://i.postimg.cc/hhWRMNvq/LP.gif)(https://i.postimg.cc/mr2kzTWf/LP-RYU.gif)
MP same logic (https://i.postimg.cc/zfNVtP65/MP.gif)(https://i.postimg.cc/bv11dncY/MP-RYU.gif)
Yes, Sakura Face 2 is the best to me. 4 is OK as well.
But 2 is still better :)
About animation, I can see some progress. About MP, pay attention to Sakura back when she outstretches her punch/arm. It should not stop "moving" In good animation (for me) you should never have 2 frames with a part of body not moving. all part of sprite should move at least a bit.
I love Cammy's color. I'm glad because your design have these elements. -curvy/strong body -holster + leg band from SFV -cammo from SSF2
*Perhaps she's missing socks. *And ankle area can be a bit thinner *still need to adapt the stance to Cammy style
Title: Re: SF3 SAKURA AND CAMMY
Post by: Inactive user on February 06, 2021, 06:21:10 pm
Sakura is pretty cool...
cammy is impressive and really sexy with this outfit, i imagine that work requires pacience and a little bit of love too... :)
Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on February 07, 2021, 07:54:23 am
Yes, Sakura Face 2 is the best to me. 4 is OK as well.
But 2 is still better :)
About animation, I can see some progress. About MP, pay attention to Sakura back when she outstretches her punch/arm. It should not stop "moving" In good animation (for me) you should never have 2 frames with a part of body not moving. all part of sprite should move at least a bit.
I love Cammy's color. I'm glad because your design have these elements. -curvy/strong body -holster + leg band from SFV -cammo from SSF2
*Perhaps she's missing socks. *And ankle area can be a bit thinner *still need to adapt the stance to Cammy style
i'll keep it in mind, but do't understand about the back on MP. cause i just mimic Ryu on this about face... number 2 is really winning at now
cammy is impressive and really sexy with this outfit, i imagine that work requires pacience and a little bit of love too... :)
Sakura is finished(more by time and cause i'm wanting to finish her) finished talking about shader, not animations, still need alot of work on animations Cammy is a tool on develop for friend that wants to make her on sf3 style
version 0.9 of cammy (https://i.postimg.cc/j5J2LP0Q/000.gif)(https://i.postimg.cc/VLwvkJ7n/1.gif)(https://i.postimg.cc/c4cHgdjj/2.gif)(https://i.postimg.cc/Njf0RWv0/3.gif)(https://i.postimg.cc/htytspK1/4.gif)(https://i.postimg.cc/zfyXcKBZ/5.gif)
i'm using Cammy as A proof of AI shading 24 colors with 8~9 shades each sure with this method i can create a helper that uses all the colors of a mugen palete without miss or missing anyone of the colors, at least on 90% of the sprite
cammy is now finished, and she is a colab if a friend... don't know if him is gonna finishing it. but the "art" is still mine... so... if anyone wanna try do bring her to live, is just make the animations on MMD, and send me the motion, and i can render it on the shader.
first try with the 2D rework method on face only (some frames is out of axis, and i still don't edit hair and bandana over it) at a test, its proof that the method will work, and will give me something like Elena original method but with renders aside rotoscopy models
she alone (https://i.postimg.cc/HkXM3Kcm/1.gif) she aside girls (https://www.fightersgeneration.com/characters/elena-ts-stance.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://i.postimg.cc/8c5BrrrX/1.gif)(https://i.postimg.cc/ZqhTYG90/2.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif) almost done stand
tonight i will finish the stand
Pixel artist on the staff sugest this first as a base (https://i.postimg.cc/Jn4Tysbj/file-1.gif)(https://i.postimg.cc/rs54scnZ/1.gif)
keep on tests: (https://i.postimg.cc/MHCRrFnR/1.gif) first new move beta (https://i.postimg.cc/8c5BrrrX/1.gif)(https://i.postimg.cc/ZqhTYG90/2.gif) almost done stand
Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on February 13, 2021, 03:59:53 am
Joudan Sokutou Geri Beta: (betas is not ready, but is a change of the alphas, still need manual pixelart on everyframe, but works to test animations) (https://i.postimg.cc/CxmfgrCh/JOUDAN-SOKUTOU-GERI.gif)(https://i.postimg.cc/5trYHHkD/JOUDAN-SOKUTOU-GERI2.gif)
Title: Re: SF3 SAKURA AND CAMMY
Post by: Momotaro on February 13, 2021, 07:23:58 pm
I like the design variation with a line on skirt. But more like variant. Or at least having classic costume possible through palette, without mark of this CS when you choose regular classic costume.
Also, animation of kick neef some work. It seems unnatural. I reallt suggest to take SF3 Ryu's reference.
also, seems like her foot become very big during kick. strange. When her feet looks correct size in regular stance.
Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on February 14, 2021, 02:38:58 am
I like the design variation with a line on skirt. But more like variant. Or at least having classic costume possible through palette, without mark of this CS when you choose regular classic costume.
Also, animation of kick neef some work. It seems unnatural. I reallt suggest to take SF3 Ryu's reference.
also, seems like her foot become very big during kick. strange. When her feet looks correct size in regular stance.
thanks anyway, aside about ryu, i tottally copy him on this keys Hair decided i will keep it on mind when finishing this move about foot this is rotation (perhaps we need to reduce scale only on one axis X Y Z) when standing you see only X and Y
Panties finished on shader (https://media.tenor.com/images/ad7d3cfdfb2afe5af5345a1faab20c89/tenor.gif) (https://i.postimg.cc/WznyN1DF/1.gif)(https://i.postimg.cc/G3JVJqML/2.gif)(https://i.postimg.cc/8Pp3yM3h/3.gif) (https://i.postimg.cc/3JtqzW5z/4.gif)(https://i.postimg.cc/kgDHC97G/5.gif)(https://i.postimg.cc/13Tj5TzH/6.gif)(https://i.postimg.cc/MGQrcDM8/7.gif)
hair decided (https://i.postimg.cc/d0YGBmNF/New-Canvas1.png) i will use 8 colors on shader, but 4 or 5 on palete Elena had 10 colors but had no precision and animation fine Ibuki had only 1 pretty well animated Makoto had 4 Chun use skin shade on hair (i don't want it)
will try to finish stand today (older and nostalgia)
Title: Re: SF3 SAKURA AND CAMMY
Post by: Inactive user on February 14, 2021, 07:03:39 am
I've just not understood if either cammy and sakura are in 3d or they'll be converted to sprites furthermore...
The concept now looks virtualized or 3d, what are you planning for the graphics?
it's just curiosity.... i wish luck for you.
Title: Re: SF3 SAKURA AND CAMMY
Post by: Momotaro on February 14, 2021, 09:45:41 am
ok for the foot size. I think it can be scalled on certain animations to look better.
About underwear. Nice to see some possible CS. To me, her regular sports bloomer + legs CS is good. The variation of panties is interesting too. But, I don't think she needs those previous "bitchy" undies you gaves her in the older posts. But you decide.
about hair, I liked this one more. But this one is pixel edited, right ? (https://i.postimg.cc/Jn4Tysbj/file-1.gif)
I can't wait to see more in action. I hope this project will be completed.
Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on February 14, 2021, 02:08:48 pm
I've just not understood if either cammy and sakura are in 3d or they'll be converted to sprites furthermore...
The concept now looks virtualized or 3d, what are you planning for the graphics?
it's just curiosity.... i wish luck for you.
pixel art over renders, cause is possible, faster, and keep proportions when you want. and alot o parts (legs, hands, skirt, bandana) is good by just rendering
but every single face will be done by hand (look at Elena and you will understand)
ok for the foot size. I think it can be scalled on certain animations to look better.
About underwear. Nice to see some possible CS. To me, her regular sports bloomer + legs CS is good. The variation of panties is interesting too. But, I don't think she needs those previous "bitchy" undies you gaves her in the older posts. But you decide.
about hair, I liked this one more. But this one is pixel edited, right ? (https://i.postimg.cc/Jn4Tysbj/file-1.gif)
I can't wait to see more in action. I hope this project will be completed.
sure! this is done by a friend, he use a hair inspired in Makoto, i want it inspired in Elena hair
Stand almost done: (Nostalgia) i will finish Older Sakura stand today too (https://i.postimg.cc/5tzgr71k/NOSTALGIA.gif)(https://i.postimg.cc/jdp987Yc/NOSTALGIA2.gif)(https://i.postimg.cc/K8YNDcRf/NOSTALGIA3.gif)
Title: Re: SF3 SAKURA AND CAMMY
Post by: Nexus Games on February 14, 2021, 03:13:14 pm
this is getting super good keep up the awesome work on sakura! i love the improvements!
Title: Re: SF3 SAKURA AND CAMMY
Post by: Momotaro on February 14, 2021, 04:54:39 pm
Getting good. Waiting for the actual moves now :) Hopefully without big foot. ^^
Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on February 15, 2021, 01:23:55 am
Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on February 19, 2021, 01:29:05 pm
Template released Final version guys if someone want to help. she had only 14 paletes on original version 7 for nostalgia and 7 for older, but perhaps someone use the sprites after i finish to make a char with more pals
don't pay attemption to the face, cause this is beta frames, focus on clothes, skin, possibilities, etc.
Wow! looks very good! Beside of the strong clode kick and perhaps her flower kick beeing a bit strange, I can see some progress!
I like this blue/white color.
Good work, I'm glad this project continue. I'll make some palettes later. I prefer to wait and see first how are the upcoming animations.
BTW. Did you know that there is an SF3 Twelve character that contain actually an SF3 Sakura inside. Even as a different DEF file. She use SFA sprites.
But it could be a great base to make SF3 Sakura, then adding another newer moves ! :)
thanks, "a bit strange" don't say much, if you can be more specific i can update it
blue/white, red, bigger, shorts, leggings, btw the separation allows alot of tricks for Nostalgia will be bigger and red as on sfv
i searched for this twelve when you said the first time, but i don't find it
about sakura i want to finish her, cause i need to stud more about 2d fighting game animations,
i render her in a super scale, just cause i can :)
(https://i.postimg.cc/htf2m4gN/GIANT.gif)
Sorry, my english is not precise enough to describe. To make it simple. Some of the animations (only some of them) lacks of "dynamism", of "snap effect", "elasticity", need whole body to go in direction. (Not sure my words will help, but anyway)
About Twelve, I don't have it this computer, but I'm pretty sure it's the version by Rei.
I found it. It's written "include other chars" http://gal129.webcrow.jp/mugen/Hosted_Chars/hosted.html (http://gal129.webcrow.jp/mugen/Hosted_Chars/hosted.html)
Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on February 20, 2021, 04:54:16 pm
Wow! looks very good! Beside of the strong clode kick and perhaps her flower kick beeing a bit strange, I can see some progress!
I like this blue/white color.
Good work, I'm glad this project continue. I'll make some palettes later. I prefer to wait and see first how are the upcoming animations.
BTW. Did you know that there is an SF3 Twelve character that contain actually an SF3 Sakura inside. Even as a different DEF file. She use SFA sprites.
But it could be a great base to make SF3 Sakura, then adding another newer moves ! :)
thanks, "a bit strange" don't say much, if you can be more specific i can update it
blue/white, red, bigger, shorts, leggings, btw the separation allows alot of tricks for Nostalgia will be bigger and red as on sfv
i searched for this twelve when you said the first time, but i don't find it
about sakura i want to finish her, cause i need to stud more about 2d fighting game animations,
i render her in a super scale, just cause i can :)
(https://i.postimg.cc/htf2m4gN/GIANT.gif)
Sorry, my english is not precise enough to describe. To make it simple. Some of the animations (only some of them) lacks of "dynamism", of "snap effect", "elasticity", need whole body to go in direction. (Not sure my words will help, but anyway)
About Twelve, I don't have it this computer, but I'm pretty sure it's the version by Rei.
I found it. It's written "include other chars" http://gal129.webcrow.jp/mugen/Hosted_Chars/hosted.html (http://gal129.webcrow.jp/mugen/Hosted_Chars/hosted.html)
oh... sure... but betas don't had 2d tricks of animation (this need to be done on 2d step, beta is the 3d step) at now we're talking about "poses" only. but i think i understand the body movements that you said, somethings seems worse on 3d
time to develop throws she will had 5 3 normals like Ken 2 command like Oro
Normal throws attempt(https://i.postimg.cc/6pWXWMRB/NORMALS.gif)Command throws attempt(https://i.postimg.cc/yYXKCMDf/COMMAND-THROWS.gif)
Title: Re: SF3 SAKURA AND CAMMY
Post by: Momotaro on February 20, 2021, 06:10:25 pm
Wow! looks very good! Beside of the strong clode kick and perhaps her flower kick beeing a bit strange, I can see some progress!
I like this blue/white color.
Good work, I'm glad this project continue. I'll make some palettes later. I prefer to wait and see first how are the upcoming animations.
BTW. Did you know that there is an SF3 Twelve character that contain actually an SF3 Sakura inside. Even as a different DEF file. She use SFA sprites.
But it could be a great base to make SF3 Sakura, then adding another newer moves ! :)
thanks, "a bit strange" don't say much, if you can be more specific i can update it
blue/white, red, bigger, shorts, leggings, btw the separation allows alot of tricks for Nostalgia will be bigger and red as on sfv
i searched for this twelve when you said the first time, but i don't find it
about sakura i want to finish her, cause i need to stud more about 2d fighting game animations,
i render her in a super scale, just cause i can :)
(https://i.postimg.cc/htf2m4gN/GIANT.gif)
Sorry, my english is not precise enough to describe. To make it simple. Some of the animations (only some of them) lacks of "dynamism", of "snap effect", "elasticity", need whole body to go in direction. (Not sure my words will help, but anyway)
About Twelve, I don't have it this computer, but I'm pretty sure it's the version by Rei.
I found it. It's written "include other chars" http://gal129.webcrow.jp/mugen/Hosted_Chars/hosted.html (http://gal129.webcrow.jp/mugen/Hosted_Chars/hosted.html)
oh... sure... but betas don't had 2d tricks of animation (this need to be done on 2d step, beta is the 3d step) at now we're talking about "poses" only. but i think i understand the body movements that you said, somethings seems worse on 3d
time to develop throws she will had 5 3 normals like Ken 2 command like Oro
Normal throws attempt(https://i.postimg.cc/6pWXWMRB/NORMALS.gif)Command throws attempt(https://i.postimg.cc/yYXKCMDf/COMMAND-THROWS.gif)
Great! Yes, I heard animating 3D give different feeling. but anyway.
I like these animations. What will be her throws ? I'm curious about your choice of throws.
Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on February 20, 2021, 06:43:40 pm
Wow! looks very good! Beside of the strong clode kick and perhaps her flower kick beeing a bit strange, I can see some progress!
I like this blue/white color.
Good work, I'm glad this project continue. I'll make some palettes later. I prefer to wait and see first how are the upcoming animations.
BTW. Did you know that there is an SF3 Twelve character that contain actually an SF3 Sakura inside. Even as a different DEF file. She use SFA sprites.
But it could be a great base to make SF3 Sakura, then adding another newer moves ! :)
thanks, "a bit strange" don't say much, if you can be more specific i can update it
blue/white, red, bigger, shorts, leggings, btw the separation allows alot of tricks for Nostalgia will be bigger and red as on sfv
i searched for this twelve when you said the first time, but i don't find it
about sakura i want to finish her, cause i need to stud more about 2d fighting game animations,
i render her in a super scale, just cause i can :)
(https://i.postimg.cc/htf2m4gN/GIANT.gif)
Sorry, my english is not precise enough to describe. To make it simple. Some of the animations (only some of them) lacks of "dynamism", of "snap effect", "elasticity", need whole body to go in direction. (Not sure my words will help, but anyway)
About Twelve, I don't have it this computer, but I'm pretty sure it's the version by Rei.
