The Mugen Fighters Guild

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: Nedflandeurse 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

crouch
(https://s24.postimg.org/pu3g61nr9/crouch.gif)
Title: Re: Shauni (a BlazBlue Style Girl)
Post by: Nedflandeurse 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
tests
(https://s27.postimg.org/i65h99lw3/walk1.gif)
(https://s28.postimg.org/eam5b0kr1/walk2.gif)
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: Nedflandeurse 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: _ 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: Nedflandeurse 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?

(http://www.fightersgeneration.com/characters2/ibuki-intro1.gif)
Spoiler, click to toggle visibilty
(https://s30.postimg.org/d0d60orxt/BLACK_OR_WHITE.png)
(https://s30.postimg.org/7m18t3l5t/BLACK_OR_WHITE.png)
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

(https://s30.postimg.org/j6nayjr4x/WALK1.gif)
(https://s30.postimg.org/5e8w2x0dd/WALK2.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on January 20, 2017, 03:02:53 PM
Taunt wip
(https://s27.postimg.org/ca3gjc143/TAUNT.gif)
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: Nedflandeurse 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: Nedflandeurse 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
TAUNT BETA
(https://s28.postimg.org/3mvjirywt/TAUNT.gif)
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: Nedflandeurse 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




(http://www.fightersgeneration.com/characters/adon-walk2.gif)
(https://s28.postimg.org/pusjbc20d/walk2.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: AlexSin on January 27, 2017, 11:23:31 PM
---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)

OVERHEAD WIP
(https://s28.postimg.org/7xcv4n965/overhead.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: Nedflandeurse 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)

Showcase

(https://s27.postimg.org/tpjkimy4j/SSS_SHOWCASE.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Nedflandeurse 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: Nedflandeurse 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.

(http://orig10.deviantart.net/2811/f/2017/038/5/4/mae_jae_walk_foward_by_mastertkof-day7aiq.gif)
(http://orig10.deviantart.net/f59f/f/2017/038/0/a/walk_back_by_mastertkof-day7bib.gif)
EDIT:
GALACTICA SHORYUKEN ADDED
(http://orig00.deviantart.net/c141/f/2017/038/c/e/mae_jae_galactica_shoryuken_by_mastertkof-day7h1c.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Nedflandeurse 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
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?

is based on Adon of alpha series, but is a reproved move

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
some tests with mirror poses

me me me inspired dance

(http://orig10.deviantart.net/8ab0/f/2017/040/0/4/mememe_final_by_mastertkof-dayf6dd.gif)
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: Nedflandeurse 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
yep, I see a lot of improvement with that one.
Thanks Man, i'm studying some minutes per day
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 :)

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




UPPERKICK
(http://orig00.deviantart.net/a43d/f/2017/041/8/5/uperkick_by_mastertkof-dayltzc.gif)
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
JAB UPDATED
(http://orig10.deviantart.net/d0ef/f/2017/044/d/0/mae_jae_jab_by_mastertkof-dayx87c.gif)
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.
Spoiler: mannequin model (click to see content)
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.

----------------------------------------------------------


I hope this was "good" feedback to you.
I wish you good luck mate !  :)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Memo on February 14, 2017, 10:48:40 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)

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
Just piggybacking off what @mr_bourrepalestick: said

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.
Spoiler: mannequin model (click to see content)
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)

Just piggybacking off what @mr_bourrepalestick: said

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
(http://orig06.deviantart.net/257c/f/2017/045/7/5/stand_2_for_mae_jae_by_mastertkof-daz38hl.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: _ 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: Nedflandeurse 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: Nedflandeurse on February 18, 2017, 06:42:15 PM
Nice move!!
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: _ on February 19, 2017, 03:41:23 PM
Spoiler, click to toggle visibilty
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
Nice move!!
Thanks!

Quote
I see, although I edited the head and abs to make them close to Blazblue standards.
Anyway, keep it up
Thanks man!
improvement in 5 weeks
OLD(https://s29.postimg.org/m8zyg53k7/UNDISPUTED.gif) NEW(http://orig00.deviantart.net/48bd/f/2017/051/b/8/mae_jae__performing_yuri_boyka_kick_by_mastertkof-dazr3dr.gif)
(https://s23.postimg.org/pbhqzpjp7/image.png)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 21, 2017, 05:53:52 PM
shader tests
(http://orig13.deviantart.net/994c/f/2017/052/e/e/shader_tests_by_mastertkof-dazvhw8.png)
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: L.E.O.N 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

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.


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)

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
"EITAA!" That's pretty dope! Keep it up!  :thumbsup:

Spoiler, click to toggle visibilty

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

***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

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)

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

1080p test(https://s13.postimg.org/banyh0uuf/image.png)
720p test(https://s1.postimg.org/5ggoktzov/bianca.png)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on February 25, 2017, 10:06:05 PM
(http://orig15.deviantart.net/e358/f/2017/056/2/5/mae_jae_second_march_run_by_mastertkof-db0crv9.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Nedflandeurse on February 26, 2017, 04:56:54 PM
Not bad, but IMO her torso and hips have to be more "twisted" during the run.
Get a look at kof or CVS run anims (mostly girls Chun li, Yuri...)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on March 02, 2017, 07:16:06 PM
OLD(http://orig09.deviantart.net/1ced/f/2017/052/3/a/bianca_tae_kwon_do_axe_kick_by_mastertkof-dazx8hk.gif)NEW(http://orig06.deviantart.net/5591/f/2017/061/6/4/bianca_tae_kwon_do_axe_kick2_by_mastertkof-db0xrsp.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Nedflandeurse on March 02, 2017, 07:24:53 PM
Not bad!
I still prefer your main girl project! :D
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on March 03, 2017, 01:23:56 AM
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
THROW 2
(http://orig03.deviantart.net/483a/f/2017/062/9/3/mae_jae_throw2_by_mastertkof-db12cna.gif)


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: Nedflandeurse 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: Nedflandeurse 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
A small question, Mr. Anderson:

http://mugenguild.com/forum/topics/thanyan-mello--144994.0.html

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
A small question, Mr. Anderson:

http://mugenguild.com/forum/topics/thanyan-mello--144994.0.html

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
winner
(http://orig08.deviantart.net/e5ff/f/2017/069/9/f/mae_jae_winner_portrait_by_mastertkof-db1u10k.png)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: DJ_HANNIBALROYCE on March 10, 2017, 09:54:08 PM
(http://www.snopes.com/business/graphics/joecamel.jpg)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on March 11, 2017, 09:08:25 PM
(https://s30.postimg.org/vy5m5at3l/hit1.gif)
(https://s30.postimg.org/plqgvgq1d/hit2.gif)
(https://s30.postimg.org/52vkqec41/hit3.gif)
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
Spoiler, click to toggle visibilty
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...

LESS IS MORE?

YES?
NO?
WHY YES?
WHY NO?
(http://orig11.deviantart.net/5813/f/2017/164/6/7/mae_jae_3rd_strike_proportions_test_by_mastertkof-dbcljku.png)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Nedflandeurse 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
I may be biased but I really like that OTG.
:muttrox: Thanks

new HighKick
(http://orig12.deviantart.net/2e11/f/2017/167/9/f/mae_jae_high_kick_2_by_mastertkof-dbcx3xd.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on June 16, 2017, 11:48:13 PM
K.O.  1
(http://orig01.deviantart.net/b8c4/f/2017/167/0/7/mae_jae_k_o_animation_1_blender_sprite_by_mastertkof-dbcxxzu.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: RockHowardMX on June 17, 2017, 12:13:33 AM
K.O.  1
(http://orig01.deviantart.net/b8c4/f/2017/167/0/7/mae_jae_k_o_animation_1_blender_sprite_by_mastertkof-dbcxxzu.gif)

A guard KO? A good one, but I  suggest to make it more BlazBlue  like or like KOF XIII, anyway, good job!
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on June 17, 2017, 05:50:35 AM
A guard KO? A good one, but I  suggest to make it more BlazBlue  like or like KOF XIII, anyway, good job!
light attack K.O.  like in street fighter III
she will receive some more falls and hurt moves

UpperKick Fixed
(http://orig02.deviantart.net/3763/f/2017/167/2/9/uperkick_fixed_by_mastertkof-dbcz54j.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on June 17, 2017, 08:49:41 PM
TIME OVER!
(http://orig07.deviantart.net/d5ae/f/2017/168/e/b/mae_jae_time_over_animation_sprites_by_mastertkof-dbd1faf.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Nedflandeurse on June 18, 2017, 10:18:06 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)

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: Nedflandeurse 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: Nedflandeurse 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
Good job!!
Thanks man!

