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STREET FIGHTER III 4th Assault - Future of Fighting (Read 1839772 times)

Started by Mastertkof, January 07, 2017, 12:32:10 am
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Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
#221  April 15, 2020, 11:55:05 pm
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You're improving a lot! Keep it up. :D
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Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
#222  April 17, 2020, 12:00:44 am
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You're improving a lot! Keep it up. :D

thanks very much dude!


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

Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
#223  April 17, 2020, 12:18:19 am
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Really nice result !! ^^
Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
#224  April 17, 2020, 04:01:54 am
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Really nice result !! ^^

thanks man!

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 :)


Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
#225  April 17, 2020, 04:10:59 am
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i would love to see this sakura have full sprite set/Sheet...i do like this :)
Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
#226  April 17, 2020, 05:03:53 am
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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)

process (no much pixels need to be edited, but they make the diference between a render and a sprite)

3d steps (just pose the model and press play, about 30 minutes by full move)
 
OK! i admit, perhaps i'm falling in love for her too
she can mimic the muscle style of Urien  :sweetheart:


Last Edit: April 17, 2020, 11:38:46 pm by Anderson Masters
Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
#227  April 18, 2020, 04:43:01 am
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Hadouken

HadouKennn

HADOUKEN!

SHINKU HADOUKEN!!!
Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
#228  April 18, 2020, 08:07:39 pm
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Tatsu antecipation
Tatsu loop
Tatsu complete

some good frames (no edited)
Last Edit: April 18, 2020, 09:23:22 pm by Anderson Masters
Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
#229  April 20, 2020, 12:33:28 am
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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)



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
Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
#230  April 20, 2020, 02:20:05 am
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As everyone has told you, your sprites looks awesome, but you need to tool your animations a bit better, compare these two:


Try to match these three key poses:



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.
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Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
#231  April 20, 2020, 06:04:04 pm
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Spoiler, click to toggle visibilty


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


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
Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
#232  April 20, 2020, 08:03:26 pm
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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)



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)
Last Edit: April 20, 2020, 08:06:40 pm by ShadowHand
Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
#233  April 21, 2020, 05:34:28 pm
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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
NEWOLD

Updated pals and frames:






alpha version of shader done.







using sfiv as base, pretty better references


Last Edit: April 22, 2020, 05:33:19 pm by Anderson Masters
Re: SF IV / III SAKURA
#234  April 22, 2020, 08:07:18 pm
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Normal Punchs (keyframes baseds on SFIV)



Normal Kicks
Last Edit: April 23, 2020, 08:49:58 pm by Anderson Masters
Re: SF IV / III SAKURA
#235  April 23, 2020, 09:09:07 pm
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amazing! cammy looks awesome too, this is very modern.
Re: SF IV / III SAKURA
#236  April 23, 2020, 09:12:26 pm
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The Keyframing is kinda off, but looks ambitious to me.
WIP Schedule:
The next Street Fighter All-Stars update
Re: SF IV / III SAKURA
#237  April 24, 2020, 03:45:03 am
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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.
Spriting is hard.
Re: SF IV / III SAKURA
#238  April 24, 2020, 03:50:07 am
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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.
Re: SF IV / III SAKURA
#239  April 24, 2020, 05:36:50 pm
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amazing! cammy looks awesome too, this is very modern.

Thanks man, if someone (that really want and go to finish her) want to continue Cammy, i can give the tools and tutorial of her

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.

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.

i will keep it in mind, thanks dude.

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:without:other model and shader on same frame data:
Re: SF IV / III SAKURA
#240  April 24, 2020, 06:05:20 pm
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no mussels on Sakura is way better.