I found it. It's written "include other chars" http://gal129.webcrow.jp/mugen/Hosted_Chars/hosted.html (http://gal129.webcrow.jp/mugen/Hosted_Chars/hosted.html)
oh... sure... but betas don't had 2d tricks of animation (this need to be done on 2d step, beta is the 3d step) at now we're talking about "poses" only. but i think i understand the body movements that you said, somethings seems worse on 3d
time to develop throws she will had 5 3 normals like Ken 2 command like Oro
Normal throws attempt(https://i.postimg.cc/6pWXWMRB/NORMALS.gif)Command throws attempt(https://i.postimg.cc/yYXKCMDf/COMMAND-THROWS.gif)
Great! Yes, I heard animating 3D give different feeling. but anyway.
I like these animations. What will be her throws ? I'm curious about your choice of throws.
She evolve like Ryu or more, cause Ryu always as fighting, and she is from school and training Karate Shotokan
on SF3 she is not like a stupid idol (sfv) or a sf alpha strongest (sfiv)
now Sakura is a powerfull Karate user, and her moves will be based on real Karate moves
my idea for throws at now is
Back Throw > Tomoe Nage: (https://i.postimg.cc/N0yh048V/TOMOE-NAGE.gif) Neutral Throw > Ashi Bari Front Throw > Seoi Nage
Command 1 > Kani Basami Command 2 > Morote Gari
Title: Re: SF3 SAKURA AND CAMMY
Post by: Momotaro on February 20, 2021, 07:23:18 pm
She evolve like Ryu or more, cause Ryu always as fighting, and she is from school and training Karate Shotokan
on SF3 she is not like a stupid idol (sfv) or a sf alpha strongest (sfiv)
now Sakura is a powerfull Karate user, and her moves will be based on real Karate moves
my idea for throws at now is
Back Throw > Tomoe Nage: (https://i.postimg.cc/N0yh048V/TOMOE-NAGE.gif) Neutral Throw > Ashi Bari Front Throw > Seoi Nage
Command 1 > Kani Basami Command 2 > Morote Gari
Good animation! I like! I like the idea. Actually her appearance in SFV is OK to me, just that she have very boring animation in SFV. (To me)
Any follow ups after Morote Gari ? perhaps K = "sankaku jime", P = "juji gatame"
man, i'm not a codder, and i think this moves need to do animations for every other chars to receive it, so.. at least at now, i'm doing moves based on other chars, so, if Ibuki can throw like that, she too, cause the char had the animations to receive it nice ideas, but let's develop we can do
Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on March 01, 2021, 05:08:17 am
Cammy tool finished for her developer don't know how kind of separation he is going to use, but sure, something more simple, but for the shaders, is better to left than missing
Title: Re: STREET FIGHTER III X
Post by: Nexus Games on March 01, 2021, 07:15:28 am
that cammy and sakura really fits beside the rest of the girls
Title: Re: STREET FIGHTER III X
Post by: Momotaro on March 01, 2021, 09:29:37 am
I'm impressed again! I like the progress ! In this kick, Sakura's head seems to "jump" a bit. Perhaps one pixel adjust would fix it. but OK.
About my ideas of follow ups from "Morote Gari" Depending on the angle, they can be done without custom get hit sprites. In REAL BOUT series (ONLY) Blue Mary is from the back when she do juji gatame. and using regular enemy sprites would fit. and with the required "fall sprites", you can easily find the right position for sankaku damage. but anyway.
(I'll try to make you a mockup)
Basically ashi barai is one of her SFV throws, right ? Your version lacks just a bit of dynamism.
Keep it up. Looks very promising.
Title: Re: STREET FIGHTER III X
Post by: Lunchbillion on March 03, 2021, 06:32:05 am
That kick might be your best animation so far!
Title: Re: STREET FIGHTER III X
Post by: Mastertkof on March 03, 2021, 06:32:32 am
I'm impressed again! I like the progress ! In this kick, Sakura's head seems to "jump" a bit. Perhaps one pixel adjust would fix it. but OK.
About my ideas of follow ups from "Morote Gari" Depending on the angle, they can be done without custom get hit sprites. In REAL BOUT series (ONLY) Blue Mary is from the back when she do juji gatame. and using regular enemy sprites would fit. and with the required "fall sprites", you can easily find the right position for sankaku damage. but anyway.
(I'll try to make you a mockup)
Basically ashi barai is one of her SFV throws, right ? Your version lacks just a bit of dynamism.
Keep it up. Looks very promising.
these tests are what the name says "tests" about complex throws, perhaps be cool. but i still don't had nothing in mind that i can realize, when coding step we can improve it i will rework throws, but need to develop the base o improve, of course this is hard to animate. but i think will be cool moves at finisheds
Laura is original from SF5, so... i will just create a shader for blender and rip her animations, with some small changes, making some tests Cammy tool is at now the most powerfull, and is running on MMD, now i want to discovery what i can do only in blender
the scene for cammy will had a secondary light to generate the cool shadows from sf3, and a simple palete with a basic separation first tests seems to be promissor, but is only a test and i stretched all the sprites on 2d software, in Sakura and Cammy, i change the model to fit sf3 when standing but this is like an "error" cause in some moves the style don't fit, cause capcom used a CRT custom grid to sprite pixel art that will be vertical streched by crt monitor, laura process will had this step to fit the style on a 2d way, not a 3d trick
Hell yeah, LAURA!! XD She's basically an outline and a face away from being a legit SF sprite. Amazing job man!!!
Finally getting to the important part, translating the 3D character into semi-perfect 2D sprite form (no, not 200 color rips)
thanks man, i think this is alot of more work to finish it, but the essential is lines and face of course
Blender is complex to config, but after configured some girls will be easyest to her creators, finishing Laura e Juri to come back to my sakura
first day working on sfiv juri on blender: progress.. (https://i.postimg.cc/TY7GKqxs/0.gif)(https://i.postimg.cc/RZ2BRSNQ/1.gif)(https://i.postimg.cc/Hxg1q60r/2.gif)
Title: Re: STREET FIGHTER III X
Post by: Mastertkof on March 08, 2021, 02:37:33 am
Juri is going to be something more than "ok" the final resultt, if i do all scripts... will be "EPIC!" but perhaps... i never finsish it. anyway.... i want to show you guys
without anykind of edition on this (just a gif done by blender)
Ayo, jus wanna say these sprites so far are insane, love tha amount of colors n effort put into em. Best of luck finishin them, Masterkof.
thank u very much dude, i love your portraits, sure i will try something like that on select screen i will finish at least sakura, but will rip other girls, juri needs more work, but after i finish her, the tool will be able to rip other chars easyest (https://i.postimg.cc/FHxpD5jJ/JURI-POWER-4.gif),
now... let's go with the new method for Juri Grayscale edit (Hand) Color add (Automatic) (https://i.postimg.cc/HLSM3hgY/JURI-1.gif)(https://i.postimg.cc/26VZt7k4/JURI-2.gif) (https://i.postimg.cc/hG3JVQLh/New-Canvas1.png)
time to start the finishing steps resized: (https://i.postimg.cc/c4n225P7/JURI-1.gif)(https://i.postimg.cc/rwKj00Vn/1.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif)(https://i.postimg.cc/jdp987Yc/NOSTALGIA2.gif)
Title: Re: STREET FIGHTER III X
Post by: sanstrong on March 13, 2021, 06:29:41 am
No problem Mastert, glad u love my MVC art. Good luck makin tha portraits, they're so hard to do.
Seein Sakura finished would be crazy, I kno that'll blow a lotta people's minds, lol
Also great technique of squishin n stretchin tha animations, they definitely give off that SF3 feel, & they look just about in scale as tha other characters in tha game.
Title: Re: STREET FIGHTER III X
Post by: Momotaro on March 13, 2021, 09:09:38 am
Nice, but to be honest. Now, I would prefer to see Sakura completed.
With actual good animations and moves etc.
BTW is there a way to import her animations from SF4+SF5 and use them with your custom model? It would save some time and have great results.
At least to have some base. then you can edit tweak some animations.
Title: Re: STREET FIGHTER III X
Post by: Mastertkof on March 14, 2021, 04:22:03 am
No problem Mastert, glad u love my MVC art. Good luck makin tha portraits, they're so hard to do.
Seein Sakura finished would be crazy, I kno that'll blow a lotta people's minds, lol
Also great technique of squishin n stretchin tha animations, they definitely give off that SF3 feel, & they look just about in scale as tha other characters in tha game.
really thanks dude! i will explain why Sakura get that slow down...
Nice, but to be honest. Now, I would prefer to see Sakura completed.
With actual good animations and moves etc.
BTW is there a way to import her animations from SF4+SF5 and use them with your custom model? It would save some time and have great results.
At least to have some base. then you can edit tweak some animations.
sure this is possible, but need some years, or at least months of training blender... like sakura and cammy, the hard is to create the tool, use it will be easy
Let's go... about Sakura i'm working on 3 big problems (need to fix it before start the 2d steps of her again) Camera, Face, Panties.
when i start it, as a rotoscopy project, i look at Elena as a base (close camera without zoom) but at the development i change to Chun li camera, (away camera with zoom) so, now the camera is pretty away from Sakura, but with zoom to fit the size this could be hard to imagine, but to explain with images:
Old is like this (if she move the arm or leg close to the camera, this seems pretty bigger)(https://www.fightersgeneration.com/characters/elena-trippy.gif) New is like that (also if she comes close to the camera, the size keep on the same style)(https://www.fightersgeneration.com/characters/chunny-ts-birdkick.gif)
this artistic decision becomes after alot of tests and adjusts, and will work on Cammy and any other char too, cause is saved, and i learned how to edit the camera as i want. OLD -> NEW (https://i.postimg.cc/tgSNVRyG/1.gif)(https://i.postimg.cc/TwKqj8YL/2.gif)
Also the face need a map to never goes on shadow no matter the position or move, or light, anyway, sf3 faces, will be always on highlight side, the map will fiz it before i start rendering again
also, the third and most important thing to define, before goes on with spriting the vertex of buruma and panties is strechting like shorts of sfv since i used this materials, i need to change it to fit the old style like the camera, this works fine on stand, but goes out on some moves. (https://i.postimg.cc/ncVV3qDx/PANTIES.png)
after finishing this mods and make sure this will the really "final" version, i start to render again, cause i had done almost 30 "finals" versions, but thats always something going around to change... hehehe anyway thanks for the feedback
i'm without directx 11 for now... so... i'm on Juri (OpenGL) when receive my vga card i will come back to sakura... at now on blender "THIS SHADER DON'T WORK AS I WANT!!!" (https://i.postimg.cc/52dmL9rZ/0000.gif) think on her saying it :mlol:
Title: Re: STREET FIGHTER III X
Post by: Momotaro on March 14, 2021, 09:17:25 am
Nice to see you take time to adapt camera angle so have good rendering angle of your sprites.
About elena legs getting bigger. It's quite an exception, Usually, it's more like Chun Li. (no bigger legs/feets in 3d effect) I know only 2 characters using it in SF : SFA Zangief to exagerate the massive body anf lenght of arms SF3 Elena to give a funky dancing feeling and show how flexible and long are her legs.
Perhaps Necro have similar frames (not sure) for more obvious reasons.
About Buruma, The more acurate would be based on SF4. SF5 is definitely a post 2010 censorship edition, just like 99% of women skirts/dresses costumes in SF4 where they all wear some boy shorts under it.
The light on face. I'm impressed. I never thought about it since I don't work with 3D yet. But sure it will give good results.
Title: Re: STREET FIGHTER III X
Post by: Mastertkof on March 15, 2021, 03:24:53 am
Juri is the first blender girl who joins the mmd team. she had alot of limitations (only the moves that had on sfiv) but alot of easy ways too (import and render fast)
Directionals riped to pixel artist, of course this will take a long time to fit sf3 style, but sure will be better work over it, than from sketch (https://i.postimg.cc/gjqtzJWz/STAND-CROUCHING.gif)(https://i.postimg.cc/50w6nHvS/TURN.gif)(https://i.postimg.cc/B6VP8Wxd/CROUCHING-TURN.gif)(https://i.postimg.cc/sgSKPmxB/STAND-TO-CROUCHING.gif)(https://i.postimg.cc/tJJ1jFgd/CROUCHING-TO-STAND.gif)(https://i.postimg.cc/WpZKjCQy/WALK-FWD.gif)(https://i.postimg.cc/0yLTvvVb/WALK-BWD.gif)(https://i.postimg.cc/tJppkQsm/JUMP-0.gif)(https://i.postimg.cc/MHKgXWMx/JUMP.gif)(https://i.postimg.cc/jSzvVp2h/JUMP-LANDING.gif)(https://i.postimg.cc/qq4QvQF3/JUMP-FWD-0.gif)(https://i.postimg.cc/FRtD2hgG/JUMP-FWD.gif)(https://i.postimg.cc/0NKVWzmb/JUMP-FWD-LANDING.gif)(https://i.postimg.cc/W1GGh0Mm/JUMP-BACK-0.gif)(https://i.postimg.cc/5tp8m1K6/JUMP-BACK.gif)(https://i.postimg.cc/jSPXPpr7/JUMP-BACK-LANDING1.gif)(https://i.postimg.cc/RVjd3M2m/DASH-FWD.gif)(https://i.postimg.cc/vHqBXTGR/DASH-BACK.gif)
this animation just show me what i want in the shader, almost everything here is fine to me. abs, outline, shading, details... (https://i.postimg.cc/jSPXPpr7/JUMP-BACK-LANDING1.gif)(https://i.postimg.cc/5tJm3sxk/JUMP-BACK-LANDING2.gif)(https://i.postimg.cc/9fBYNy0X/JUMP-BACK-LANDING3.gif)
Title: Re: STREET FIGHTER III X
Post by: C.v.s The Abstract on March 15, 2021, 05:27:30 am
Cvs Juri in the Future?! these are amazing!
Title: Re: STREET FIGHTER III X
Post by: extravagant on March 15, 2021, 06:57:31 am
I've been wanting to make a CvS2 Juri. Save that idea for the future.
Title: Re: STREET FIGHTER III X
Post by: Noside on March 15, 2021, 05:05:11 pm
Now this Juri caught my eye, would be fantastic to see it complete.
Title: Re: STREET FIGHTER III X
Post by: EgyLynx on March 15, 2021, 05:07:48 pm
Some uses same animation (or almost same) own persons... but :(... if then put out own game :( ...
Anyway, looks... nice?
Title: Re: STREET FIGHTER III X
Post by: Nexus Games on March 15, 2021, 06:15:04 pm
even thought i am looking to seeing sakura done...we definitely need good 2D Juri sprites!
Title: Re: STREET FIGHTER III X
Post by: S. Jetstream on March 15, 2021, 06:59:01 pm
She looks a bit tiny compared to chun li, even tho she's only 4 cm shorter than her.
Title: Re: STREET FIGHTER III X
Post by: FeLo_Llop on March 15, 2021, 08:53:11 pm
Awesome animations, @masterkof !! Could you provide a colour chart sopeople can start making paletes? I've noted that there's A LOT of unnecessary colours in skin or trousers and maybe those could be more armonised with a chart.