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: Nedflandeurse 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
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.

Thanks bro... i will test it in game, cos this appears only from a few frames, but i thinking in a barrel roll jump animation


Flying Knee
(http://orig02.deviantart.net/1128/f/2017/216/4/5/kneecross4_by_mastertkof-dbivm9r.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: AerosMugen 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: Nedflandeurse 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
3rd strike tests
(https://orig11.deviantart.net/9937/f/2017/246/3/6/3rd_strike_style_test_by_mastertkof-dbm9rvm.gif)(https://www.fightersgeneration.com/np7/char/gifs/chunny/chunli-cfe-walkintro.gif)
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
Those look pretty sharp.  Nice work!
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: Nedflandeurse 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

good!
Keep it up!

Thanks Ned




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
jumping kicks

(https://s26.postimg.org/55m0orfwp/image.gif)
(https://s26.postimg.org/4u4kbzzgp/image.gif)
(https://s26.postimg.org/5xoonyk3t/image.gif)
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)


Intro 1 beta (need fix leg and skirt)

(https://orig00.deviantart.net/1127/f/2017/266/d/b/intro_beta_by_mastertkof-dbocetz.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Nedflandeurse on September 24, 2017, 10:14:23 AM
I'm not fan of her jump light kick, but other are OK!! :)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on September 24, 2017, 09:29:19 PM
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 ;)

AIR PUNCHS

(https://s26.postimg.org/youbxd52x/image.gif)
(https://s26.postimg.org/4y77blk3d/image.gif)
(https://s26.postimg.org/6jvnuw92x/image.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: GDPenguin on September 27, 2017, 08:03:28 PM
(https://s26.postimg.org/4u4kbzzgp/image.gif)
We've got some weird flckering on the back leg.

But the rest ;)
I must say It does look a lot better when  converting them to the small sprites.
You kinda suprised me there. Good work.
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on September 28, 2017, 08:21:09 PM
(https://s26.postimg.org/4u4kbzzgp/image.gif)
We've got some weird flckering on the back leg.

But the rest ;)
I must say It does look a lot better when  converting them to the small sprites.
You kinda suprised me there. Good work.

Thanks...
yeah, maybe i change the back leg to keep at the same pose or move less

at now, lets try to finish the sprite set, and edit after see the results ingame
POWER CHARGE CHAKRA

(https://s26.postimg.org/ghop4grpl/charge.gif)




Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on September 29, 2017, 12:59:04 AM

ALPHA COUNTER
(https://s26.postimg.org/ciwjir9e1/alpha_counter.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on September 29, 2017, 08:49:50 PM
Crounching Punchs
(https://s26.postimg.org/uy65nu17t/image.gif)
(https://s26.postimg.org/eboler8a1/image.gif)
(https://s26.postimg.org/hjt2rsujt/image.gif)
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
Block "TESTS"

(https://s1.postimg.org/7agdjjj36n/image.gif)
(https://s1.postimg.org/6ze8gliwdr/image.gif)
(https://s1.postimg.org/6ur2ejpr0f/image.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Mastertkof on October 06, 2017, 09:18:53 PM
(https://s1.postimg.org/6m81uo6qj3/image.gif)
(https://s1.postimg.org/462j8qrn2n/ANTI_HADOU.gif)
Title: Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
Post by: Nedflandeurse 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

Mae Jae Midnight Bliss
(https://s1.postimg.org/53vo97w54f/image.gif)

JESUS!!! O.O'
That looks disgusting.

To be honest though, I love the idea. :)
But the boobs are not decreasing that much in size? Silicone?
Title: Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
Post by: Mastertkof on October 18, 2017, 12:57:28 AM

Mae Jae Midnight Bliss
(https://s1.postimg.org/53vo97w54f/image.gif)

JESUS!!! O.O'
That looks disgusting.

To be honest though, I love the idea. :)
But the boobs are not decreasing that much in size? Silicone?

don't know, probably i will change somethings on it

(https://s1.postimg.org/77iap1ftan/BOXER_GIRL_XIII.gif)
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

Alpha 0.1 released

http://www.mediafire.com/file/3wbw2ce3dy1h87b/MJ.7z

need alot of help with the codes

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: Nedflandeurse 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)




some changes on the protochar sf3

second attempt
still sucking, but a bit less

(https://i.imgur.com/0A3oNXp.png)
(https://i.imgur.com/Ybg9XRN.png)
(https://i.imgur.com/xvLmCgl.png)


renders of stand ()
only renders, without the manual work

(https://i.imgur.com/j8d8C78.gif)

light parameters tests
(https://i.imgur.com/6oOaNUa.gif)

Title: Re: MasterTkof Projects
Post by: Manson Rees on March 19, 2019, 06:44:28 PM
(https://i.imgur.com/Ybg9XRN.png)
(https://i.imgur.com/j8d8C78.gif)

She's looking amazing, man!
Nice progress! :D
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

Jab
(https://i.imgur.com/O0lPSoJ.gif)
(https://i.imgur.com/YBKx5lp.gif)


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.

Spoiler: some videos (click to see content)

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
(https://www.fightersgeneration.com/characters2/larie.gif)
(https://i.imgur.com/2R1tRg7.gif)
(https://i.imgur.com/24rxcxn.gif)
Title: Re: MasterTkof Projects
Post by: Mastertkof on April 16, 2019, 09:43:08 PM
 new adjusts wip.. stand.. face, boddy... colors
(https://i.imgur.com/ESL69ZU.gif)
(https://i.imgur.com/Rg2NbeG.gif)
(https://i.imgur.com/lqddkKQ.gif)
Title: Re: MasterTkof Projects
Post by: Mastertkof on April 17, 2019, 02:38:49 AM
Quote
So whose that was again? Well...
what r u? a bot?

edit
finishing
(https://i.imgur.com/8G073ex.png)
tests with pals
(https://i.imgur.com/dcHFKZO.png)
(https://i.imgur.com/hnwY4hS.png)
(https://i.imgur.com/mWr6a3Y.png)


Rendered Frames (only software)
(https://i.imgur.com/OLwhThe.gif)



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)

need some feedback with faces

(https://i.imgur.com/Ojnz4oq.png)
(https://i.imgur.com/EOFwhOs.png)
Title: Re: KOF XIII MAXY MEYERS
Post by: Nedflandeurse on May 03, 2019, 07:23:42 PM
I like 4 and 6. (6 is more serious/concentrated to me)
But most are OK
Title: Re: KOF XIII MAXY MEYERS
Post by: Master Yoda on May 06, 2019, 05:04:10 AM
Nice progress so far.
Good luck!
Title: Re: KOF XIII MAXY MEYERS
Post by: Mastertkof on May 07, 2019, 06:32:35 PM
I like 4 and 6. (6 is more serious/concentrated to me)
But most are OK
thanks everyone for your feedbacks, i will use alot of things that you mentioned here

sure i really like "4" too, but don't fit on the style :/
but the new face style will be more "serious"

(https://i.imgur.com/drCFz7G.png)

Nice progress so far.
Good luck!

thanks man


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
(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:

Thanks man.. Perhaps it change a bit ...


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

Dude these are pretty cool, you got skills
Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: Mastertkof on April 08, 2020, 08:32:24 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




Dude these are pretty cool, you got skills



thanks man! i'm trying to going on with this char








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


(https://i.postimg.cc/DzL100sD/roll1.gif)
(https://i.postimg.cc/MTYR0L9m/roll2.gif)
(https://i.postimg.cc/RhDWXxKK/roll3.gif)
(https://i.postimg.cc/g26ZtjMJ/roll4.gif)

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


walks (aproveds at now)

(https://i.postimg.cc/4xBXFzC2/WALK1.gif)
(https://i.postimg.cc/PqJdGPTX/WALK2.gif)

run (reproved for issues with foot positions) showing anyway
(https://i.postimg.cc/RZMMRgYn/run.gif) 
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: Nexus Games on April 10, 2020, 09:09:09 AM
look at some boxing characters animations as reference so you can have an idea of certain movements and attacks for this character.
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: Bastard Mami on April 10, 2020, 05:37:27 PM
TL;DR, the sprite quality is good, really good, the current area of improvement is on the animations.
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: Mastertkof on April 11, 2020, 08:00:07 AM
look at some boxing characters animations as reference so you can have an idea of certain movements and attacks for this character.

sure this will be the next steps, thanks

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

(https://i.postimg.cc/d1HyC2Qr/11.png)
(https://i.postimg.cc/P5jQTMC5/proto.png)
(https://i.postimg.cc/mrVzxYHJ/show.gif)
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Nedflandeurse on April 14, 2020, 07:08:13 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

(https://i.postimg.cc/d1HyC2Qr/11.png)
(https://i.postimg.cc/P5jQTMC5/proto.png)
(https://i.postimg.cc/mrVzxYHJ/show.gif)

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: Nedflandeurse 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
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

(https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)(https://i.postimg.cc/XvBQYVgD/stand-sakura.gif)
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Nedflandeurse on April 17, 2020, 12:18:19 AM
Really nice result !! ^^
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Mastertkof on April 17, 2020, 04:01:54 AM
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 :)

(https://i.postimg.cc/cLVY9Xxj/stand-sakura.gif) (https://www.fightersgeneration.com/characters3/ryu-fireballs.gif)(https://i.postimg.cc/FFZyrypd/hadou3.gif)(https://i.postimg.cc/FsHj7YCP/hadou2.gif)(https://i.postimg.cc/nzKvQBtW/hadou1.gif)
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Nexus Games on April 17, 2020, 04:10:59 AM
i would love to see this sakura have full sprite set/Sheet...i do like this :)
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Mastertkof on April 17, 2020, 05:03:53 AM
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
Hadouken
(https://i.postimg.cc/T3C2BBcj/L-HADOUKEN.gif)
HadouKennn
(https://i.postimg.cc/g0jcp4MC/M-HADOUKEN.gif)
HADOUKEN!
(https://i.postimg.cc/pTn2hrMk/S-HADOUKEN.gif)
SHINKU HADOUKEN!!!
(https://i.postimg.cc/SR6kdPsM/SHINKU-HADOUKEN.gif)
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Mastertkof on April 18, 2020, 08:07:39 PM
Tatsu antecipation (https://i.postimg.cc/FH1Ft8p2/TATSU-INTRO.gif)
Tatsu loop (https://i.postimg.cc/d1cJy1FY/TATSU-LOOP.gif)
Tatsu complete (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/c22fc8d2-f880-4582-b0f2-7e2f0795ab39/ddv5njs-1dea6034-ac1a-4a6f-a626-52ba19d8ef8a.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2MyMmZjOGQyLWY4ODAtNDU4Mi1iMGYyLTdlMmYwNzk1YWIzOVwvZGR2NW5qcy0xZGVhNjAzNC1hYzFhLTRhNmYtYTYyNi01MmJhMTlkOGVmOGEuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.sfjFTUpDCx9S6OPkdND1dEO5ozt-EgFygk3Z08XqkcU)

some good frames (no edited)
(https://i.postimg.cc/k4Gvcw9N/New-Canvas1.png)
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: Mastertkof on April 20, 2020, 12:33:28 AM

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) (https://www.fightersgeneration.com/characters3/m-spiderman.gif) (https://www.fightersgeneration.com/characters3/rogue_stance.gif)(https://www.fightersgeneration.com/characters3/psylocke-best-stance.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
Title: Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)
Post by: AerosMugen 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
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
(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

(https://i.postimg.cc/0Q4xZmf8/spider2.gif)(https://i.postimg.cc/WzPWqd21/SPIDER-KICK.gif)

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)

Updated pals and frames:

(https://i.postimg.cc/2SrF93Gv/STAND.gif)(https://i.postimg.cc/8kvcYSZm/HADOUKEN.gif)(https://i.postimg.cc/ZYvcCG09/TATSU-INPUT.gif)(https://i.postimg.cc/9MKYLpgF/TATSU-LOOP.gif)(https://i.postimg.cc/909tK7sP/TATSU-FULL.gif)




alpha version of shader done.

(https://i.postimg.cc/pdTJ8v2h/STAND.gif)
(https://i.postimg.cc/YSCBWvG6/BLENDER-LIMIT2.png)
(https://i.postimg.cc/SxqhmTmt/BLENDER-LIMIT.png)



using sfiv as base, pretty better references

(https://i.postimg.cc/x1jf3Lfc/EQM62z-PUEAAuwoy.jpg)
(https://i.postimg.cc/wxh9Kw31/of5zleul0v211.jpg)
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on April 22, 2020, 08:07:18 PM
Normal Punchs (keyframes baseds on SFIV)

(https://i.postimg.cc/k4vJSTTX/LIGHT-PUNCH.gif)(https://i.postimg.cc/rshqnK6B/MEDIUM-PUNCH.gif)(https://i.postimg.cc/MTSZXCbF/HIGH-PUNCH.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: Mazemerald. 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.

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:(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
no mussels on Sakura is way better.

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)


Working on "Alphas", finishing all beta moves:

(https://i.postimg.cc/WbHNwN80/EVIL-SAKURA.gif)


Crouchs
(https://i.postimg.cc/PrBYfjpB/CROUCH-TO-STAND.gif)
(https://i.postimg.cc/d3hZvHqs/CROUCH.gif)
(https://i.postimg.cc/W3gYbnXv/STAND-TO-CROUCH.gif)
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on April 28, 2020, 01:11:08 AM
doing moves.
(https://i.postimg.cc/854MCRN0/ALPHA-STAND.gif)
(https://i.postimg.cc/hPfTSQw2/MK.gif)
(https://i.postimg.cc/tJm6391d/DANCE.gif)

need pals.

(https://i.postimg.cc/h47Q6R7Y/1.png)
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

(https://i.postimg.cc/zvZv6JfL/pal.gif)


(https://i.postimg.cc/15z1DGYj/spider-intro1.gif)(https://i.postimg.cc/Kz5CMj7b/spider-intro2.gif)(https://i.postimg.cc/QC4Pfznn/spider-intro3.gif)
Title: Re: SF IV / III SAKURA
Post by: KarmaCharmeleon on April 29, 2020, 11:12:58 PM
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.
Title: Re: SF IV / III SAKURA
Post by: Nedflandeurse on April 29, 2020, 11:36:10 PM
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!
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on April 30, 2020, 12:36:41 AM
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
that crouch animation look really good i like it

thanks man.
several updates on Cammy White

SF2- SFALPHA- SHADALLOO DOLL- SFVALT1- KOF XIII- SFII VICTORY

(https://i.postimg.cc/xjFrbj8X/sf2.gif)(https://i.postimg.cc/RZtzmrMN/sf-alpha.gif)(https://i.postimg.cc/P50rbzq8/dol.gif)(https://i.postimg.cc/XvgmN4t7/sf5-2.gif)(https://i.postimg.cc/Twd8npnD/kof-xiii.gif)(https://i.postimg.cc/htk64Wsj/SFII-V.gif)



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: Nedflandeurse 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: Nedflandeurse 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
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!!

do you had any link for this? i can't found it. send here please





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: Nedflandeurse 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...
Spoiler, click to toggle visibilty
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on May 10, 2020, 08:03:48 PM
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...
Spoiler, click to toggle visibilty

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


(https://i.postimg.cc/9MMdb8g5/tumblr-inline-phiwlj-Uj8i1w169t0-500.png)
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: Nedflandeurse 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: Nedflandeurse 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
I'm curious to know about these 4 new moves.