Some uses same animation (or almost same) own persons... but :(... if then put out own game :( ...
Anyway, looks... nice?
i no understand your english, your talk, or at least, you, show me your chars and i will can get a try to learn with a master of animations and pixel art like you, cause at now, i can't find any propriety on your words...
She looks a bit tiny compared to chun li, even tho she's only 4 cm shorter than her.
i don't pay attemption to this, sure you maybe right, i just try to let the size similar, but no work with that specs, thank you for tell me i'll wait the guys of 2D work see and try it, thanks
Awesome animations, @masterkof !! Could you provide a colour chart sopeople can start making paletes? I've noted that there's A LOT of unnecessary colours in skin or trousers and maybe those could be more armonised with a chart.
Pretty sure those are for Relusion's sf3 Juri project
unfortunately, no... but he can use it if want, this is for SF3 X (a 4rt game of franchise, made by fans)
Title: Re: STREET FIGHTER III X
Post by: extravagant on March 16, 2021, 04:24:41 am
That last "fast edit" looks very good. Pretty close to an actual SF3 sprite. It's been my dream to get some SF4 and SF5 chars in 2D sprites for MUGEN. For example, there's many cool "alternate costumes" in SF4/SF5 that came as DLC, or that Lili costume mod I sent you. There's a lot of interesting potential here, keep up the great work.
Title: Re: STREET FIGHTER III X
Post by: Mastertkof on March 16, 2021, 06:02:54 am
That last "fast edit" looks very good. Pretty close to an actual SF3 sprite. It's been my dream to get some SF4 and SF5 chars in 2D sprites for MUGEN. For example, there's many cool "alternate costumes" in SF4/SF5 that came as DLC, or that Lili costume mod I sent you. There's a lot of interesting potential here, keep up the great work.
the only thing i do is print the palete and post togheter with sprite on paint, there's no kind of manual edit on this sprite... i will download sfxt and try to rip it when i bought my new pc... at now i need some persons to rip for me, i only edit on blender, but i will buy a new pc that can rip too
i fixed Sakura Bandana - now no will desapear animore Skirt - now will cover the underwear by 1 or 2 pixels on stands, and show more upskirt frames when she moves, aside will react to legs moves with more precision Face no will be on shadow side...
That last "fast edit" looks very good. Pretty close to an actual SF3 sprite. It's been my dream to get some SF4 and SF5 chars in 2D sprites for MUGEN. For example, there's many cool "alternate costumes" in SF4/SF5 that came as DLC, or that Lili costume mod I sent you. There's a lot of interesting potential here, keep up the great work.
the only thing i do is print the palete and post togheter with sprite on paint, there's no kind of manual edit on this sprite... i will download sfxt and try to rip it when i bought my new pc... at now i need some persons to rip for me, i only edit on blender, but i will buy a new pc that can rip too
i fixed Sakura Bandana - now no will desapear animore Skirt - now will cover the underwear by 1 or 2 pixels on stands, and show more upskirt frames when she moves, aside will react to legs moves with more precision Face no will be on shadow side...
perfect size of skirt and panties now...
and come on!
(http://Mugen archive trying to spam shit again, proving they are the trash of the communityrsyzH0n5/STAND.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(http://Mugen archive trying to spam shit again, proving they are the trash of the communityY0QxgXV4/STAND2.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif)(http://Mugen archive trying to spam shit again, proving they are the trash of the communityrwKj00Vn/1.gif)
Sorry to say that, but the skirt is too short now. It was already perfect in your previous version. in the update it's a bit too much for Sakura. -_-
I don't see the update in buruma. Hope it's not like she's wearing a thong or something weird for Sakura.
I know you will do good work. Just fix the skirt back to a longer one, like before.
Title: Re: STREET FIGHTER III X
Post by: Diepod on March 16, 2021, 07:58:05 pm
Ok, I suppose Relusion, is already pretty far along with his version anyway.
Also Sakura's skirt is probably better left the way it was, I doubt she needs more upskirts. (I never understood why that was so important)
Title: Re: STREET FIGHTER III X
Post by: Inactive user on March 16, 2021, 08:15:55 pm
Every day better these works.
This method looks to be a little used, but it's impressive.
Title: Re: STREET FIGHTER III X
Post by: Noside on March 16, 2021, 11:56:10 pm
this is the legs... (https://i.postimg.cc/X79HXLdT/OMEGA.gif)
this is some hours of work...
(https://i.postimg.cc/nLrGKG9V/oueeee.png)
this is the minimum size of panties that she can wear... I think only "older", and with some pantyhose (https://i.postimg.cc/8Pk4PGkr/MINIMUM.gif) that's 3 days of working some hours at night to give her a good underwear, still don't know what i will use.... But want to had options for the 2d steps parts about size of skirt,, in X this is bigger now Ned... i just reduce the physics... and the vertical size.... but the pixels that skirt shows... is the same amount
striped panties pals based on (and some animes) (https://i.postimg.cc/525HBwyY/STRIPED-PANTIES.png)
That last "fast edit" looks very good. Pretty close to an actual SF3 sprite. It's been my dream to get some SF4 and SF5 chars in 2D sprites for MUGEN. For example, there's many cool "alternate costumes" in SF4/SF5 that came as DLC, or that Lili costume mod I sent you. There's a lot of interesting potential here, keep up the great work.
the only thing i do is print the palete and post togheter with sprite on paint, there's no kind of manual edit on this sprite... i will download sfxt and try to rip it when i bought my new pc... at now i need some persons to rip for me, i only edit on blender, but i will buy a new pc that can rip too
i fixed Sakura Bandana - now no will desapear animore Skirt - now will cover the underwear by 1 or 2 pixels on stands, and show more upskirt frames when she moves, aside will react to legs moves with more precision Face no will be on shadow side...
perfect size of skirt and panties now...
and come on!
(http://Mugen archive trying to spam shit again, proving they are the trash of the communityrsyzH0n5/STAND.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(http://Mugen archive trying to spam shit again, proving they are the trash of the communityY0QxgXV4/STAND2.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif)(http://Mugen archive trying to spam shit again, proving they are the trash of the communityrwKj00Vn/1.gif)
Sorry to say that, but the skirt is too short now. It was already perfect in your previous version. in the update it's a bit too much for Sakura. -_-
I don't see the update in buruma. Hope it's not like she's wearing a thong or something weird for Sakura.
I know you will do good work. Just fix the skirt back to a longer one, like before.
Guys! i don't change the amount of panties that the skirt cover up
i edited the skirt on horizontal scale to no seems like and opened umbrella....
comparing skirt sizes of old and new edit same vertical size (the amount of pixels of underwears that it coverup on standing animations) (edit: i try the bigest old version of skirt with the new physics and like it, thanks guys, it let her more fluid, but about that size... no will affect undies like i said, this before is only horizontaly bigger) (https://i.postimg.cc/jdp987Yc/NOSTALGIA2.gif)(https://i.postimg.cc/Y0QxgXV4/STAND2.gif)(https://i.postimg.cc/GtFfbLd5/STAND-big-skirt.gif)
Title: Re: STREET FIGHTER III X
Post by: Lunchbillion on March 17, 2021, 02:41:12 am
Well damn. Can't fault you for lack of dedication ^ _ ^ ;
Title: Re: STREET FIGHTER III X
Post by: Momotaro on March 17, 2021, 01:33:10 pm
Ok, if you keep same length it's OK to me. About physics, no problem either. It's normal that cletes react to moves. If it doesnt' reach some crazy effect like blow completely the skirt on some low light kick.
It's just like the boobs bounce in some characters. -without, it lacks of life. -too much bounce it looks stupid.
Your actual version is pretty cool. Please keep her this way.
IMO the official SF4 artworks you posted are not a good reference for her model. Even if they are incredible pieces of art. In the artwork, she have strange proportions, waird haircut, and very skimpy outfit.
Please go on with the actual attacks. You do it well :)
Title: Re: STREET FIGHTER III X
Post by: Mastertkof on March 19, 2021, 07:07:31 am
Thanks guys
yesterday and today i waste something like 12 hours or more studing some things for 3d rendering, this was tedious, but learn somethings that i wanted
*Texture updated (now a plan texture with flat colors, whitout anykind of muscle, line, or detail) *Normal Map created and instaled scripts on shader (now the muscles and lines inside char will be generated by mapping) *3D model updated (conect levels of separated clothes to same plane line, it took hours, but is perfect to palete cut now) *Skirt increased size on vertical axis to fix some panty pixels on standing animations *Skirt received a full rework to get cool physics for stand like Ryu Karate Gi *Panties received updated on bone react (in short, skin strech, clothes no, or at least, less than skin)
Old skirt (too short)(https://i.postimg.cc/bvMw17b9/FLOWER-KICK.gif) Mapping off(https://i.postimg.cc/PxwrySQs/normal-off.gif) Old boddy had the mark of buruma, and some "stretching" on panties, thats going bigger when she spread legs to kicks (Old version, already solved now)(https://i.postimg.cc/bvLH4nTZ/111111.gif) Mapping on(https://i.postimg.cc/Gtn35vXB/normal-on.gif)(i already reduced the strong of muscles template) Old skirt physics(https://i.postimg.cc/pXZVshzT/STAND.gif) SFV censored panties option(https://i.postimg.cc/ncZcKYsg/STAND-G.gif)
Sakura Stand Finished 16 frames on stand. (https://i.postimg.cc/Kj7cS4W0/SHIN-SAKURA.gif) just remember, nostalgia is a skin, and perhaps a version,
but the sakura of the project is the older sakura
(https://i.postimg.cc/4Nm7HQrG/STAND.gif)
i'm still developing her concept, but is a diferente version
starting sakura with the moves that had upskirts to finishing panties and skirt shading shadow reduced... no more like elena shadow on leg, more like Oro and Necro now...
Flower Kick
i will render with extras frames to can remove on 2d step so this will had like 10~12 frames when i finish (https://i.postimg.cc/Ls4g99Cg/2.gif) Some tests (pretty better to shade on mapping) (https://i.postimg.cc/8zmrgJHV/1.gif)
Title: Re: STREET FIGHTER III X
Post by: Momotaro on March 19, 2021, 04:28:57 pm
Glad to see some more progress. Not sure what to watch because so many tries and versions.
last Shin Sakura version seems overall OK, even if skirt looks a bit too long this time. (even if I know it's a way to avoid lifting it too much on idle stance)
medium size was better to me, but anyway, I like the result overall.
Talking about buruma, SFV censored (boy shorts) version is really sad, even if it's the official 2016+ version ^^; still nice to have it as an option. you also gave her smaller one (just like real undies, why not. I suppose it's for you stripped version stuff) So, no SFA classic type ? (only censored or small, right ?)
anyway, the rendering and animation is pretty cool, physics looks pretty "realistic."
Yes, "grown up" Sakura is the best version. Best body, best haircut etc.
The stance animation is pretty good, particularly fo a 16 frames animation.
Your Juri work is good as well, even if I fell less hyped because some already good sprites for her exist (even if they are not SF3 styled)
Title: Re: STREET FIGHTER III X
Post by: Mastertkof on March 25, 2021, 07:12:52 am
Glad to see some more progress. Not sure what to watch because so many tries and versions.
last Shin Sakura version seems overall OK, even if skirt looks a bit too long this time. (even if I know it's a way to avoid lifting it too much on idle stance)
medium size was better to me, but anyway, I like the result overall.
Talking about buruma, SFV censored (boy shorts) version is really sad, even if it's the official 2016+ version ^^; still nice to have it as an option. you also gave her smaller one (just like real undies, why not. I suppose it's for you stripped version stuff) So, no SFA classic type ? (only censored or small, right ?)
anyway, the rendering and animation is pretty cool, physics looks pretty "realistic."
Yes, "grown up" Sakura is the best version. Best body, best haircut etc.
The stance animation is pretty good, particularly fo a 16 frames animation.
Your Juri work is good as well, even if I fell less hyped because some already good sprites for her exist (even if they are not SF3 styled)
thanks bro... i give a time to Sakura, restart to render her, but hate the skirt, i will recreate the physics on it to had a better result that seems like alpha skirt moving (less bones) will seems like a sailor moon, or any other anime girl skirt after i finish...
so... let's work on the protagonists a bit
Thaia is on WIP... at now.... almost done model... need a better shader and palete and some fixes The girls at now... With pixel edits over the shaders done by the main pixel artist (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/0960c393-b42c-45e4-8c9d-3be0bba4fb09/deg60tu-976ec981-8bd1-4a12-bd72-2aee5c52947a.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvMDk2MGMzOTMtYjQyYy00NWU0LThjOWQtM2JlMGJiYTRmYjA5XC9kZWc2MHR1LTk3NmVjOTgxLThiZDEtNGExMi1iZDcyLTJhZWU1YzUyOTQ3YS5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.KKCIz8w5273QWcqmcd_eydLiPTKljcm5nW_rxawiZe0)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://i.postimg.cc/bNL827gW/3.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/i/0960c393-b42c-45e4-8c9d-3be0bba4fb09/def0u5t-4f02c063-5d3d-4e61-a806-defcdac3e0cf.png/v1/fill/w_77,h_97,strp/intro_cammy_white_sf3_by_armentis_def0u5t-fullview.png)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif)(https://i.postimg.cc/xd7x16xv/THAIA.gif)
Tiger Shot Fireball effect on fists wip (https://i.postimg.cc/Ghgz3MSX/TIGERSHORT.gif)
Title: Re: STREET FIGHTER III X
Post by: Nexus Games on March 25, 2021, 07:38:23 am
duuuuude sakura cammy and juri look really good now...when these girls get done, you will be a legend! the progress to making them fit sf3 with your technique is very cool. a proper sf3 juri is the dream! keep it up. their colors and animation fit with these idle stance animations
Title: Re: STREET FIGHTER III X
Post by: Momotaro on March 25, 2021, 08:53:34 am
The rendering/physics is way better for sakura's skirt now. Not a crazy upskirt in regular stance, neither a big floating one.
I think it looks good now.
Also, your Cammy looks impressive, this last Cammy looks less SF3 styles, but still nice.
Overall your work is great like everythime!
Title: Re: STREET FIGHTER III X
Post by: Mastertkof on March 27, 2021, 06:00:34 am
duuuuude sakura cammy and juri look really good now...when these girls get done, you will be a legend! the progress to making them fit sf3 with your technique is very cool. a proper sf3 juri is the dream! keep it up. their colors and animation fit with these idle stance animations
thanks bro.. aside this pixel edits is not work of mine, but the guys who made it is on the project, so... it will keep on
Holly S¨%$&! i'm a shader :computer: (https://i.postimg.cc/gJLBdNMN/4.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Nate on March 29, 2021, 04:01:45 am
have you ever tried to reduce the frames in the gifs so they can fit in more with the other characters?
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Nexus Games on March 29, 2021, 04:14:45 am
i do agree Guile and Juri are too...toooo fluid in their animations to fit with the sf3 characters yeah the sf3 characters have very smooth fluid frames but with guile his animations are way to fluid even though i like his animations
his shading, colors, and animations look very nice though!