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
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)

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
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)

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
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)

updated
(https://i.postimg.cc/FKL682HY/SIDE-KICK-2.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

Shooken

44 frames (https://i.postimg.cc/66PyBpZX/SHOOKEN.gif) 27 frames (https://i.postimg.cc/c1PJ81cB/SHOOKEN-27-FRAMES.gif)
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on December 04, 2020, 02:05:28 AM
SHIN SHOOKEN!
(https://i.postimg.cc/nrTtqqJg/SHIN-SHOOKEN.gif)
Title: Re: SF IV / III SAKURA
Post by: Lunchbillion on December 04, 2020, 04:04:46 AM
that initial uppercut actually looks super nice
Title: Re: SF IV / III SAKURA
Post by: MDCGD on December 04, 2020, 07:42:18 AM
SHIN SHOOKEN!
(https://i.postimg.cc/nrTtqqJg/SHIN-SHOOKEN.gif)

That looks clean.
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on December 04, 2020, 02:13:28 PM
that initial uppercut actually looks super nice
thanks man... Sakura always mocks Ryu, so... i wanted to put one supermove, and one new move based on him

SHIN SHOOKEN!
(https://i.postimg.cc/nrTtqqJg/SHIN-SHOOKEN.gif)

That looks clean.

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
(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.

thanks. i will check it... at now, today i make a kof xii shader for her

(https://i.postimg.cc/Y2nzWRdY/1.gif)(https://i.postimg.cc/0Q576KmV/2.gif)(https://i.postimg.cc/fWrYLLbv/3.gif)


0.1 sakura xii
(https://i.postimg.cc/Ss3xMVKQ/01.gif)
Title: Re: SF IV / III SAKURA
Post by: Mastertkof on December 09, 2020, 10:21:13 PM
still improving the kof xii shader. come back to Sakura on next time i work on the pc

(https://i.postimg.cc/c4vZZpP1/1.gif)(https://i.postimg.cc/YqT7SXw6/2.gif)


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)

Athena develop
(https://www.fightersgeneration.com/nx/chars/athena-kof13stance-alt.gif)(https://i.postimg.cc/Gp9Fdgmk/2.gif)(https://i.postimg.cc/QMPptgFv/3.gif)(https://i.postimg.cc/dVd0c885/4.gif)


all girls test:


(https://i.postimg.cc/rsm2gyHW/4.gif)(https://i.postimg.cc/QMPptgFv/3.gif)(https://i.postimg.cc/Ss3xMVKQ/01.gif)(https://i.postimg.cc/900n2p3k/1.gif)
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: Mastertkof on December 14, 2020, 12:08:04 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...
Title: Re: MAXY KOF XIII (Reworking on the tools)
Post by: Nedflandeurse 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: Nedflandeurse 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: Nedflandeurse 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
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.

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

(https://i.postimg.cc/rmdBZwJM/1.gif)(https://i.postimg.cc/2jdW96Rr/2.gif)(https://i.postimg.cc/xTtzY41Z/3.gif)(https://i.postimg.cc/rs9tDhCK/4.gif)(https://i.postimg.cc/s2tWqGgD/5.gif)(https://i.postimg.cc/SsC9hQnL/6.gif)

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)


(https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)(https://i.imgur.com/4IuHDWX.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 III SAKURA
Post by: Mastertkof on December 29, 2020, 10:19:58 PM
the biggest rework and updates on all sprites of Sakura
Final Revamp

concept
TEMPLATE
(https://i.postimg.cc/B67NZq2X/PAL-TEMPLATE.png)
PALS
Spoiler, click to toggle visibilty
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
Looks more like SVC:Chaos than SF3 to me.
(https://i.postimg.cc/7YTbZssn/REMY.gif)(https://www.fightersgeneration.com/np9/characters/gifs/remy-taunt-3s.gif)
It looks more like her own thing, very well done, to be honest.
Thanks bro
these are awesome!
Let's finish her! (someday)

(https://i.postimg.cc/VsG5VWy5/JOUDAN-SOKUTOU-GERI-2.gif)
Title: Re: SF III SAKURA
Post by: Mastertkof on January 02, 2021, 02:35:54 PM
(https://i.postimg.cc/PrRmD8dv/4.gif)(https://i.postimg.cc/nh9qGcLR/5.gif)(https://i.postimg.cc/25phcRbz/6.gif)
(https://i.postimg.cc/jqgDL0hM/7.gif)
Title: Re: SF III SAKURA
Post by: 【MFG】gui0007 on January 02, 2021, 05:01:21 PM
Such amazing and hard work so far!
Title: Re: SF III SAKURA
Post by: Mastertkof on January 02, 2021, 08:12:24 PM
Such amazing and hard work so far!
Thanks dude (valeu meu bom)
(https://i.postimg.cc/8cWK11fh/8.gif)
Title: Re: SF III SAKURA
Post by: 087-B on January 02, 2021, 08:20:09 PM
Well that is very fan-service-y lol
Title: Re: SF III SAKURA
Post by: Mastertkof on January 03, 2021, 02:17:02 PM
Well that is very fan-service-y lol
perhaps, but street fighter always had it

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
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...
Title: Re: SF III SAKURA
Post by: Mastertkof on January 06, 2021, 05:56:21 AM
Spoiler, click to toggle visibilty

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.

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

the template is out for a long you guys is free to try improve the style of colours and chotles:
the biggest rework and updates on all sprites of Sakura
Final Revamp

concept
TEMPLATE
(https://i.postimg.cc/B67NZq2X/PAL-TEMPLATE.png)



(https://i.postimg.cc/tTxq6Vks/TEMPLATE.png)

(https://i.postimg.cc/W3bzJ4Kr/a.gif)(https://i.postimg.cc/ydQdhH4G/b.gif)(https://i.postimg.cc/3Nkwnc3x/c.gif)

Title: Re: SF III SAKURA
Post by: Gladiacloud on January 06, 2021, 08:31:47 AM
What program do you use to make this sprites, Anderson?
Title: Re: SF III SAKURA
Post by: Nedflandeurse on January 06, 2021, 01:09:40 PM
some interesting progress.

Everthing I see here is really interesting !! my 2 only "bad" things...

1-Sprite style doesn't match any existing style (even if it's not a real problem) but it's not SF3 or Kof or anything I know right now.

2-animation and posing for key frames is really average. (again, I'm not good to animate 3D, so I cannot really help here)
Title: Re: SF III SAKURA
Post by: AlexSin on January 06, 2021, 01:21:37 PM
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


some interesting progress.

Everthing I see here is really interesting !! my 2 only "bad" things...

1-Sprite style doesn't match any existing style (even if it's not a real problem) but it's not SF3 or Kof or anything I know right now.

2-animation and posing for key frames is really average. (again, I'm not good to animate 3D, so I cannot really help here)

your feedback as aways useful and i'm grateful for it, i think this is like 60^70% cps3 and manual edit can fit it


Hes talking about palettes becuz you can change her underwear to shorts.  If you didnt understand even that, you shouldnt be a mod.

thanks dude.

@BXR
r/whoosh
        :D
   

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

(https://i.postimg.cc/6qCM2Xms/RUN1.gif) 2nd try  (https://i.postimg.cc/Vv6b2yxy/RUN1.gif)
Title: Re: SF III SAKURA
Post by: Umezono on January 07, 2021, 07:26:22 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.
Title: Re: SF III SAKURA
Post by: Nedflandeurse on January 07, 2021, 10:59:01 AM
(https://i.postimg.cc/Vv6b2yxy/RUN1.gif)

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
Spoiler, click to toggle visibilty
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]
thats make sense, really thanks man!