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on March 29, 2021, 04:19:02 am
have you ever tried to reduce the frames in the gifs so they can fit in more with the other characters?
oh dude! thanks for the tip! feedback is always welcome. but reduce frames is a work of the guys of codings staff, i just create alot of sprites to the guys uses, and is better to let more, so.. this will had less frames, but is not my work to reduce, cause the guys wants more frames to can change and choice the betters
i do agree Guile and Juri are too...toooo fluid in their animations to fit with the sf3 characters yeah the sf3 characters have very smooth fluid frames but with guile his animations are way to fluid even though i like his animations
his shading, colors, and animations look very nice though!
thanks bro... the coders will reduce it. i need to put blender to render with extra frames
"Oh man! there's no one to edit me? just this IA rendering frames?" (https://i.postimg.cc/9FQZ7r2j/5.gif) "i will sonic boom this computer..." (https://i.postimg.cc/PNsg0BTW/6.gif)
(https://i.postimg.cc/c1FNs4Bz/7.gif)
The tattoo is on the right arm. when he turns the palete change for a no tattoo arm, he is patriot, no paraoic with it
Directions finally done... still a hard work... very much clicks and organization of folders after all, i liked to keep a day away from any digital skirt or panties, come back to Sakura and Thaia tomorrow
need some work on face, panties, paletes, skin and i will start animate her tonight (https://i.postimg.cc/15fk6nFx/1.gif)(https://i.postimg.cc/Sx9HTBVD/2.gif)(https://i.postimg.cc/9ftKVy69/3.gif)(https://i.postimg.cc/Pqk9BSRh/4.gif)(https://i.postimg.cc/V6fTNdwV/5.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Noside on March 29, 2021, 09:56:32 pm
Woah! that SFV Guile looks awesome!
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on March 30, 2021, 04:29:31 am
Thanks bro
Sakura shader done. start to render her animations
when reach 90% is going harder to finish at all, but almost done... some more tests and finished (https://i.postimg.cc/wTJG2rX6/2.gif)(https://i.postimg.cc/BnBw917k/3.gif) skirt with physics to colide with anything and don't go inside legs or any part of body new palete template, new face. new eyes (https://i.postimg.cc/hGCtPstd/4.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Momotaro on March 30, 2021, 07:23:10 pm
All of that looks good. I just hope you will not disperse your energy on so many wips at the same time... (I have this problem personnally)
Sakura flower kick seems a bit different to SFA source. Does'nt looks like a "downard" motion. just look horizontal circle move (mostly)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on March 31, 2021, 06:59:00 am
All of that looks good. I just hope you will not disperse your energy on so many wips at the same time... (I have this problem personnally)
Sakura flower kick seems a bit different to SFA source. Does'nt looks like a "downard" motion. just look horizontal circle move (mostly)
i'm trying to evolve her moves, sakura is my only project that evolve pixel edit make another things in 3d will help with my own projects outside of comunity anyway i really focus on other things sometimes, but making Thaia and Guile, Juri, i learned things that i can use on sakura, so, rip animations helps to learn how it works too
i will try to make more things to sakura now... since i'm already on the 2d step finalllllllyyyyy
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Gladiacloud on March 31, 2021, 09:51:32 am
In theory, could you adopt this 3d sprite ripping technique with Marvel vs Capcom 3 characters too?
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Momotaro on March 31, 2021, 01:31:24 pm
Wohoo, upskirt festival ^^
Seriously, I can see some progress. The "blurry effect" is a good idea, And it's something used in some of SF3 animations, (not for all moves of course)
Also, this effect should not replace good key frames of animation.
This is why I really recommand you to use what SFA did for Sakura and SF3 for Ryu/Ken's references.
Actually this accurate key frame reference work is what Capcom teams did for SFIV Dudley, Ibuki etc. (you can clearly see the keyframes from SF3 series in these characters)
Again, good luck.
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Yoshin222 on March 31, 2021, 04:49:02 pm
I think the shader is neat, but tbh the sprites themselves are way too messy for SF3. They need a fair bit of manual adjustment. Maybe reduce colors the shader outputs, and then go in for touch ups? Or maybe render out the stuff at a higher resolution and use Inks method? Mega quick and dirty but i think even minor tweakes would go a long way to making it feel more authentic (https://cdn.discordapp.com/attachments/587805889331855470/826843573109522492/0EDIT1.gif) (https://cdn.discordapp.com/attachments/587805889331855470/826844459274731520/ezgif-7-5a5804fbb97c.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Diepod on March 31, 2021, 11:13:23 pm
So why not just use Sf4 Sakura in the first place?
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on April 03, 2021, 11:40:09 pm
Seriously, I can see some progress. The "blurry effect" is a good idea, And it's something used in some of SF3 animations, (not for all moves of course)
Also, this effect should not replace good key frames of animation.
This is why I really recommand you to use what SFA did for Sakura and SF3 for Ryu/Ken's references.
Actually this accurate key frame reference work is what Capcom teams did for SFIV Dudley, Ibuki etc. (you can clearly see the keyframes from SF3 series in these characters)
Again, good luck.
hehehe let's go! thanks bro! this sakura is your idea (hahaha)
I think the shader is neat, but tbh the sprites themselves are way too messy for SF3. They need a fair bit of manual adjustment. Maybe reduce colors the shader outputs, and then go in for touch ups? Or maybe render out the stuff at a higher resolution and use Inks method? Mega quick and dirty but i think even minor tweakes would go a long way to making it feel more authentic (https://cdn.discordapp.com/attachments/587805889331855470/826843573109522492/0EDIT1.gif) (https://cdn.discordapp.com/attachments/587805889331855470/826844459274731520/ezgif-7-5a5804fbb97c.gif)
sure, but you catch an old frame... anyway the lines is a problem on mmd, perhaps blender can handle it better (by blender shaders uses 3 outline colors, mmd only one)
So why not just use Sf4 Sakura in the first place?
cause the goal is get experience and frame data for my own game, i will make 4ht assault as a training for it, next year i will work on my own project and will need the bones that i posed by myself (gethits, KO, fall, is possible to use without copyright errors) by the way, i'm working on a personal use Sakura, just to learn and study how to rig perfect cloths and breasts, perhaps some litle physics on glutes too, like mai shiranui low kick this is also helping to rip some of her sfiv animations, but of course no will use only it, sakura have several new moves, and others are stronger now. i made this based on that Published: Feb 20, 2016 5 years ago i released this mod for sfiv, i think convert is will be cool, and will help (https://i.postimg.cc/wxFvPpX5/aaaa.jpg) (https://i.postimg.cc/Y9W6RSGx/stand-0.gif) updates (https://i.postimg.cc/26CfqsM0/stand-1.gif) almost done (https://i.postimg.cc/gcRvxhVt/stand-2.gif)
Juri Wip OLD(https://i.postimg.cc/rsyzH0n5/STAND.gif)NEW(https://i.postimg.cc/bNNQg18p/STAND.gif)
all sprites that's no become with a (FINISHED) quote, is work on progress
some cool reference that i found on an asiatic twitter acount animator i want something like that on the anime open, just saving for future reference (https://i.postimg.cc/DZTrCTrk/tenor.gif)
new outliner machine learning ia on mmd and blender shader it goes out with only one shade outline, the new method will give 3 colors for lines, by reducing the value by 5% each pass we will get 5%-10%-15% less value on color (brightness) by step of outlining (3 steps at all) also, the GTX 650 (my new gpu) is suffering a bit with it (7~15 fps by rendering) anyway doing this fast sakura to create a sfiv tool for some comissions that i will need to make soon (https://i.postimg.cc/bY6Wj26s/OUTLINE.gif)
blender + ia process result on 8x size (https://i.postimg.cc/3RFr9Vcq/TWITTER2.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on April 08, 2021, 03:18:39 am
*sfiv rip tool updated *script running as plugin (no need to do anything outside blender anymore) *outline system updated *Sakura panties updated (striped, alpha size, sfv size, a flower of sakura design, the classic vertical stripes added) (https://i.postimg.cc/2jvKdTkB/panties1.gif)(https://i.postimg.cc/RVLpyFnS/panties2.gif)(https://i.postimg.cc/0Nbtz0Xj/panties3.gif)(https://i.postimg.cc/nhdRVPkN/panties4.gif)
ripped with new panties (https://i.postimg.cc/W4jvxnjd/stand-4.gif)
start to rip sfv at all only laura, but sure more girls and 2 guys from v will come with her (https://i.postimg.cc/8cdF8Vzq/1.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Jh0nnY2k on April 08, 2021, 03:10:24 pm
Wow, this looks great. I was looking trough the thread, how are you doing all of this? (In simple terms please :)) )
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Momotaro on April 08, 2021, 04:09:28 pm
The rendering is clean, very good. But sorry to say that, I think you lost yourself again into variations of Sakura concept.
I mean. Her new sprite looks great, but I prefered the previous display ratio, now it's too much "squashed". even for SF3 display ratio. This is my point of view.
Your SFIV mod looked very good. Actually the type of mod I like. Not too nude, not b*tchy. just a mix up of cuteness and beauty.
BUT, I don't think SF3 Sakura need this shorter skirt. this very lose/low skirt-belt is really too much... But you are the one to decide.
It makes me a bit disapointed inside, because you reached the best rendering+design of Sakura then you change everything to maker her more "sexy"... Also, giving her tons of underwear designs just make the palette and display very strange... but again, you decide.
Also, the animation you got on twitter. "asiatic twitter acount animator" Do you remember his account. he have really nice animation skills.
Anyway, good luck. I'll keep an eye on it, if you ever come back to something less b*tchy for Sakura. Again, your previous was already perfect
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: FeLo_Llop on April 09, 2021, 12:46:18 am
Awesome rips!! Also, I agree with Ned, Sakura does not need a "pervy" touch. Her skirt kinda falls at some sprites, leaving her underwear visible. I mean, this kind of "details" fits more in Poison/Roxy. Just my opinion.
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: inktrebuchet on April 09, 2021, 12:54:42 am
Wow, these came out really nice! I think the bounce the skirt has makes sense for the kind of movements she is making and SF3, I've never seen a low wasted schoolgirl uniform though. I played with this a little bit. (https://i.imgur.com/uVWDGSQ.gif)
Another thing to keep in mind is light areas and shadowed areas rarely share colors in SF3. You'll mainly notice that when looking at their outlines. (https://i.imgur.com/9mmhgbA.gif)(https://i.imgur.com/QVwxAEm.gif)(https://i.imgur.com/f4067rB.gif)
I don't know if it would help with your process at all but here (https://mugenguild.com/forum/topics/character-assembly-line-168418.msg2148742.html#msg2148742) is the process I use to keep the areas colors separate.
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on April 09, 2021, 04:04:24 am
The rendering is clean, very good. But sorry to say that, I think you lost yourself again into variations of Sakura concept.
I mean. Her new sprite looks great, but I prefered the previous display ratio, now it's too much "squashed". even for SF3 display ratio. This is my point of view.
Your SFIV mod looked very good. Actually the type of mod I like. Not too nude, not b*tchy. just a mix up of cuteness and beauty.
BUT, I don't think SF3 Sakura need this shorter skirt. this very lose/low skirt-belt is really too much... But you are the one to decide.
It makes me a bit disapointed inside, because you reached the best rendering+design of Sakura then you change everything to maker her more "sexy"... Also, giving her tons of underwear designs just make the palette and display very strange... but again, you decide.
Also, the animation you got on twitter. "asiatic twitter acount animator" Do you remember his account. he have really nice animation skills.
Anyway, good luck. I'll keep an eye on it, if you ever come back to something less b*tchy for Sakura.
Again, your previous was already perfect
thanks again Ned, btw Sakura need to change engine MMD can't gimme the outline that i want also, she is not going to "change" at all to this rip, but i will also rip all animations from sfiv
the great problem is: we need now to sync bones of 2 games (sf4 and sf5) and a tool (mmd) i will need to create a mod of sakura to sfiv with my changes rip it again, or create a mmd model with same scale and clothes, still don't know how to solve it the old rendering is not good to me at finishing it by hand, need more manual work that i had time to do... with new outliner i can edit only the face btw the Sakura of the project is still this one: (https://i.postimg.cc/2SDBMzRw/sakura-blender-dev.gif)
also, we making several tests: our Discord is private for members of staff, but i will talk with the guys about any kind of open channel
Awesome rips!! Also, I agree with Ned, Sakura does not need a "pervy" touch. Her skirt kinda falls at some sprites, leaving her underwear visible. I mean, this kind of "details" fits more in Poison/Roxy. Just my opinion.
your opinion is always welcome, thanks, for the rip i don't want to change it anymore (i already rip alot of animations) but on main sakura i will do some adjusts
Wow, these came out really nice! I think the bounce the skirt has makes sense for the kind of movements she is making and SF3, I've never seen a low wasted schoolgirl uniform though. I played with this a little bit. (https://i.imgur.com/uVWDGSQ.gif)
Another thing to keep in mind is light areas and shadowed areas rarely share colors in SF3. You'll mainly notice that when looking at their outlines. (https://i.imgur.com/9mmhgbA.gif)(https://i.imgur.com/QVwxAEm.gif)(https://i.imgur.com/f4067rB.gif)
I don't know if it would help with your process at all but here (https://mugenguild.com/forum/topics/character-assembly-line-168418.msg2148742.html#msg2148742) is the process I use to keep the areas colors separate.
oh, Ink. btw need to talk with you about Bison, i like what you do on him, and after finish the girls Sagat, Guile, Bison and other iconic guys need to comeback, so will receive shaders too, and i want to ask permission to use the scale that you created as a base (just his size)
about colors: this is it now.
(https://i.postimg.cc/9f4bFm07/ink.gif)
i will try to improve based on your tips, anyway i develop the shader already using it
also, thank you very much for your edit on Sakura frame, feel free to post it anywhere just credit the shader i love the scarf edit and the shirt that keeps vivid, the hight on wait skirt seems cool, anyway i not a big fan of the face totally sided (ibuki and chun) and want something more 3/4 (makoto, elena, poison) great edit at all, i like the pixel art over it, just want some diferent creative decisions on her look
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: inktrebuchet on April 09, 2021, 04:49:00 am
I'm so glad you already have the light and shadow areas separated like that! I still see some blue in the light areas outline but I'm sure you already know about that.
I forgot I messed with her face! I totally agree with you, a 3/4 view would look much better. And you're welcome to reference what ever you like from M.Bison.
I tried applying Twelve's palette to follow the same rules as the other chars. Hopefully it helps seeing it like this (https://i.imgur.com/wevdgtR.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on April 09, 2021, 08:36:54 am
I'm so glad you already have the light and shadow areas separated like that! I still see some blue in the light areas outline but I'm sure you already know about that.
I forgot I messed with her face! I totally agree with you, a 3/4 view would look much better. And you're welcome to reference what ever you like from M.Bison.
I tried applying Twelve's palette to follow the same rules as the other chars. Hopefully it helps seeing it like this (https://i.imgur.com/wevdgtR.gif)
thank you very much Ink
Laura Wip (working on hair, breasts, shirt, shorts, glutes, arms physics) pretty complex to fit the level that i want for she (https://i.postimg.cc/J76f1ttK/stand.gif)
the full palete spectre of sf4 sakura and some documentation, if someone want to try make pals or fixes
btw i make some censorship based on your try, i will edit the physics on the top of skirt, to don't move and it will let put alot of sizes to up size
about the palete, i can make it fit twelve style, but with 2 manually pass, take the triple of time... i'm trying to get it on the shader still no sucess, but going close
(https://i.postimg.cc/qRCKDjbW/TEMPLATE.png)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Momotaro on April 09, 2021, 12:40:48 pm
So, we can say bye bye forever to the previous Sakura model...? T_T
What I regret is :
-the "round haircut..". (SFV style). SFIV style is good in many points (animations etc) but SFIV haircut always give me the feeling of a mullet like hair. -the ratio display. New version is definitely a bit too wide. (to my point of view).
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on April 09, 2021, 05:37:09 pm
So, we can say bye bye forever to the previous Sakura model...? T_T
What I regret is :
-the "round haircut..". (SFV style). SFIV style is good in many points (animations etc) but SFIV haircut always give me the feeling of a mullet like hair. -the ratio display. New version is definitely a bit too wide. (to my point of view).
I will change aspect tonight for sfiv sakura
The one that you calls "old" is the main sakura of the game. I can't just use sfiv cause she had other moveset. I'm changing the shader (the mehod of rendering) The poligons and textures will keep almost like this is going. Aside she still needs evil moveset. Shin moveset. A full work on animations again. This sfiv and sfv rips will produce fast atires to start coding something.
Some moves like: (https://i.postimg.cc/nrTtqqJg/SHIN-SHOOKEN.gif) (https://i.postimg.cc/jqgDL0hM/7.gif) (https://i.postimg.cc/T2nB5NCD/b.gif) Need to be posed I will still work on how i will make it... About model i preffer skirt and head as it as on mmd model...
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: EgyLynx on April 09, 2021, 09:09:01 pm
Good luck, project and real life!
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on April 10, 2021, 07:09:08 am
from top to bottom now: Hair: OK (https://i.postimg.cc/RCTTcQLc/4.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on April 13, 2021, 12:33:49 am
(https://i.postimg.cc/jdN3pX2w/opora.gif)
less shades? he knows (https://i.postimg.cc/50V2mpXB/vaiiiii.gif)
after several tests
clothes physics will be on blender, bbd is to slow to make fast moves blender requires alot of cpu and gpu calculation, but staff had good pcs, and some guys is working more in 2d sprites, so other people can render and send only the sprites
some artistic decisions will be refined but is almost this
(https://i.postimg.cc/pX3tNH82/oux.gif)
bake done: censored palete(https://i.postimg.cc/k5PGmHzb/1.gif) original palete(https://i.postimg.cc/pdQTXZM1/2.gif)
(https://i.postimg.cc/y6wYC5wy/uncensored.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: walt on April 14, 2021, 12:36:21 am
; _ ;
All of what's going on here looks so cool. KEEP IT UP!!! XD
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Nexus Games on April 14, 2021, 01:26:11 am
i still love the quality of these sprites anyway
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: EgyLynx on April 14, 2021, 05:44:54 pm
hello Nexus! i'm glad you like the new rip, i'm a bit blue, cause i will need to learn how to animate on blender and my mmd work becomes obsolete but this is in the name of the quality
As for Laura, it seems most suitable she wearing her green kimono.
since we don't have many versions of her, it would be better if she wore his original outfit.
i preffer bonita, so, this will be main, but don't worry about outfits, our color separations uses the 256 slots of a palete, you no will need more than this, when game is out you will can choice on a great list of wardrobe btw, bonita will be default
let's actualize you guys
the shader will need rework at all (this is not so bad as cam seems) we had some pixel artists finishing sprites, so, they had diferent styles as at the moment i'm producer and art director, i said they to wait me improve his tools, to prevent any inconcistent style on the game so, the new shader must do almost everything for the dudes of pixel art
menat is our first finished of this version (also more than a hundred "final" versions) i think this really need to be the ultimate tool, cause we reach the 256 slot capability of the palete
final resolution of intro 640*360 game ui resolution 1280*720 gameplay resolution : 4:3 (same style as sf2nd widescreen)
(https://i.postimg.cc/sgLSTZ11/intro.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: sabockee on April 19, 2021, 07:42:51 pm
Good stuff! However, it will be pretty tedious task to make it look like an actual pixelart. Personaly I don't think any edits are necesary. Unedited version of these sprites already looks great and reminds a bit the stuff from Killer Instinct (but much better looking!). I would totally play a mugen character that looks like this. Is there a chance that you release these sprites whithout any additional edits too? Whatever you will decide, keep up your work!
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on April 20, 2021, 04:42:54 am
Good stuff! However, it will be pretty tedious task to make it look like an actual pixelart. Personaly I don't think any edits are necesary. Unedited version of these sprites already looks great and reminds a bit the stuff from Killer Instinct (but much better looking!). I would totally play a mugen character that looks like this. Is there a chance that you release these sprites whithout any additional edits too? Whatever you will decide, keep up your work!
thank you very much Sabockee our edits is more on face and minor details
thanks, after some more polish on sakura, she will be the first full riped from sf4 with akuma, evil ryu, oni, ryu, ken, dan for evil sakura
sakura, gouken, ryu, ken, for standard
and perhaps a just for fun rip mocking dan, blanka, hakan, el fuerte
(https://i.postimg.cc/KzBWBN7X/oh-yeah.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Momotaro on April 23, 2021, 10:38:35 am
I'm glad to see you continue your experiementations. You're very movitaveted.
Sorry to say that, this is just my point of view, but I don't see Sakura anymore. To me, more and more she looks like a BOY who try to cosplay as Sakura in some anime convention.
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on April 23, 2021, 02:16:35 pm
I'm glad to see you continue your experiementations. You're very movitaveted.
Sorry to say that, this is just my point of view, but I don't see Sakura anymore. To me, more and more she looks like a BOY who try to cosplay as Sakura in some anime convention.
you no need to apologize if don't like the way it goes btw i think we are talking about proportions and modeling (easy part) i'm stoling animations cause is the animation and posing (hard part) i will edit the model a bit after finish bones, btw no will be exactly the old proportions, but no will be so skinny like sf4 model
perhaps a big head, stronger legs, and she a bit small, still thinking about it, anyway on a character rip, this comes after finish bone and animations adapts to convert for 2d (https://i.postimg.cc/13YccjhM/0.gif) (https://i.postimg.cc/5t5W20QS/oh-no.gif)(https://i.postimg.cc/NFbGZsSz/no-no-no-no-no.gif)(https://i.postimg.cc/Xv3jNyWz/karaia.gif)
this way i can focus animation eforts on Thaia and use this as references
Yes, looks better now with stronger legs. she is less boyish or something. I highly recommand to keep this version. IMO, she don't need other body tweaking. She onlt need her red turtleneck and red bloomers via palette.
I start having more hope on this project we talked together for several months now :) I would like to see her using both SFIV and some of SFV animations. Since you use official animations from the source games, the result can only be perfect! SFIV anims are still better, even if some of SFV animations are well done (like her crouch HK)
I hope you will take a maximum from the existing games BEFORE to add original moves to her. It would be interesting to have setting in cns that allows normal (SFIV+SFV) move list, and alternate (your move list)...
But this is just an idea to please all audiences.
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on April 26, 2021, 02:18:25 am
Yes, looks better now with stronger legs. she is less boyish or something. I highly recommand to keep this version. IMO, she don't need other body tweaking. She onlt need her red turtleneck and red bloomers via palette.
I start having more hope on this project we talked together for several months now :) I would like to see her using both SFIV and some of SFV animations. Since you use official animations from the source games, the result can only be perfect! SFIV anims are still better, even if some of SFV animations are well done (like her crouch HK)
I hope you will take a maximum from the existing games BEFORE to add original moves to her. It would be interesting to have setting in cns that allows normal (SFIV+SFV) move list, and alternate (your move list)...
But this is just an idea to please all audiences.
i'm glad you like, i almost done with her design first rip test -> changes on textures only -> sfiv original body -> new proportions -> new boddy (https://i.postimg.cc/Y9W6RSGx/stand-0.gif)(https://i.postimg.cc/157LQN3v/stand-3.gif)(https://i.postimg.cc/0Nbtz0Xj/panties3.gif)(https://i.postimg.cc/Xv3jNyWz/karaia.gif)(https://i.postimg.cc/KjyW13NK/1111.gif)
also, i'm glad everyone is liking my progress with rip method, but at now, we need to focus on 2 by 2 chars, cause code it will be pretty hard, since the coders team leader decided to create all from zero, based on 3rd strike framedata only, for ikemen go, i'm not so envolved on this part of the project, but i think is a good idea. anyway will take time to code everything
Sakura modeling finished time to rip
Let's go Sakura! (https://i.postimg.cc/BbHpx337/STAND.gif)(https://i.postimg.cc/XvmZKyQx/WALK-BACK2.gif)(https://i.postimg.cc/ZRNWwKQm/WALK-FWD.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Momotaro on April 26, 2021, 09:54:02 am
In theory, could you adopt this 3d sprite ripping technique with Marvel vs Capcom 3 characters too?
Of course is possible, but for marvel vs capcom, i still don't know how...
In general, Mugen needs more MVC3 characters, espec. an incredibly elaborate character like Dante.
I wonder if you are able to rip animations from a Dreamcast game too ...
I can research about it for comissions. But not a big fun of mvc series, is funnny, but not something that i want to put effort
I'm riping abel and sfxt lili for comissions... When i had time i will try mvc3... But i know this is possible About dreamcast is hard causr is not version for pc on unreal or other engine... But tests can be done.
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: The Shakunetsu on April 27, 2021, 09:40:41 pm
any roster plans already?
do you plan to use Sf3 color pallette
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on April 28, 2021, 12:16:16 am
10 more chars than 3rd strike All artistic aesthetic is based on new generation and mainly in 2nd impact widescreen mode... Gameplay is an evolution of 3rd strike... Ir really don't working on it... Just producing and directing artistic parts The team wanted to reveal some teasers only when had more solid work done.
The paletes will be all news... But based on old the first 2 sf3
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: The Shakunetsu on April 28, 2021, 12:25:59 am
that's great and interesting, I thought this were a character conversion thing but it's amazing that it's a game project
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on April 28, 2021, 07:47:23 am
that's great and interesting, I thought this were a character conversion thing but it's amazing that it's a game project
i forgot to upgrade thread
working on a 3d variation of ink method for cps3 i already make some tests, and the color need to be reduced
Thaia progress (using this tests on she) (https://i.postimg.cc/qqbHLr7q/1.gif)(https://i.postimg.cc/25hmfg09/2.gif)(https://i.postimg.cc/HxmmW3KY/3.gif)(https://i.postimg.cc/5yNMLybD/4.gif)(https://i.postimg.cc/7ZpDdqnT/0.gif)(https://i.postimg.cc/SxTnptfC/5.gif)(https://i.postimg.cc/s2yxRdtn/6.gif)(https://i.postimg.cc/76Rsw0nP/7.gif)(https://i.postimg.cc/rzXftTHv/8.gif)(https://i.postimg.cc/LstDGGnT/9.gif)(https://i.postimg.cc/jjhZX2k4/STAND.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on April 30, 2021, 07:54:05 pm
(https://i.postimg.cc/6Q2GKJHZ/Sem-t-tulo.png)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Matatat on May 01, 2021, 04:58:57 pm
Oh nice, so this IS an IKEMEN thing :D I was wondering - IKEMEN would be better for a fullgame project
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Momotaro on May 01, 2021, 05:05:41 pm
that's great and interesting, I thought this were a character conversion thing but it's amazing that it's a game project
i forgot to upgrade thread
working on a 3d variation of ink method for cps3 i already make some tests, and the color need to be reduced
Thaia progress (using this tests on she) (https://i.postimg.cc/qqbHLr7q/1.gif)(https://i.postimg.cc/25hmfg09/2.gif)(https://i.postimg.cc/HxmmW3KY/3.gif)(https://i.postimg.cc/5yNMLybD/4.gif)(https://i.postimg.cc/7ZpDdqnT/0.gif)(https://i.postimg.cc/SxTnptfC/5.gif)(https://i.postimg.cc/s2yxRdtn/6.gif)(https://i.postimg.cc/76Rsw0nP/7.gif)(https://i.postimg.cc/rzXftTHv/8.gif)(https://i.postimg.cc/LstDGGnT/9.gif)
Stance animation AND clothes, I still prefer number 2. Not sure to like these floaty shorts, and unstable stance.
Hope for more Sakura animations.
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on May 03, 2021, 03:36:58 am
that's great and interesting, I thought this were a character conversion thing but it's amazing that it's a game project
i forgot to upgrade thread
working on a 3d variation of ink method for cps3 i already make some tests, and the color need to be reduced
Thaia progress (using this tests on she) (https://i.postimg.cc/qqbHLr7q/1.gif)(https://i.postimg.cc/25hmfg09/2.gif)(https://i.postimg.cc/HxmmW3KY/3.gif)(https://i.postimg.cc/5yNMLybD/4.gif)(https://i.postimg.cc/7ZpDdqnT/0.gif)(https://i.postimg.cc/SxTnptfC/5.gif)(https://i.postimg.cc/s2yxRdtn/6.gif)(https://i.postimg.cc/76Rsw0nP/7.gif)(https://i.postimg.cc/rzXftTHv/8.gif)(https://i.postimg.cc/LstDGGnT/9.gif)
Stance animation AND clothes, I still prefer number 2. Not sure to like these floaty shorts, and unstable stance.
Hope for more Sakura animations.
oh. thanks, just think on Sakura, she turn most diferent aside the months, thaia will receive it too of course this is not her final version, aside the concept is this
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Gladiacloud on May 04, 2021, 05:46:20 pm
In my opinion you should teach these methods to those who would like to rip and "sprite" a 2.5D character from various games, not only from SFIV or SFV.
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: walt on May 04, 2021, 05:48:32 pm
(https://i.postimg.cc/s2yxRdtn/6.gif) This is the best one, but it would be perfect if the foot on the left was facing forward
In my opinion you should teach these methods to those who would like to rip and "sprite" a 2.5D character from various games, not only from SFIV or SFV.
Imagine being able to rip literally from DBFZ O_O
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on May 05, 2021, 03:03:51 am
In my opinion you should teach these methods to those who would like to rip and "sprite" a 2.5D character from various games, not only from SFIV or SFV.
"there's no new tools here. just more effort"
almost everyone who play a bit with blender knows it rip from unreal and opengl is easy: (https://i.imgur.com/ovdV7yk.gif) blender pixel art shaders are free and easy to modify too (http://www.cgchannel.com/wp-content/uploads/2015/02/150210_BlenderPixelArtShader.jpg) is just about try, and all this knowledge is around the web for years
In my opinion you should teach these methods to those who would like to rip and "sprite" a 2.5D character from various games, not only from SFIV or SFV.
Imagine being able to rip literally from DBFZ O_O
glad you like it, btw she can't move front and back when stands, but i really love this bouncing there too :)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Momotaro on May 06, 2021, 02:35:04 pm
The project of Sakura goes in the right direction I think. Keep it up.
Waiting for more Sakura Animations in action.
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on May 06, 2021, 05:10:13 pm
thanks, this animations is more polished, cause is the final 3d step. after this she will receive manual retouchs, so, take more time to render it properly (https://i.postimg.cc/MGBv9XwL/WALK-ON-AXIS2.gif)(https://i.postimg.cc/J7ZSR87W/JUMP-START.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: inktrebuchet on May 06, 2021, 10:59:52 pm
The kick could use a little work in my opinion. Her weight should be over the foot that is still on the ground, otherwise gravity would tip her forward during that movement.
in Ryu's animation he leans back for balance. (https://cdn.discordapp.com/attachments/451492018271682561/839968835314253824/kick.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on May 06, 2021, 11:52:58 pm
The kick could use a little work in my opinion. Her weight should be over the foot that is still on the ground, otherwise gravity would tip her forward during that movement.
in Ryu's animation he leans back for balance. (https://cdn.discordapp.com/attachments/451492018271682561/839968835314253824/kick.gif)
oh... Ink... thank you so much bro... i will try to keep it on Thaia when i finish her model, btw thanks for your atemption on it, keep tunned, i will update it based on you feedback.