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: Nedflandeurse 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)

the biggest rework and updates on all sprites of Sakura
Final Revamp

concept
TEMPLATE
(https://i.postimg.cc/B67NZq2X/PAL-TEMPLATE.png)
PALS
Spoiler, click to toggle visibilty
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)

the biggest rework and updates on all sprites of Sakura
Final Revamp

concept
TEMPLATE
(https://i.postimg.cc/B67NZq2X/PAL-TEMPLATE.png)
PALS
Spoiler, click to toggle visibilty
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
4 is pretty OK to me.
same as 5 but with slower, of curse, this will be the kayframes when i start to render the new engine.


is this a 3d model i just wanna know
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

Yes.
thanks


(https://game.capcom.com/cfn/sfv/column/sakura_t00.jpg?h=7b908509f1abeca7c8ed7489562cb458)(https://game.capcom.com/cfn/sfv/column/sakura_t01.jpg?h=7725634604ff4d057ee410197a9951c6)

Nostalgia costume almost done, studing some style to SF3 aparence.

(https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)(https://i.postimg.cc/j5vrdmMG/NOSTALGIA.gif)(https://i.postimg.cc/dtfwCMJF/1.gif)(https://i.postimg.cc/QdWsk6MT/2.gif)(https://i.postimg.cc/43kG8zKF/3.gif)(https://i.postimg.cc/vmrsCcf8/4.gif)(https://i.postimg.cc/Qtj3DhJQ/5.gif)

Title: Re: SF III SAKURA
Post by: Charlie Nash on January 20, 2021, 05:59:19 AM
damn...
Title: Re: SF III SAKURA
Post by: Nedflandeurse on January 20, 2021, 01:06:20 PM
4 is pretty OK to me.
same as 5 but with slower, of curse, this will be the kayframes when i start to render the new engine.


is this a 3d model i just wanna know
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

Yes.
thanks


(https://game.capcom.com/cfn/sfv/column/sakura_t00.jpg?h=7b908509f1abeca7c8ed7489562cb458)(https://game.capcom.com/cfn/sfv/column/sakura_t01.jpg?h=7725634604ff4d057ee410197a9951c6)

Nostalgia costume almost done, studing some style to SF3 aparence.

(https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)(https://i.postimg.cc/j5vrdmMG/NOSTALGIA.gif)(https://i.postimg.cc/dtfwCMJF/1.gif)(https://i.postimg.cc/QdWsk6MT/2.gif)(https://i.postimg.cc/43kG8zKF/3.gif)(https://i.postimg.cc/vmrsCcf8/4.gif)(https://i.postimg.cc/Qtj3DhJQ/5.gif)

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
damn...
:)


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: Nedflandeurse on January 20, 2021, 01:47:32 PM
damn...
:)


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
(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.


I will focus on palete after finishing more moves

this is not so "important" now
(https://i.postimg.cc/DyD3r1JY/WALK.gif)(https://i.postimg.cc/26ySvdy6/walk2.gif)
Title: Re: SF III SAKURA
Post by: Nedflandeurse on January 21, 2021, 04:30:46 PM
nice.
Good luck!!
Title: Re: SF III SAKURA
Post by: Mastertkof on January 21, 2021, 04:36:59 PM
nice.
Good luck!!
thanks.
and finally: the 3.0 Sakura Shader

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)


>STAND EVOLUTION<

(80 frames now)

(https://i.postimg.cc/d1HyC2Qr/11.png)(https://i.postimg.cc/9M2T4S0k/aaaaa.gif)(https://i.postimg.cc/3JL2LccR/stand-sakura.gif)(https://i.postimg.cc/XvBQYVgD/stand-sakura.gif)(https://i.postimg.cc/cLVY9Xxj/stand-sakura.gif)(https://i.postimg.cc/LX20H2r0/muscle2.gif)(https://i.postimg.cc/2SrF93Gv/STAND.gif)(https://i.postimg.cc/pdTJ8v2h/STAND.gif)(https://i.postimg.cc/WpgY5VmV/1.gif)(https://i.postimg.cc/kGvkzPbT/01.gif)(https://i.postimg.cc/rmdBZwJM/1.gif)(https://i.postimg.cc/BQnR1RB3/1.gif)(https://i.postimg.cc/XY9V9mzH/01.gif)(https://i.postimg.cc/j5vrdmMG/NOSTALGIA.gif)(https://i.postimg.cc/HLK67hGn/0.gif)(https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)

Title: Re: SF III SAKURA
Post by: Nedflandeurse on January 21, 2021, 05:35:26 PM

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)
Spoiler, click to toggle visibilty
Title: Re: SF III SAKURA
Post by: Mastertkof on January 21, 2021, 07:16:13 PM

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: Nedflandeurse 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)

(https://i.postimg.cc/gjjYM6vx/TURN.gif)(https://i.postimg.cc/W3XN67JR/CROUCHING.gif)
Title: Re: SF III SAKURA
Post by: Nedflandeurse on January 22, 2021, 04:33:03 PM
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)

(https://i.postimg.cc/gjjYM6vx/TURN.gif)(https://i.postimg.cc/W3XN67JR/CROUCHING.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

i will try contact with him again later


(https://i.postimg.cc/jCV19MZy/CROUCH-TO-STAND.gif)(https://i.postimg.cc/PfLrgNSq/CROUCHING-STAND.gif)(https://i.postimg.cc/HWfsdHN9/CROUCHING-TURN.gif)(https://i.postimg.cc/Jz8rHxMy/WALK-BACK.gif)(https://i.postimg.cc/KYnHW6Wf/WALK.gif)

How the shader work (script by script)
(https://i.postimg.cc/X7SxRHwD/SHADER-POWER.gif)
Title: Re: SF III SAKURA
Post by: Nedflandeurse on January 23, 2021, 09:11:45 AM
Hype!
Now, the priority can be the precision of animation.

I hope you will take reference on her SFA+SF4 animation since most of her in SF5 sucks... ^^;
Title: Re: SF III SAKURA
Post by: Nexus Games on January 23, 2021, 08:56:35 PM
this is very hype she looks like she's from SF3 i love it
Title: Re: SF III SAKURA
Post by: Mastertkof on January 24, 2021, 03:11:34 AM
Hype!
Now, the priority can be the precision of animation.

I hope you will take reference on her SFA+SF4 animation since most of her in SF5 sucks... ^^;

thanks man!
Sure Alpha and SFIV



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)

all stands, turns and directional moves done

(https://i.postimg.cc/VNjNz4w1/1.gif)(https://i.postimg.cc/KYyZpLMW/10.gif)(https://i.postimg.cc/DZFJb0d9/11.gif)(https://i.postimg.cc/63WBtXzL/12.gif)(https://i.postimg.cc/rw4V9gKW/13.gif)(https://i.postimg.cc/63tpqR6Z/2.gif)(https://i.postimg.cc/RFdVHFqD/3.gif)(https://i.postimg.cc/cC5xFbR7/4.gif)(https://i.postimg.cc/G3Mm3HWB/5.gif)(https://i.postimg.cc/Y0S2fHWq/6.gif)(https://i.postimg.cc/fTJTVMs8/7.gif)(https://i.postimg.cc/HsRW5Fsd/8.gif)(https://i.postimg.cc/JhcRfn3z/9.gif)
Title: Re: SF III SAKURA
Post by: Nedflandeurse on January 30, 2021, 10:56:32 AM
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!
Title: Re: SF III SAKURA
Post by: Mastertkof on January 31, 2021, 02:29:19 AM
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



Colab Cammy (https://i.postimg.cc/MZ4Ygq4M/STAND.gif)

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.

(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://i.postimg.cc/D0KwrHCz/ALPHA.gif)(https://i.postimg.cc/ncpLC8jR/STAND.gif)(https://BLACKLISTED WEBSITE.com/forums/576546d5bf292b9424d94fde84f7b5a3/images/chunny-ts-neck_r96_thumb.gif)

concept by a friend that was helping (https://i.postimg.cc/qRTQ6Xfd/m7sDx2Gm.png)


(https://i.postimg.cc/1zYhQrTC/STAND.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)

Title: Re: SF3 SAKURA AND CAMMY
Post by: Umezono on February 04, 2021, 03:21:51 PM
Nobody was gonna do that, you just want the attention so you had to mention it. Kinda sad.
Title: Re: SF III SAKURA
Post by: Nedflandeurse on February 04, 2021, 03:43:59 PM
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



Colab Cammy (https://i.postimg.cc/MZ4Ygq4M/STAND.gif)

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.

(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://i.postimg.cc/D0KwrHCz/ALPHA.gif)(https://i.postimg.cc/ncpLC8jR/STAND.gif)(https://BLACKLISTED WEBSITE.com/forums/576546d5bf292b9424d94fde84f7b5a3/images/chunny-ts-neck_r96_thumb.gif)

concept by a friend that was helping (https://i.postimg.cc/qRTQ6Xfd/m7sDx2Gm.png)


(https://i.postimg.cc/1zYhQrTC/STAND.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)

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)

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.

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: Nedflandeurse 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)

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.

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: Mazemerald. 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

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... :)

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

(https://i.postimg.cc/mrPmjzXd/0.gif)(https://i.postimg.cc/L60qNnq6/1.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://i.postimg.cc/VNjNz4w1/1.gif)(https://i.postimg.cc/zfPLJT5z/000.gif)

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.

let's come back to Sakura

separation tests
(https://i.postimg.cc/Vv0NhF0f/584e0-cammywhite.jpg)
(https://i.postimg.cc/Dw6B0Qmy/LEOTARD1.gif)(https://i.postimg.cc/BvvNK815/LEOTARD2.gif)(https://i.postimg.cc/DzY6d2q9/LEOTARD3.gif)(https://i.postimg.cc/76GVKp9f/LEOTARD4.gif)(https://i.postimg.cc/ydMTtvpn/LEOTARD5.gif)

Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on February 10, 2021, 03:19:39 AM
(https://www.fightersgeneration.com/characters/elena-ts-stance.gif)(https://i.postimg.cc/L60qNnq6/1.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://i.postimg.cc/3RRqzCF1/0.gif)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif)


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: Nedflandeurse 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: Mazemerald. 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: Nedflandeurse 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: Nedflandeurse 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
this is getting super good keep up the awesome work on sakura! i love the improvements!

Thank you Nexus


OLDER (https://i.postimg.cc/52G7B4Rv/01.gif)(https://i.postimg.cc/HLyS3qqN/02.gif)
NOSTALGIA (https://i.postimg.cc/jdp987Yc/NOSTALGIA2.gif)(https://i.postimg.cc/K8YNDcRf/NOSTALGIA3.gif)


this is only palete change, same sprites, the palete can reduce the propotion eye/face and the cothes on legs
Title: Re: SF3 SAKURA AND CAMMY
Post by: FeLo_Llop on February 15, 2021, 01:33:47 AM
Muito bom trabalho, cara! Awesome work, Anderson!

PS: I forgot to make an attempt to Cammy, but it's mostly what you did, adapting SFV into your style. Purrrrfect!!
Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on February 17, 2021, 04:21:36 AM
Muito bom trabalho, cara! Awesome work, Anderson!

PS: I forgot to make an attempt to Cammy, but it's mostly what you did, adapting SFV into your style. Purrrrfect!!

thanks man! let's try some moves

about cammy the shader is finished, not with me anymore, my focus is on saukura, aside is funny to create shaders


(https://i.postimg.cc/wMW9vRCh/JOUDAN-SOKUTOU-GERI.gif)(https://i.postimg.cc/SQVSVHnJ/JOUDAN-SOKUTOU-GERI2.gif)

(https://i.postimg.cc/SKq8CwXD/OVERKICK.gif)(https://i.postimg.cc/FKZSZD3m/OVERKICK2.gif)

(https://i.postimg.cc/GptC9pLR/SHIN.gif)(https://i.postimg.cc/YCb7pFw8/SHIN-2.gif)

(https://i.postimg.cc/dtFcr6s4/SHIN-SHOOKEN0.gif)(https://i.postimg.cc/C5Gy9BNG/SHIN-SHOOKEN.gif)

(https://i.postimg.cc/YCMHRqtc/TATSU-KICK.gif)(https://i.postimg.cc/X7wW9ySc/TATSU-KICK-2.gif)

(https://i.postimg.cc/brrGsHFT/TATSUMAKI.gif)(https://i.postimg.cc/RFX6SbGh/TATSUMAKI-2.gif)




finished all adjusts, starting to rendering betas again

betas is the shader frames that need only pixel art over face and adjust some fails of the shader by hand

first beta (normal stand)
(https://i.postimg.cc/bYgwDQ4S/0.gif)(https://i.postimg.cc/Nf0f1KwJ/1.gif)


close high kick beta
(https://i.postimg.cc/j2h1vHGD/bg.png)
(https://i.postimg.cc/cL1WqHhq/CHK.gif)(https://i.postimg.cc/tCjy5DV4/CHK-2.gif)

Udon older Sakura test (sure reproved, but need too test paletes now)

(https://i.postimg.cc/3wc98SHj/aaaaaaaaaaaaaaaaaaa.jpg)
(https://i.postimg.cc/XJ95RQNY/UDON-OLDER.gif)




Rendering directions again

(https://i.postimg.cc/YCFRLhhT/JUMP-FWD.gif)(https://i.postimg.cc/HsR3LQsQ/JUMP-FWD-LOOP.gif)(https://i.postimg.cc/jdrKWkqX/JUMP-BACK.gif)(https://i.postimg.cc/cHpWBFRd/JUMP-BACK-2.gif)(https://i.postimg.cc/jSDrBVMR/RUN.gif)(https://i.postimg.cc/L6Cpy4By/RUN-STOP.gif)(https://i.postimg.cc/g2g1zgBN/DASH-BACK.gif)(https://i.postimg.cc/c1D3cYjP/TURN.gif)(https://i.postimg.cc/YqvhtP9C/CROUCHING-STAND.gif)(https://i.postimg.cc/2yh9vDF7/CROUCH-TO-STAND.gif)(https://i.postimg.cc/SNmH8n3X/CROUCHING.gif)(https://i.postimg.cc/1tkn2hxT/CROUCHING-TURN.gif)(https://i.postimg.cc/4xf5BtQc/WALK.gif)(https://i.postimg.cc/Dyd6r5LF/WALK-BACK.gif)(https://i.postimg.cc/y86NxY7B/JUMP-UP.gif)(https://i.postimg.cc/4NQdXhkB/JUMP-UP-LOOP.gif)

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.

(https://i.postimg.cc/YCDtwWKv/TEMPLATE.png)
(https://i.postimg.cc/NjjQVxVh/TEMPLATE-2.png)


 
Title: Re: SF3 SAKURA AND CAMMY
Post by: Nedflandeurse on February 19, 2021, 04:32:03 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 ! :)
Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on February 20, 2021, 01:32:50 AM
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)






Title: Re: SF3 SAKURA AND CAMMY
Post by: Nedflandeurse on February 20, 2021, 04:32:37 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)
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: Nedflandeurse 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: Nedflandeurse 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"
Title: Re: SF3 SAKURA AND CAMMY
Post by: Mastertkof on February 22, 2021, 03:09:58 AM
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

Ashi Barai done.