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on May 17, 2021, 05:59:53 am
some autodesk sketchbook tests:
nothing aproved, just trying some brushs seetings for somethings (https://i.postimg.cc/J0Zj9QSH/New-Canvas1.jpg) (https://i.postimg.cc/28YW1hPT/sketch1621218913978.png)
Crouch animation rendering looks perfect to me. overall.
Jump attacks are pretty good, most are really good. but some of the jump kicks looks a bit strange. anims 8, 9 and 10... looks very artificial or something, like if the 3D model outstretches too much - giving some squashed animation. It gives her very thin legs arms etc. (I know this is common to SF3 display ratio, but here perhaps a bit too much, only in these sprites for some reason. I cannot explain well.
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on May 20, 2021, 04:14:01 am
Crouch animation rendering looks perfect to me. overall.
Jump attacks are pretty good, most are really good. but some of the jump kicks looks a bit strange. anims 8, 9 and 10... looks very artificial or something, like if the 3D model outstretches too much - giving some squashed animation. It gives her very thin legs arms etc. (I know this is common to SF3 display ratio, but here perhaps a bit too much, only in these sprites for some reason. I cannot explain well.
i know, this is cause blender is not an artist if we create the rule, the software will follow it like a blind this kind of issues, is about artistic decisions between anims, btw sf3 is diferent ruled by each move. also, sf4 sakura had a strange leg bones, perhaps i fix it after, at now, i will keep and wait to see how it goes in game
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Nexus Games on May 28, 2021, 07:52:48 pm
keep up the good work and stay motivated!
i would love to do a test on these sprites to see what they would look like in mugen honestly these have really good quality...you know just to see what they would look like in mugen
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on May 28, 2021, 08:42:58 pm
i would love to do a test on these sprites to see what they would look like in mugen honestly these have really good quality...you know just to see what they would look like in mugen
nice, thank you bro, we will gonna test it soon i can send you some neutrals if you want, but i will start to test her soon on 3rd strike
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Nexus Games on May 29, 2021, 04:36:41 am
sure i just want to show her animations in mugen to give you an idea when you do her in the style you want by a coder you pick i just like this project thats all
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Momotaro on May 29, 2021, 08:47:46 am
i would love to do a test on these sprites to see what they would look like in mugen honestly these have really good quality...you know just to see what they would look like in mugen
nice, thank you bro, we will gonna test it soon i can send you some neutrals if you want, but i will start to test her soon on 3rd strike
sure i just want to show her animations in mugen to give you an idea when you do her in the style you want by a coder you pick i just like this project thats all
I'm glad you come up with some final design. Please don't change her anymore ^^;
I can't wait to see rendering of her attacks.
Thanks i think, but i'd change anything, this one between the other girls receive only a new palete, and since she had 16 shades by color, you can edit it very diferent
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Momotaro on May 29, 2021, 07:43:16 pm
nice!
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on May 29, 2021, 08:32:14 pm
wooooow that sakura art really fits the sf3 art style!
thanks bro still need adjusts, and perhaps i change it, but i like the way it is turning
(https://i.postimg.cc/KYw75kKx/FOCUS-ATACK.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Fauxcry on May 30, 2021, 03:40:38 am
Potentially dumb and already answered question but will these characters be for all mugen games or just one in particular like a molebox game or kind of like MKP exclusive?
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on May 30, 2021, 04:07:10 am
Potentially dumb and already answered question but will these characters be for all mugen games or just one in particular like a molebox game or kind of like MKP exclusive?
Ikemen Go closed game (3rd strike style don't works well with other chars) anyway mugen is hard to keep copyright, of course people will rip and edit things if they want, i don't care about it, but is not my project
Thank you bro, just saying, this is renders that seems sprites or sprites done by blender, idk how to name it but this still don't receive manual edits
let's show you how i animate on MMD first the main move (https://i.postimg.cc/Kv3Ry78Y/WALK-FWD.gif) after it some secondary moves (https://i.postimg.cc/sgF1fBM4/WALK-FWD2.gif) after it some adjusts (https://i.postimg.cc/9QG0DWT5/WALK-FWD3.gif) and all this keep saved on a folder, so, i can come back and edit the whole move or some bones if i want
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Momotaro on June 10, 2021, 09:13:49 pm
I like her face and muscle definition. Beside of that, not really my kind of character, but still interesting I suppose.
I'm glad to see more about Sakura. To me, this is the real deal. I followed this project since the very early days now :)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on June 12, 2021, 03:05:54 am
thanks dude, btw there's no secrets there, is just blender renders with some custom shaders, some pixel art edit and digital art
edit upper body, reverse legs order, classic and lazy, but always works for walk cycles (https://i.postimg.cc/xdqhd2wY/WALK-BACK.gif)(https://i.postimg.cc/9QG0DWT5/WALK-FWD3.gif)
since some old dudes will had new things, Dain app perhaps helps to create some frames
thanks dude, btw there's no secrets there, is just blender renders with some custom shaders, some pixel art edit and digital art
edit upper body, reverse legs order, classic and lazy, but always works for walk cycles (https://i.postimg.cc/xdqhd2wY/WALK-BACK.gif)(https://i.postimg.cc/9QG0DWT5/WALK-FWD3.gif)
since some old dudes will had new things, Dain app perhaps helps to create some frames
thanks dude, btw there's no secrets there, is just blender renders with some custom shaders, some pixel art edit and digital art
edit upper body, reverse legs order, classic and lazy, but always works for walk cycles (https://i.postimg.cc/xdqhd2wY/WALK-BACK.gif)(https://i.postimg.cc/9QG0DWT5/WALK-FWD3.gif)
since some old dudes will had new things, Dain app perhaps helps to create some frames
I don't think Dain app is even the right call for the existing sprites. SF3 is one of the few games that doesn't need more frames.
4TH ASSAULT is for 3rd strike like kof xiii is for kof xii, all hitsparks, explosions, supers, will be new here so, interpolation can help in this explosions
Juri? not on plans at the moment we are making renders and chars atm Sakura is on coding and others are on riping Juri is at now only a render project
I meant about sprites rendering/rip, that's all
You've already ripped a lot of animations, some of them are in this topic.
idk if is a good idea to rip Juri, since there's someone already done her sprites by hand for sf3, btw sf4 is pretty easy and fast to rip´after we had a shader
Rashid on the wip today (https://i.postimg.cc/6QMM3FWF/1.gif)(https://i.postimg.cc/zB30Rp3v/2.gif)(https://i.postimg.cc/sg9hwy7Z/0.gif)(https://i.postimg.cc/YCwny1DD/3.gif)(https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)(https://i.postimg.cc/pLbWG6HN/4.gif)(https://i.postimg.cc/nVGNbSBb/5.gif)
I'm looking at this animation, and I'm wondering if it could be converted into SF Alpha sprites. I lack the artistic talent to do it myself, but I wonder if anyone else might be willing to give it a try.
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on December 01, 2021, 03:36:07 am
I'm looking at this animation, and I'm wondering if it could be converted into SF Alpha sprites. I lack the artistic talent to do it myself, but I wonder if anyone else might be willing to give it a try.
you can reduce frames and color amount to use as base for alpha
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on January 31, 2022, 02:12:48 am
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Fauxcry on February 02, 2022, 06:14:21 am
these are going to be some beefy characters from this I'm still holding on to hworang from tekken 3 from silver been trying to make a ps1 looking mugen for awhile with 3d looking characters hopefully 6 button characters with nice moves not cheap one push fireball types.
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Momotaro on February 02, 2022, 11:08:29 am
The win animations are cool too... Please remind me. Will you give her some attacks or animations poses from SF5 as well? Of course I still prefer how she's animated in SF4(normal attacks), but some extra animations from SF5 would be great...
Your try with evil mode is pretty good, but the walk is just too goofy... I would tweak the legs animation (mostly feet, and perhaps lower leg...)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Nexus Games on February 02, 2022, 01:11:09 pm
i think evil sakura walking could use the walking legs from sf4 but keep the top the same here, akuma's legs in his walking animation works for shotos like ryu, ken, dan, sean more
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on February 02, 2022, 02:58:01 pm
these are going to be some beefy characters from this I'm still holding on to hworang from tekken 3 from silver been trying to make a ps1 looking mugen for awhile with 3d looking characters hopefully 6 button characters with nice moves not cheap one push fireball types.
The win animations are cool too... Please remind me. Will you give her some attacks or animations poses from SF5 as well? Of course I still prefer how she's animated in SF4(normal attacks), but some extra animations from SF5 would be great...
Your try with evil mode is pretty good, but the walk is just too goofy... I would tweak the legs animation (mostly feet, and perhaps lower leg...) [/quote]
i think is cause in this test i just keep the same skeleton, now i adjusted it to sakura
i think evil sakura walking could use the walking legs from sf4 but keep the top the same here, akuma's legs in his walking animation works for shotos like ryu, ken, dan, sean more
makes sense, but i want to try rip from other shotos all moves, after finish, i can use some original sakura moves
new bones -> akuma bones (https://i.ibb.co/TbDrL1Q/asdaaaaaa.gif)(https://i.postimg.cc/7LVV7fkz/WALK.gif)
All base sprites (https://i.postimg.cc/h43mxTdK/ALL-ALPHA.gif) (https://i.postimg.cc/bY32mFTn/FLOWERKICK.gif)(https://i.postimg.cc/pXJBgkcR/STAND-ALPHA-TOP.gif)(https://i.postimg.cc/7h6TdM5Y/STAND-EVIL-top.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: NoHateDrake on February 18, 2022, 09:47:18 pm
Wow! All of this looks absolutely amazing! I can't wait for these characters to be finished. What's the status on the project?
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Momotaro on February 18, 2022, 10:50:34 pm
looks good! However I still have a preference for older palettes you tested before...
Like this one. (https://i.postimg.cc/cJtB6XJv/win2.gif) But it's personnal preference. Hope, at least it can be restored vial palette selection in the character.
New palette is slightly too vivid or something. i still prefer that. (https://i.postimg.cc/cJtB6XJv/win2.gif)
Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on February 21, 2022, 04:21:06 pm
looks good! However I still have a preference for older palettes you tested before...
Like this one. (https://i.postimg.cc/cJtB6XJv/win2.gif) But it's personnal preference. Hope, at least it can be restored vial palette selection in the character.
New palette is slightly too vivid or something. i still prefer that. (https://i.postimg.cc/cJtB6XJv/win2.gif)
you can use or create anything, btw she can use CVS or SVC style too
looks good! However I still have a preference for older palettes you tested before...
Like this one. (https://i.postimg.cc/cJtB6XJv/win2.gif) But it's personnal preference. Hope, at least it can be restored vial palette selection in the character.
New palette is slightly too vivid or something. i still prefer that. (https://i.postimg.cc/cJtB6XJv/win2.gif)
you can use or create anything, btw she can use CVS or SVC style too
This one is perfect. Favourite skirt physics = number 6 Not too much "wind" but still some "revealing parts" ^^ To me, all the moves should use these physics. please don't make the skirt goes crazy all th time ^^; like blow up when she do a small light punch. it would be too much
And about the red costume, I would really like it to be an alternate SFF. Like a "sportwear" or something.
Title: Re: STREET FIGHTER III 4th Assault SHIN-EVIL-ALPHA SAKURA
Post by: FeLo_Llop on February 26, 2022, 01:31:58 pm
These are looking awesome!! You're improving day by day, Master!! Congratulations!!
Title: Re: STREET FIGHTER III 4th Assault SHIN-EVIL-ALPHA SAKURA
Post by: Mastertkof on March 03, 2022, 04:19:23 am
This one is perfect. Favourite skirt physics = number 6 Not too much "wind" but still some "revealing parts" ^^ To me, all the moves should use these physics. please don't make the skirt goes crazy all th time ^^; like blow up when she do a small light punch. it would be too much
And about the red costume, I would really like it to be an alternate SFF. Like a "sportwear" or something.
Those sprites of Sakura and Evil Sakura are just 3D-based.
It's kind of obvious, I mean, have you read the posts of this topic? :???: The author is using 3D models to "make" the sprites, for a possible conversion in another style, with different filters.
Title: Re: STREET FIGHTER III 4th Assault SHIN-EVIL-ALPHA SAKURA
Post by: FeLo_Llop on April 05, 2022, 08:54:49 pm
Those sprites of Sakura and Evil Sakura are just 3D-based.
NO! NO WAY! :O !!
Of course they're 3D based. MasterKoF is ripping Sakura and also modding her to turn "evil", and aside this, he has other sprite rips coming from SF4 and V. Do you know how hard and time consuming is to make a sprite in SF3? thanks.
Title: Re: STREET FIGHTER III 4th Assault SHIN-EVIL-ALPHA SAKURA
Post by: Mastertkof on April 19, 2022, 07:52:07 pm
Those sprites of Sakura and Evil Sakura are just 3D-based.
It's kind of obvious, I mean, have you read the posts of this topic? :???: The author is using 3D models to "make" the sprites, for a possible conversion in another style, with different filters.
Those sprites of Sakura and Evil Sakura are just 3D-based.
NO! NO WAY! :O !!
Of course they're 3D based. MasterKoF is ripping Sakura and also modding her to turn "evil", and aside this, he has other sprite rips coming from SF4 and V. Do you know how hard and time consuming is to make a sprite in SF3? thanks.
of course this is kind of time consuming as hell btw our try can get something beetween Elena and Chun faces with a folder of faces and expressions, after reduce framerate, create smears and other 2d tips and put a face on every sprite it will seems better, aside never will be so good as done all by hand, will work in motion
(https://i.postimg.cc/05hV6bpR/New-Canvas1.png)
Title: Re: STREET FIGHTER III 4th Assault SHIN-EVIL-ALPHA SAKURA
Post by: Momotaro on April 20, 2022, 11:18:46 am
I'm still very hyped by this Sakura. Hope this project will not die.
Title: Re: STREET FIGHTER III 4th Assault SHIN-EVIL-ALPHA SAKURA
Post by: FeLo_Llop on April 21, 2022, 12:29:49 am
I'm still very hyped by this Sakura. Hope this project will not die.
2d steps will take a bit long to finish, but i'm working on face animations now (in pixels)
also, juri shader updated (less collors, but less bugs)
(https://i.postimg.cc/gJFtSWBL/8.gif)(https://i.postimg.cc/ry9W6qCM/TEST2.gif)(https://i.postimg.cc/267bnfzz/juri.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif)(https://i.postimg.cc/25gBX47v/STAND.gif) normal punchs riped (https://i.postimg.cc/Wz4dtpJq/HP.gif)(https://i.postimg.cc/2yXVWp4c/HPF.gif)(https://i.postimg.cc/pV094jgf/LP.gif)(https://i.postimg.cc/HsVJgxgf/MP.gif)(https://i.postimg.cc/hP6XPB4h/MPF.gif)
can't wait i'll be watching the progress keep it up! we can get a god 2D juri
thank you, the only hard thing there is create the scene shader, after this step, rip moves is easy
all normal kicks (https://i.postimg.cc/ZRDSF6qH/HK.gif)(https://i.postimg.cc/7ZMrtF6f/HKF.gif)(https://i.postimg.cc/FzMXwm3J/LK.gif)(https://i.postimg.cc/1R2S8025/LKF.gif)(https://i.postimg.cc/28WDhbNd/MK.gif)(https://i.postimg.cc/4xTT5fXD/MKF.gif)
i tried to CVS it, but idk if works well, feel free to try fix (https://i.postimg.cc/05nx9M1c/JURI-PALETE-CVS-TRY.png)
Title: Re: STREET FIGHTER III 4th Assault SHIN-EVIL-ALPHA SAKURA
Post by: Momotaro on May 25, 2022, 11:27:30 am
Again, nice progress. Juri is interesting. But I only want to see Sakura... One day. ^^
Eyes design based on Elena looks cute. Chun Li too, but Chun-Li face is in a different angle, so beware to to make mistake in touching it.
Title: Re: STREET FIGHTER III 4th Assault SHIN-EVIL-ALPHA SAKURA
Post by: Mastertkof on June 02, 2022, 06:48:52 pm
I think the frame count is a bit too high, but the shading is already pretty great.
thank you, i will try to let it more acurate, i still want to develop the shading, but i think is going the frames is on excessive cause the spriters who will polish will can choice what to use and add new face
Title: Re: STREET FIGHTER III 4th Assault SHIN-EVIL-ALPHA SAKURA
Post by: Nexus Games on June 29, 2022, 01:59:26 am
im still looking forward to new progress, adding face details will not be that hard for people who know how to sprite, just when or who ever gets to use these sprite sets someone can edit the shading and add face details...good job as always Masterkof!
Title: Re: STREET FIGHTER III 4th Assault SHIN-EVIL-ALPHA SAKURA
Post by: Mastertkof on June 29, 2022, 05:36:44 pm
im still looking forward to new progress, adding face details will not be that hard for people who know how to sprite, just when or who ever gets to use these sprite sets someone can edit the shading and add face details...good job as always Masterkof!
Title: Re: STREET FIGHTER III 4th Assault SHIN-EVIL-ALPHA SAKURA
Post by: Mastertkof on December 19, 2022, 06:12:15 am
some freetime on holydays i will update Sakura physics, paletes and textures next days (https://i.postimg.cc/fy1WcvVM/STAND4.gif)(https://www.fightersgeneration.com/characters3/sf-sakura.gif)(https://i.postimg.cc/X75yK555/0-12-FRAMES.gif)(https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)
Title: Re: STREET FIGHTER III 4th Assault SHIN-EVIL-ALPHA SAKURA
Post by: Momotaro on December 19, 2022, 11:32:45 am
Old one vs new shader -> (https://i.postimg.cc/25gBX47v/STAND.gif)(https://i.postimg.cc/HndDmyWG/1.gif)
atual status os shader: 15~25% of full precision 95% usefull as base 5% full uselles frames. at now is this, in low res the AI will always gimme a error of 1 pixel from one side or other, and in low res this is terrible, i think will work very fine on KOF XIII style, cause is bigger for CPS3 i'm done, this is the maximum that it will reach with today existent tools
exemples of sucessfull generations: (https://i.postimg.cc/mkwVKdg9/shader-power.png)
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Mastertkof on July 08, 2023, 05:48:20 am
render had more frames than final anims, cause is better to had to delete than to create new ones also, some parts can be used to frankensprite over and get better bandana, hair, etc this is a 2.0 version of the shader, so, less edit is needed to finish each sprite
render had more frames than final anims, cause is better to had to delete than to create new ones also, some parts can be used to frankensprite over and get better bandana, hair, etc this is a 2.0 version of the shader, so, less edit is needed to finish each sprite
I truely love it! And still very glad you use SFIV anims since they are more dynamic. Hope you can include some of her animations from SFV (some are very good)
Wait! after watching again, I noticed something is missing in this rendering method (even f it's perfect) drop shadow shold be visible in the upper thighs because of skirt partially covering them. I'm not sure if you understand well, but right now it seems like the skirt don't stop the light from "hitting" the hips/upper thighs area.
To me it's an inportant detail to match sF3 style. Just be sure not to be too extreme with the area "covered" with drop shadow, otherwise most of her legs definition will disapear un dark... only upper thigh area. and hips if it is visible in some moves.
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Mastertkof on July 10, 2023, 05:28:38 am
I truely love it! And still very glad you use SFIV anims since they are more dynamic. Hope you can include some of her animations from SFV (some are very good)
Wait! after watching again, I noticed something is missing in this rendering method (even f it's perfect) drop shadow shold be visible in the upper thighs because of skirt partially covering them. I'm not sure if you understand well, but right now it seems like the skirt don't stop the light from "hitting" the hips/upper thighs area.
To me it's an inportant detail to match sF3 style. Just be sure not to be too extreme with the area "covered" with drop shadow, otherwise most of her legs definition will disapear un dark... only upper thigh area. and hips if it is visible in some moves.
thank you man, she had just a bit of raytraced shadows, cause if i put a bigger value, will project hand shadow over legs, like kof xii this version don't handle well with this kind of shadows, but she had, at least one or two pixels, but this is working
Gorgeous! sure it looks better. I'm curious about "MKF3" What is the difference? (I have not checked frame by frame.)
Also, I never been so fan of SF4's Sakura far HK. It had more dynamism in SFA Sakura sprites.
Also, I think some of her animations from SF5 are actually good. Stand HK, crouch HK... "Furiko Upper" taunts etc... most of the other SF5 Sakura animations looks like they have been done by "trainee"
I can't wait to see more of your work. Good luck!
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Mastertkof on July 15, 2023, 07:49:39 am
Gorgeous! sure it looks better. I'm curious about "MKF3" What is the difference? (I have not checked frame by frame.)
Also, I never been so fan of SF4's Sakura far HK. It had more dynamism in SFA Sakura sprites.
Also, I think some of her animations from SF5 are actually good. Stand HK, crouch HK... "Furiko Upper" taunts etc... most of the other SF5 Sakura animations looks like they have been done by "trainee"
I can't wait to see more of your work. Good luck!
some adjusts on physics or framerate, i need much renders sometimes
starting some 2D steps
24 frames stand (https://i.postimg.cc/3rZpgw0g/STAND.gif)
OLD VS NEW JURI (still need physics enhance, but the boddy work is done) (https://i.postimg.cc/rsyzH0n5/STAND.gif)(https://i.postimg.cc/50yTC2Yw/Standddd.gif)(https://i.postimg.cc/jS998CHC/2.gif)
27 frames stand (https://www.fightersgeneration.com/characters3/sf-sakura.gif)(https://i.postimg.cc/MTXMHxWB/64-limiter.gif)(https://www.fightersgeneration.com/characters3/ryu-good-original-stance-sfa.gif)(https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: jenngra505 on August 07, 2023, 09:40:22 pm
I think some of the animations are a bit too smooth to match the style of Street Fighter 3, for instance cut down the number of frames in Sakura's stance by half so it matches the 10-12 frame average of Ryu and Chun-Li's stances.
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Momotaro on August 08, 2023, 12:53:13 am
Yes, she needs less frames. But well chosen frames.
Also, seems like the new rendering have not enough strong outlines. -> giving the feeling of 3D model instead of actual line art to sprite. She also lack of contrast (black tones) in hair area.
But the progress is good!
And face looks great for automated rendering!
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Mastertkof on August 08, 2023, 04:58:30 am
I think some of the animations are a bit too smooth to match the style of Street Fighter 3, for instance cut down the number of frames in Sakura's stance by half so it matches the 10-12 frame average of Ryu and Chun-Li's stances.
sure it will be needed, but for some moves (turn, crouching, normals) we can just use a simple formula, if ryu had 2 frames with 4, and 5 ms, we can put one from sakura with 3 frames of 3 ms, if the active keep same, or repeat colision, it can seems more smooth, btw much things need to be reduced, like her palete that had 256 colors on mugen, and 64 in sf3
Yes, she needs less frames. But well chosen frames.
Also, seems like the new rendering have not enough strong outlines. -> giving the feeling of 3D model instead of actual line art to sprite. She also lack of contrast (black tones) in hair area.
But the progress is good!
And face looks great for automated rendering!
this about contrast and outline is most about palete than shader, cause palete at this step had 256 colors, also, it will be reduced to 64 btw reduce framerate is a thing that i'm leting to the guys of codes, i beleave his skills, and we preffer to let more, than cut, than let less, and must render it again
biggest update since started
*new version of shader that had exactly 64 colors (63 + transparence) same as cps3 originals *better physics *faster engine of spriting *less polish needed for finish sprites *almost anyone from 3d era can be converted with same result level as sakura
I think some of the animations are a bit too smooth to match the style of Street Fighter 3, for instance cut down the number of frames in Sakura's stance by half so it matches the 10-12 frame average of Ryu and Chun-Li's stances.
sure it will be needed, but for some moves (turn, crouching, normals) we can just use a simple formula, if ryu had 2 frames with 4, and 5 ms, we can put one from sakura with 3 frames of 3 ms, if the active keep same, or repeat colision, it can seems more smooth, btw much things need to be reduced, like her palete that had 256 colors on mugen, and 64 in sf3
Yes, she needs less frames. But well chosen frames.
Also, seems like the new rendering have not enough strong outlines. -> giving the feeling of 3D model instead of actual line art to sprite. She also lack of contrast (black tones) in hair area.
But the progress is good!
And face looks great for automated rendering!
this about contrast and outline is most about palete than shader, cause palete at this step had 256 colors, also, it will be reduced to 64 btw reduce framerate is a thing that i'm leting to the guys of codes, i beleave his skills, and we preffer to let more, than cut, than let less, and must render it again
biggest update since started
*new version of shader that had exactly 64 colors (63 + transparence) same as cps3 originals *better physics *faster engine of spriting *less polish needed for finish sprites *almost anyone from 3d era can be converted with same result level as sakura
Yes, seems like the outline thing is more like a palette work. So, it's OK to me.
Same for frames number, I REALLY like your idea to convert more frames, and the creator can select the best fitting frames. This way the "transition frames" still can be used t ocreate frankensprites customs in the future. More material, is always better!
BTW, do you plan to give her smart CS palette ? Would be good to include the option to give different colors to her shoes, gloves, sports bloomer... Just like SF3 Sean had upper clothes and lower clothes with different color options. I'm not sure how hard it would be to include that on the character rendering. Not sure how hard it would be
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Mastertkof on August 09, 2023, 10:15:55 am
BTW, do you plan to give her smart CS palette ? Would be good to include the option to give different colors to her shoes, gloves, sports bloomer... Just like SF3 Sean had upper clothes and lower clothes with different color options. I'm not sure how hard it would be to include that on the character rendering. Not sure how hard it would be
nop, to keep precision we must to reduce the color count, cause the shader need 16 slots each side of colors to work so, every singel color take 32 slots to be rendered with that precision
WIP! cammy and other sf4 chars that will be rendered for the project (https://i.postimg.cc/sgV9WxBF/cammy.gif)(https://i.postimg.cc/nhR7Qkb7/cammy2.gif)(https://i.postimg.cc/8kMhnMMQ/cammy3.gif)
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Momotaro on August 09, 2023, 03:01:32 pm
BTW, do you plan to give her smart CS palette ? Would be good to include the option to give different colors to her shoes, gloves, sports bloomer... Just like SF3 Sean had upper clothes and lower clothes with different color options. I'm not sure how hard it would be to include that on the character rendering. Not sure how hard it would be
nop, to keep precision we must to reduce the color count, cause the shader need 16 slots each side of colors to work so, every singel color take 32 slots to be rendered with that precision
WIP! cammy and other sf4 chars that will be rendered for the project (https://i.postimg.cc/sgV9WxBF/cammy.gif)(https://i.postimg.cc/nhR7Qkb7/cammy2.gif)(https://i.postimg.cc/8kMhnMMQ/cammy3.gif)
Ok, I understand. About Cammy. She looks gret, but I'm not sure about her straight leg (forward leg) The position of this leg looks strange in 2D, same for the shading on this leg.
I always keep in mind that the sading in Capcom games is not always perfectly realistic, but more like a way to highlight the body, volume and muscles of the characters.
Beside of that, it looks promising.
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Mastertkof on August 10, 2023, 06:02:16 am
Ok, I understand. About Cammy. She looks gret, but I'm not sure about her straight leg (forward leg) The position of this leg looks strange in 2D, same for the shading on this leg.
I always keep in mind that the sading in Capcom games is not always perfectly realistic, but more like a way to highlight the body, volume and muscles of the characters.
Ok, I understand. About Cammy. She looks gret, but I'm not sure about her straight leg (forward leg) The position of this leg looks strange in 2D, same for the shading on this leg.
I always keep in mind that the sading in Capcom games is not always perfectly realistic, but more like a way to highlight the body, volume and muscles of the characters.
I never thought the first ACTUAL DELTA RED CAMMY for Mugen (beside of SSF2) would be 3D based. Since all the other versions lacks many details (boots etc.) or animations
Will you plan to include both SF4 and SF5 animations ? I'm curious... perhaps some from SF6... later
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Mastertkof on August 11, 2023, 08:05:26 am
I never thought the first ACTUAL DELTA RED CAMMY for Mugen (beside of SSF2) would be 3D based. Since all the other versions lacks many details (boots etc.) or animations
Will you plan to include both SF4 and SF5 animations ? I'm curious... perhaps some from SF6... later
idk if i will rip moves from sf4 for cammy, in this case i preffer sfv, anyway is just change the model, hard part wat done
(https://i.postimg.cc/XvhmCt3C/CAMMY-FINAL.gif)
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Momotaro on August 11, 2023, 09:46:26 am
I never thought the first ACTUAL DELTA RED CAMMY for Mugen (beside of SSF2) would be 3D based. Since all the other versions lacks many details (boots etc.) or animations
Will you plan to include both SF4 and SF5 animations ? I'm curious... perhaps some from SF6... later
idk if i will rip moves from sf4 for cammy, in this case i preffer sfv, anyway is just change the model, hard part wat done
(https://i.postimg.cc/XvhmCt3C/CAMMY-FINAL.gif)
Her SFV animations are beautiful... But she miss some very "signature" normal moves etc in SFV.
The model is nice! I wonder if it already looks ok compared to Chun-Li or Ibuki perhaps...
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Mastertkof on August 12, 2023, 11:58:34 pm
I never thought the first ACTUAL DELTA RED CAMMY for Mugen (beside of SSF2) would be 3D based. Since all the other versions lacks many details (boots etc.) or animations
Will you plan to include both SF4 and SF5 animations ? I'm curious... perhaps some from SF6... later
idk if i will rip moves from sf4 for cammy, in this case i preffer sfv, anyway is just change the model, hard part wat done
(https://i.postimg.cc/XvhmCt3C/CAMMY-FINAL.gif)
Her SFV animations are beautiful... But she miss some very "signature" normal moves etc in SFV.
The model is nice! I wonder if it already looks ok compared to Chun-Li or Ibuki perhaps...
sakura started (https://i.postimg.cc/cCWvsqWW/64-new-map.gif)
old vs new (https://i.postimg.cc/tCf34N3G/64-short-stand.gif) (https://i.postimg.cc/cCWvsqWW/64-new-map.gif)(https://i.postimg.cc/T3nSMH1h/64-new-map2.gif)(https://i.postimg.cc/Y04mtdjx/eve10.gif)(https://fightersgeneration.com/characters4/urien-stance.gif)(https://i.postimg.cc/4xTtk36V/z.gif)(https://i.postimg.cc/0NkwjHHN/z1.gif)
protagonist will had more than 1 clothes (https://i.postimg.cc/ydpyCT4n/SAKURA-ALT-WIP.gif)
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: EgyLynx on August 13, 2023, 09:01:12 am
Any new ideas? What program(s) you use (if any) what you re can suggest? anyway... good at all at you!