(https://i.postimg.cc/mg9TBFMT/ASHI-BARAI.gif)


2d staff corrections and tests


(https://i.postimg.cc/jqW9ydz4/1133345.gif)
(https://i.postimg.cc/MHjyHLf1/12333.gif)
(https://i.postimg.cc/C12GF05F/1323.gif)
(https://i.postimg.cc/G9wvyjvV/asd.gif)
(https://i.postimg.cc/Vs3hgQgQ/asddd.gif)
(https://i.postimg.cc/vHfNSq21/stand.gif)
(https://i.postimg.cc/g2pT9V1g/TMOE-NAGE.gif)



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

(https://i.postimg.cc/TPjfBpVY/0.gif)(https://i.postimg.cc/QNYhLLT5/1.gif)(https://i.postimg.cc/8PFDNyRY/2.gif)(https://i.postimg.cc/5NZJ0wp2/3.gif)(https://i.postimg.cc/MpVSjvrb/4.gif)(https://i.postimg.cc/DZjkKs8F/5.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/854xvSB8/01.gif)(https://i.postimg.cc/jdp987Yc/NOSTALGIA2.gif)
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: Nedflandeurse 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
that cammy and sakura really fits beside the rest of the girls

Thanks Nexus, hope we found a cool size and style to fit ingame

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

(https://i.postimg.cc/T3vNW9Yb/1.gif)(https://i.postimg.cc/ht8y8df5/2.gif)(https://i.postimg.cc/XvV2sY57/3.gif)(https://i.postimg.cc/xdt6hVGG/4.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)
Title: Re: STREET FIGHTER III X
Post by: walt on March 03, 2021, 10:32:59 PM
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)
Title: Re: STREET FIGHTER III X
Post by: Mastertkof on March 04, 2021, 10:24:17 AM
That kick might be your best animation so far!

Thanks man

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)

(https://i.postimg.cc/h42Bdzwv/JURI-POWER.gif)(https://i.postimg.cc/FR5hKMY4/JURI-POWER-2.gif)(https://i.postimg.cc/28SQkkdV/JURI-POWER-3.gif)
Title: Re: STREET FIGHTER III X
Post by: sanstrong on March 12, 2021, 01:26:54 AM
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.
Title: Re: STREET FIGHTER III X
Post by: Mastertkof on March 12, 2021, 06:27:04 AM
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)


(https://i.postimg.cc/brL7VXKq/21.gif)(https://i.postimg.cc/mrC2XDVR/22.gif)(https://i.postimg.cc/ZYV3F7CH/23.gif)





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)






Rendering Juri for her artist

(https://i.postimg.cc/c4n225P7/JURI-1.gif)(https://i.postimg.cc/4ym6qqdz/JURI-1.gif)(https://i.postimg.cc/9XntZm81/JURI-2.gif)(https://i.postimg.cc/YqLNx5T7/JURI-3.gif)(https://i.postimg.cc/3RbpX1BW/JURI-4.gif)(https://i.postimg.cc/jjcy5tnH/JURI-5.gif)(https://i.postimg.cc/PxqYv91B/JURI-6.gif)(https://i.postimg.cc/3xMXfLHv/JURI-7.gif)(https://i.postimg.cc/Zq4r4CnY/JURI-8.gif)(https://i.postimg.cc/K8nn6nZs/JURI-9.gif)(https://i.postimg.cc/qqhKjKbw/JURI-10.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: Nedflandeurse 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.

Camera: (solved)
(https://i.postimg.cc/Gpmkr4Vn/New-Canvas1.png)(https://i.postimg.cc/Y94YGJtX/New-Canvas1das.png)(https://i.postimg.cc/bvV1vzfD/Perspective-Camera.png)

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: Nedflandeurse 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)

(https://i.postimg.cc/rsyzH0n5/STAND.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)(https://i.postimg.cc/rwKj00Vn/1.gif)


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.

Cvs Juri in the Future?! these are amazing!

That's closer to SF3, but of course, with a proper escale AND colour decrease(via palete) is something possible to do.
Title: Re: STREET FIGHTER III X
Post by: Diepod on March 15, 2021, 11:05:33 PM
Pretty sure those are for Relusion's sf3 Juri project
Title: Re: STREET FIGHTER III X
Post by: Mastertkof on March 16, 2021, 04:04:12 AM
Cvs Juri in the Future?! these are amazing!
i can render her in a cvs shader... cvs is pretty more simple then cps3

I've been wanting to make a CvS2 Juri. Save that idea for the future.

you can use it, if want

Now this Juri caught my eye, would be fantastic to see it complete.

the shader is already complete, rendering is pretty fast... i had all animations here, is more like press: (ctrl-P) than render


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...


even thought i am looking to seeing sakura done...we definitely need good 2D Juri sprites!

i'm working hard on sakura, but still need to work on her model.



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.

Cvs Juri in the Future?! these are amazing!

That's closer to SF3, but of course, with a proper escale AND colour decrease(via palete) is something possible to do.

i'm not on pixel art for Juri... but here's a fast edit
(https://i.postimg.cc/fyBfcFCc/1.png)


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...

perfect size of skirt and panties now...



and come on!


(https://i.postimg.cc/rsyzH0n5/STAND.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://i.postimg.cc/Y0QxgXV4/STAND2.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif)(https://i.postimg.cc/rwKj00Vn/1.gif)











Title: Re: STREET FIGHTER III X
Post by: Nedflandeurse on March 16, 2021, 07:25:08 PM
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: Mazemerald. 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
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)
That Spider-Woman looks amazing by the way. (Diepod)

Title: Re: STREET FIGHTER III X
Post by: Mastertkof on March 17, 2021, 12:19:31 AM
(http://[img]https://i.imgur.com/cj8uHeh.gif)(https://i.imgur.com/CQmsSE5.gif)(https://i.imgur.com/mRnJW3w.gif)(https://i.imgur.com/KNa2Hwp.gif)(https://i.imgur.com/9RgrRtG.gif)(https://i.imgur.com/VOoxr7r.gif)(https://i.imgur.com/qu2v5JL.gif)


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)


(https://i.postimg.cc/bvLH4nTZ/111111.gif)











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....


(https://i.postimg.cc/wMW9vRCh/JOUDAN-SOKUTOU-GERI.gif)(https://i.postimg.cc/SQVSVHnJ/JOUDAN-SOKUTOU-GERI2.gif)

(https://i.postimg.cc/SKq8CwXD/OVERKICK.gif)(https://i.postimg.cc/FKZSZD3m/OVERKICK2.gif)

(https://i.postimg.cc/GptC9pLR/SHIN.gif)(https://i.postimg.cc/YCb7pFw8/SHIN-2.gif)

(https://i.postimg.cc/dtFcr6s4/SHIN-SHOOKEN0.gif)(https://i.postimg.cc/C5Gy9BNG/SHIN-SHOOKEN.gif)

(https://i.postimg.cc/YCMHRqtc/TATSU-KICK.gif)(https://i.postimg.cc/X7wW9ySc/TATSU-KICK-2.gif)

(https://i.postimg.cc/brrGsHFT/TATSUMAKI.gif)(https://i.postimg.cc/RFX6SbGh/TATSUMAKI-2.gif)




finished all adjusts, starting to rendering betas again

betas is the shader frames that need only pixel art over face and adjust some fails of the shader by hand

first beta (normal stand)
(https://i.postimg.cc/bYgwDQ4S/0.gif)(https://i.postimg.cc/Nf0f1KwJ/1.gif)


close high kick beta
(https://i.postimg.cc/j2h1vHGD/bg.png)
(https://i.postimg.cc/cL1WqHhq/CHK.gif)(https://i.postimg.cc/tCjy5DV4/CHK-2.gif)

Udon older Sakura test (sure reproved, but need too test paletes now)

(https://i.postimg.cc/3wc98SHj/aaaaaaaaaaaaaaaaaaa.jpg)
(https://i.postimg.cc/XJ95RQNY/UDON-OLDER.gif)





is the same size of skirt along all project, i just edit physics to react better to the legs




the reference for Sakura is this


(https://media.eventhubs.com/images/2016/10/05_sf4conceptonegallery06.jpg)
(https://media.eventhubs.com/images/2016/10/05_sf4conceptonegallery28.jpg)
(https://media.eventhubs.com/images/2016/10/05_sf4conceptonegallery01.jpg)
(https://media.eventhubs.com/images/2016/10/05_sf4conceptonegallery14.jpg)
(https://media.eventhubs.com/images/2016/10/05_sf4conceptonegallery19.jpg)
(https://media.eventhubs.com/images/2016/10/05_sf4conceptonegallery34.jpg)
(https://media.eventhubs.com/images/2016/10/05_sf4conceptonegallery35.jpg)
(https://media.eventhubs.com/images/2016/10/05_sf4conceptonegallery36.jpg)




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: Nedflandeurse 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



(https://i.postimg.cc/k5xf3mcT/3.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/Kj7cS4W0/SHIN-SAKURA.gif)(https://i.postimg.cc/rwKj00Vn/1.gif)



Juri Ultra 2 Riped

(my computer will explode, i thinking on opening a cartase, or any online campaign to bought a new and powerfull pc)

blender scripts take my pentium g4065 to limit, and some times it get so busy thats turn off pc, or crash...

this blender scene aside is on low resolution, had alot of scripts and shaders running at same time,

if i put the goal to some thing to buy new pc, i can offer as bonus the wholle cast of sfiv ripped


(https://i.postimg.cc/RZgxhDkh/ULTRA-2.gif)


what do you think about the leggings shading?
just for cientific study?