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: FeLo_Llop on August 20, 2023, 01:14:25 am
This Zangief is godly awesome!!
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Mastertkof on August 26, 2023, 01:29:12 am
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: MotorRoach on September 16, 2023, 07:27:23 am
I can't help but feel that maybe... Sakura's sprites feel a bit too big, when placed next to other characters. I do feel you should maybe scale her down a little.
...also, please, consider toning down the floatiness of her skirt. Damn thing flows more than a curtain on a windy day, it looks so silly. I get that panty shots are your thing, but when you insert them into almost every animation, it just feels way on your face and forced upon the viewer. Really, you should try to stay a bit more close to what Capcom did, in which the skirt flows upon jumping, but the fabric of the skirt still feels just a bit heavy enough to not fly all over the palce.
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Flowrellik on September 19, 2023, 10:31:13 pm
Wow! You really came a long way on this! You are so close to perfecting this style! If I may add suggestions, pay attention to the detail on existing fighters from SFIII, especially the outlines they have. If you add that along with some edits on lighting (which can be done with sprite editing for ease of mind) then you good sir will have an EXCELLENT SFIII Type roster to go by! :steal:
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Mastertkof on September 22, 2023, 03:32:38 am
Wow! You really came a long way on this! You are so close to perfecting this style! If I may add suggestions, pay attention to the detail on existing fighters from SFIII, especially the outlines they have. If you add that along with some edits on lighting (which can be done with sprite editing for ease of mind) then you good sir will have an EXCELLENT SFIII Type roster to go by! :steal:
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: PotS on September 22, 2023, 09:22:46 am
Damn. Zangief looks fantastic. Your work's really starting to pay off.
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: MotorRoach on September 24, 2023, 05:56:10 am
Zangief looks pretty much spot on, it's crazy how good he looks
Also, watching the Sakura video, I think she's really well animated, although I suggest cutting down on some frames for certain animations. Right now she feels like she's more animated than most SF3 characters at the moment, so it could help finding the right balance of smoothness in her frame count.
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Lunchbillion on October 24, 2023, 10:36:36 am
Just wanted to chime in and say yeah, that Zangief looks amazing!!
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Noside on October 24, 2023, 08:11:36 pm
Wanted to join the Zangief hype, it is pretty impressive!
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Mastertkof on November 05, 2023, 10:28:16 pm
Zangief looks pretty much spot on, it's crazy how good he looks
Also, watching the Sakura video, I think she's really well animated, although I suggest cutting down on some frames for certain animations. Right now she feels like she's more animated than most SF3 characters at the moment, so it could help finding the right balance of smoothness in her frame count.
Thanks, i will do it when start to really code her
Just wanted to chime in and say yeah, that Zangief looks amazing!!
thanks dude, since i finished the method, will be fast to rip the chars, and easy to the guys who will edit over the renders to fix the anims and some minor bugs that blender can't handle
Wanted to join the Zangief hype, it is pretty impressive!
Thank you Noside
also: Zanga Basics done (every move he performs without press buttoms, or get atacked)
(https://i.postimg.cc/htb0Qq8d/ZANGA-BAS.gif)
also, if someone want to try palete him, i can't say that i will use all, cause must fit wel the style of CPS3, and the chars will had only 20 pals each anyway every help is welcome
(https://i.postimg.cc/tgcDpNtS/TEMPLATE.png)
Hugo He weights 200 kg, is 240 cm talls, Zang in SF 6 213 cm, Alex had 195 cm even, Zang is 27cm lower than hugo, 18 cm bigger than Alex and had a more "crouched" stand (https://i.postimg.cc/tCYbmNQy/post.gif)(https://www.fightersgeneration.com/characters/hugo-ts-stance.gif)(https://i.postimg.cc/65hkwF7M/ZANGA-stand.gif)(https://www.fightersgeneration.com/characters/alex-ts-stance.gif)(https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)
Edit: ATK done:(https://i.postimg.cc/Kvdgx8k9/ZANGA-ATK.gif) new pal (https://i.postimg.cc/6p5mcpd2/spin.gif)
Zangief looks pretty much spot on, it's crazy how good he looks
Also, watching the Sakura video, I think she's really well animated, although I suggest cutting down on some frames for certain animations. Right now she feels like she's more animated than most SF3 characters at the moment, so it could help finding the right balance of smoothness in her frame count.
Thanks, i will do it when start to really code her
Just wanted to chime in and say yeah, that Zangief looks amazing!!
thanks dude, since i finished the method, will be fast to rip the chars, and easy to the guys who will edit over the renders to fix the anims and some minor bugs that blender can't handle
Wanted to join the Zangief hype, it is pretty impressive!
Thank you Noside
also: Zanga Basics done (every move he performs without press buttoms, or get atacked)
(https://i.postimg.cc/htb0Qq8d/ZANGA-BAS.gif)
also, if someone want to try palete him, i can't say that i will use all, cause must fit wel the style of CPS3, and the chars will had only 20 pals each anyway every help is welcome
(https://i.postimg.cc/tgcDpNtS/TEMPLATE.png)
Hugo He weights 200 kg, is 240 cm talls, Zang in SF 6 213 cm, Alex had 195 cm even, Zang is 27cm lower than hugo, 18 cm bigger than Alex and had a more "crouched" stand (https://i.postimg.cc/tCYbmNQy/post.gif)(https://www.fightersgeneration.com/characters/hugo-ts-stance.gif)(https://i.postimg.cc/65hkwF7M/ZANGA-stand.gif)(https://www.fightersgeneration.com/characters/alex-ts-stance.gif)(https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)
Edit: ATK done:(https://i.postimg.cc/Kvdgx8k9/ZANGA-ATK.gif) new pal (https://i.postimg.cc/6p5mcpd2/spin.gif)
Zangief looks pretty much spot on, it's crazy how good he looks
Also, watching the Sakura video, I think she's really well animated, although I suggest cutting down on some frames for certain animations. Right now she feels like she's more animated than most SF3 characters at the moment, so it could help finding the right balance of smoothness in her frame count.
Thanks, i will do it when start to really code her
Just wanted to chime in and say yeah, that Zangief looks amazing!!
thanks dude, since i finished the method, will be fast to rip the chars, and easy to the guys who will edit over the renders to fix the anims and some minor bugs that blender can't handle
Wanted to join the Zangief hype, it is pretty impressive!
Thank you Noside
also: Zanga Basics done (every move he performs without press buttoms, or get atacked)
(https://i.postimg.cc/htb0Qq8d/ZANGA-BAS.gif)
also, if someone want to try palete him, i can't say that i will use all, cause must fit wel the style of CPS3, and the chars will had only 20 pals each anyway every help is welcome
(https://i.postimg.cc/tgcDpNtS/TEMPLATE.png)
Hugo He weights 200 kg, is 240 cm talls, Zang in SF 6 213 cm, Alex had 195 cm even, Zang is 27cm lower than hugo, 18 cm bigger than Alex and had a more "crouched" stand (https://i.postimg.cc/tCYbmNQy/post.gif)(https://www.fightersgeneration.com/characters/hugo-ts-stance.gif)(https://i.postimg.cc/65hkwF7M/ZANGA-stand.gif)(https://www.fightersgeneration.com/characters/alex-ts-stance.gif)(https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)
Edit: ATK done:(https://i.postimg.cc/Kvdgx8k9/ZANGA-ATK.gif) new pal (https://i.postimg.cc/6p5mcpd2/spin.gif)
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: MotorRoach on November 13, 2023, 01:50:41 pm
Zangief is looking really good so far. Sakura is also looking pretty nice. Honestly nice that you decreased the amount of frames to some of her animations to make her animate more like the other 3rd Strike characters. I take it you're still gonna do that to the rest of her moves?
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Basara Lapis on November 13, 2023, 07:16:33 pm
Loved how this project goes, keep going the good work!! :D
A question, I noticed you want to make 4th Assault as a fullgame, so your exclusive chars will be exclusive of it or will be released also separated for normal MUGEN?? (I hope yes, I'd love to get that Sakura in my roster)
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: MatreroG on November 15, 2023, 10:49:04 am
:mwhoa: Everything looks really great! You are carrying out this project of converting and transferring 3D graphics to 2D in an amazing way!
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Mastertkof on November 19, 2023, 07:08:53 am
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: FeLo_Llop on November 19, 2023, 01:28:51 pm
More than awesome work!!!
Also, I've reduced Cammy's stance up to 11 frames instead of 71 it now has
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: sabockee on November 19, 2023, 11:10:10 pm
I'm sincerely fascinated with the outcome of your tests.
Sakura looks pretty good, but these Zangief sprites look really fantastic. I guess it's easier to use your method for bigger characters, because details are less clustered which gives better results. Simplier design also helps here, I suppose.
Anyway, I'm kinda hyped to see what will you do with Cammy. You're doing great job,sir!
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: GTOAkira on November 20, 2023, 03:34:08 am
Zangief look amazing!
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: suzysack94 on December 04, 2023, 02:38:51 am
Uhh, the images won't load...
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: AlexSin on December 04, 2023, 08:25:07 pm
If you're looking at the first pages, of course they won't load, they're either deleted (by him) or lost in time because the various image hosting sites delete stuff after a certain period of time. This topic started as a project for his original character but he changed it numerous times until he decided to make it about his 3d models of Street Fighter characters.
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: FeLo_Llop on December 20, 2023, 05:44:52 pm
Zangief is looking really good so far. Sakura is also looking pretty nice. Honestly nice that you decreased the amount of frames to some of her animations to make her animate more like the other 3rd Strike characters. I take it you're still gonna do that to the rest of her moves?
Loved how this project goes, keep going the good work!! :D
A question, I noticed you want to make 4th Assault as a fullgame, so your exclusive chars will be exclusive of it or will be released also separated for normal MUGEN?? (I hope yes, I'd love to get that Sakura in my roster)
I'm sincerely fascinated with the outcome of your tests.
Sakura looks pretty good, but these Zangief sprites look really fantastic. I guess it's easier to use your method for bigger characters, because details are less clustered which gives better results. Simplier design also helps here, I suppose.
Anyway, I'm kinda hyped to see what will you do with Cammy. You're doing great job,sir!
some sakura tests (https://i.postimg.cc/HxsbDQmb/1.gif)(https://i.postimg.cc/Hnr5jdVx/2.gif)(https://i.postimg.cc/0NC7BVT8/3.gif)(https://i.postimg.cc/qvVnMf0J/4.gif)(https://i.postimg.cc/pLfjm0XD/5.gif)(https://i.postimg.cc/6pnrdWz4/6.gif)
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Macaulyn97 on February 11, 2024, 08:19:06 am
Looking at this, the sprites look good, but they clearly do NOT look like SF3, so I hope you still intend to adjust them further.
This is the closest the rips could arrive to. Also, spriting is hard while spitting is easy as Hell. It would be nice to see you saying something constructive, here or in another topic you pop up. Thanks
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: DeathScythe on February 11, 2024, 05:00:26 pm
One thing that I think would greatly help making it look like SF3 (and I think this has been said before) is to cut down some frames. As they are right now they still look like 3D. Compare the actual SF3 sprites in the example with the 3D ones, the 3D ones are WAY smoother. Sakura and Cammy are almost there but they are still too smooth IMO. And another thing that I think can be done in post, is to adjust the palettes. I feel like it lacks a bit of contrast. The SF3 sprites have darker areas while yours are a bit too bright. Also, making the outline more visible could work too (Chun-Li is a good example, the lines in her boots are way more defined in her SF3 sprites than the white areas of the 3D sprites). Finally, picking colors directly from the SF3 sprites would be what sells it. Skin tones, shadows, etc.
Overall, I like the direction this is going.
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Macaulyn97 on February 12, 2024, 01:00:52 am
Looking at this, the sprites look good, but they clearly do NOT look like SF3, so I hope you still intend to adjust them further.
This is the closest the rips could arrive to. Also, spriting is hard while spitting is easy as Hell. It would be nice to see you saying something constructive, here or in another topic you pop up. Thanks
Calling out a problem in the design IS constructive and not "spitting". Blindly praising, like you do, on the other hand, doesn't help anyone improve on anything. So, mind your own damn business.
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: FeLo_Llop on February 12, 2024, 01:19:24 am
Looking at this, the sprites look good, but they clearly do NOT look like SF3, so I hope you still intend to adjust them further.
This is the closest the rips could arrive to. Also, spriting is hard while spitting is easy as Hell. It would be nice to see you saying something constructive, here or in another topic you pop up. Thanks
Calling out a problem in the design IS constructive and not "spitting". Blindly praising, like you do, on the other hand, doesn't help anyone improve on anything. So, mind your own damn business.
I'm involved in the project, so this is my damn bussiness too. Most of the times you pop up in a topic is for spitting your HATE towards everything.
Also, Masterkof is doing an awesome work ripping stuff. Maybe some of the animations have A LOT of frames but we're working hard choosing which frames to put in. Do you know the meaning of "teaser"? Take in count that SF3 is one of a Hell style to sprite, yet imagine doing a whole character. If you don't like the project or all you can say is this kind of "opinion", you'd better say this in another way. As:
- "I know ripping is hard, but the animation has a HIGH framecount" - "Are you following the SF3 style as close as possible? I'd say Li-Fen is too bright"
THIS, MY MAN. Try doing your opinion this way, everyone will take everything in count in a positive way.
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Macaulyn97 on February 12, 2024, 01:35:39 am
Dude, I literally just said that they look good and do not look like SF3, what about this is "hate"? Get over yourself.
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: FeLo_Llop on February 12, 2024, 01:52:41 am
Looking at this, the sprites look good, but they clearly do NOT look like SF3, so I hope you still intend to adjust them further.
The way you say the things most of the times is like you're literally spitting in other people's work, or games or whatever. In which way they don't look like SF3? I'd like you to ellaborate your opinion. Also, the "I hope you still intend to..." is like saying he's not taking seriously the rippin method. He's showing the rips, and in some ways, the final frames looks close to SF3. Just wait and see it by yourself. Also, compare Elena to Remy. Even Ryu to Q. They folow the general premise of SF3 shading style but NOT exactly the same.
I'm doing the portraits for the game and learnt how to mimic NG/2ndImpact style into pixel. It was hard as Hell. So, my friend, I'd like you to help us with the project, How could you help?
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Macaulyn97 on February 12, 2024, 04:19:29 am
You're making this up on your head. Here is another piece of feedback to you: take feedback and stop being so oversensitive over nothing.
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: Speedpreacher on February 12, 2024, 05:57:57 am
Here's a piece of advice for you Macaulyn, and it's one I've given before: there are no more thread bans left in your future.
What you gave was not feedback unless you think "I don't like it so fix it" counts. (It doesn't.) So you can type yourself into another corner or you can move on.
Title: Re: STREET FIGHTER III 4th Assault - Future of Fighting
Post by: FeLo_Llop on February 12, 2024, 06:14:09 pm
Hi there! a small show of portrait. I'm not only sticking to New Generation, but to 3rd Strike too. Tried to translate this one in one of more a classic NG. I'm happy with the result, but I also think I have to check some things(gloves, for example). Ifyou have something to point at, feel wecome to express, C&C are welcome.