(https://i.postimg.cc/Jnw6z3zt/0.png)(https://i.postimg.cc/brpmQzbh/1.png)(https://i.postimg.cc/8c4t4qBr/2.png)(https://i.postimg.cc/MZmPzQ2K/3.png)(https://i.postimg.cc/MKZsHpq0/4.png)(https://i.postimg.cc/7YBK2rZF/5.png)




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)






(https://i.postimg.cc/k5xf3mcT/3.gif)(https://www.fightersgeneration.com/characters/chunny-ts-stance.gif)(https://i.postimg.cc/Cx30Wf2c/THAIYA.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif)(https://i.postimg.cc/Kj7cS4W0/SHIN-SAKURA.gif)(https://i.postimg.cc/rwKj00Vn/1.gif)




Title: Re: STREET FIGHTER III X
Post by: Nedflandeurse 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: Nedflandeurse 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


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!

thanks bro...

Thaia shader done: (https://i.postimg.cc/Hs6Hw44p/THAIA.gif)

bought new gpu... now can render faster and easyest the ripped dudes (Guile, Sagat, Juri, Laura, Poison etc)

(https://i.postimg.cc/RZ3FqD5r/HK.gif) 

physics of Sakura finally working as i want
(https://i.postimg.cc/nhxwC7pM/1111.gif)



Juri 1030 frames stand (sure no will had it, but forcing at the maximum the new gpu)

(https://i.postimg.cc/14hxMmxT/BLENDER-01.gif)

Title: Re: STREET FIGHTER III 4th Assault! Future of Fighting
Post by: Mastertkof on March 29, 2021, 03:50:38 AM
Guile rip done!

(OH MAN!!! GUILE IS JUST F$&¨@%!NG FURIOUS TO SEE REMY!)  :mlol:

(https://www.fightersgeneration.com/characters4/urien-stance.gif)(https://i.postimg.cc/fW7HMtz7/GUILE.gif)(https://www.fightersgeneration.com/characters3/ryu-ts-stance.gif)(https://www.fightersgeneration.com/characters2/oro-stance.gif)(https://www.fightersgeneration.com/characters/hugo-ts-stance.gif)

OUT OF MY PLACE!!!
(https://i.postimg.cc/yYt35jML/1.gif)(https://www.fightersgeneration.com/characters3/remywin2.gif)



(https://i.postimg.cc/cHxcHT4Q/2.gif)(https://i.postimg.cc/XJB9Xh6B/3.gif)


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: NateBoi 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

(https://i.postimg.cc/FzdG5ZZN/8.gif)(https://i.postimg.cc/65RqTvb3/9.gif)(https://i.postimg.cc/HWwFxW4m/10.gif)(https://i.postimg.cc/XqjLXW4N/11.gif)(https://i.postimg.cc/L55Pr8mP/12.gif)(https://i.postimg.cc/HLTVqk2L/13.gif)(https://i.postimg.cc/ZnNNTDyY/14.gif)(https://i.postimg.cc/DZBjr0C4/15.gif)(https://i.postimg.cc/L6zyDx0M/16.gif)(https://i.postimg.cc/Jz0k0nXd/17.gif)(https://i.postimg.cc/SsFdc87K/18.gif)(https://i.postimg.cc/kG8BK6s7/19.gif)(https://i.postimg.cc/vBwRD44r/20.gif)(https://i.postimg.cc/qBmm5tp1/21.gif)(https://i.postimg.cc/mkDGW0cJ/22.gif)(https://i.postimg.cc/fRQgxGzs/23.gif)



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


texture tests:
(https://i.postimg.cc/fW7HMtz7/GUILE.gif)(https://i.postimg.cc/QCwYnMR4/armentis-2-shades.gif)



back to girls:...

Sakura almost done

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

(https://i.postimg.cc/13YccjhM/0.gif)

(https://i.postimg.cc/bNNQg18p/STAND.gif)(https://www.fightersgeneration.com/characters2/makoto-stance.gif)(https://i.postimg.cc/26CfqsM0/stand-1.gif)(https://i.postimg.cc/13YccjhM/0.gif)(https://www.fightersgeneration.com/characters2/ibuki-ts-stance.gif)(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://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)


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: Nedflandeurse 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

(https://i.postimg.cc/SQdL9LXq/0.png)

(https://i.postimg.cc/1R7P4TKQ/0.gif)(https://i.postimg.cc/28qYWwHB/1.gif)(https://i.postimg.cc/pLztGdMW/2.gif)(https://i.postimg.cc/YqJHzWVD/3.gif)(https://i.postimg.cc/R0mxjzvc/4.gif)(https://i.postimg.cc/tgzGbmg8/6.gif)(https://i.postimg.cc/Y9qKCfG0/7.gif)

logo wip
(https://i.postimg.cc/sxGjnpRn/LOGO.gif)
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: Nedflandeurse 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
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...

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.

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



(https://i.postimg.cc/Rhs5tw1X/TAUNT.gif)(https://i.postimg.cc/Mpr4NBvt/TAUNT-2.gif)


some tests

(https://i.postimg.cc/8CZhtdcP/ULTRA-2-1.gif)(https://i.postimg.cc/L51L9rTn/ULTRA-2-2.gif)(https://www.fightersgeneration.com/characters4/urien-win2.gif)



(https://i.postimg.cc/R0C0KTb1/TAUNT-3.gif)


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)




(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/157LQN3v/stand-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)



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: Nedflandeurse 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
Wow, this looks great. I was looking trough the thread, how are you doing all of this? (In simple terms please :)) )

just rip models and animations from fighting games and render it again on blender


Spoiler, click to toggle visibilty
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

(https://i.postimg.cc/02qYRG7D/1.png)(https://i.postimg.cc/J4cb1yQg/2.png)(https://i.postimg.cc/SxgCMw3f/3.png)(https://i.postimg.cc/g2z3rYS0/4.png)


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

(https://i.postimg.cc/L5RrnZL0/panties1.gif)(https://i.postimg.cc/bJ05cNW0/panties2.gif)(https://i.postimg.cc/ZYcQwnr4/panties3.gif)(https://i.postimg.cc/d3qxqccb/panties4.gif)(https://i.postimg.cc/vH2NdKqK/panties5.gif)(https://i.postimg.cc/BQmdnb6M/panties6.gif)(https://i.postimg.cc/52ZKXCMq/panties7.gif)


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: Nedflandeurse 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
Good luck, project and real life!
U2



some armature tests

(https://i.postimg.cc/65gM9B1v/1.gif)(https://i.postimg.cc/mrGVH84Z/2.gif)(https://i.postimg.cc/hGbsbT4L/3.gif)


after finish panty, let's work on some minor details
head style, face, proportions...


(https://i.postimg.cc/Wz9CYvhH/1.gif)(https://i.postimg.cc/QxFjL4hT/2.gif)(https://i.postimg.cc/bNL827gW/3.gif)


from top to bottom now:
Hair: OK
(https://i.postimg.cc/RCTTcQLc/4.gif)