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STREET FIGHTER III 4th Assault - Future of Fighting (Read 1938402 times)

Started by Mastertkof, January 07, 2017, 12:32:10 am
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Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#161  October 01, 2017, 02:04:13 am
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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.
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#162  October 01, 2017, 09:03:48 pm
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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

Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#163  October 02, 2017, 01:46:17 pm
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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.
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#164  October 03, 2017, 11:03:51 pm
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Smoking Snake Supreme Soldier    (Original Style Low Res Char)
render with manual edits

maybe a future project
have some influences of KI, CVS, SFIII, and KOF XII
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#165  October 05, 2017, 08:46:45 pm
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Block "TESTS"



Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#166  October 06, 2017, 09:18:53 pm
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Last Edit: October 07, 2017, 12:49:31 am by Anderson Masters
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#167  October 07, 2017, 01:14:52 am
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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.
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#168  October 08, 2017, 01:47:36 am
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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)


lui

Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#169  October 08, 2017, 09:28:48 pm
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what program do you use for the models and the cel shading? im very, very interested in this myself
Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manual edit)
#170  October 09, 2017, 12:45:42 am
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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
Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
#171  October 10, 2017, 01:09:13 am
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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

Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
#172  October 10, 2017, 03:22:28 am
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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.

Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
#173  October 14, 2017, 01:38:28 am
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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.



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
Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
#174  October 15, 2017, 12:49:15 am
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second attempt to midnight bliss of Mae Jae
Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
#175  October 15, 2017, 08:14:02 pm
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[img width=600
Keep it real, keep it original
Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
#176  October 18, 2017, 12:57:28 am
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Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
#177  October 19, 2017, 08:27:25 pm
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feedback welcome about the lightsource (other things will be changed)
Re: Anderson Masters Studies and Wips, ORIGINAL CHAR and new RENDERS
#178  October 21, 2017, 01:42:51 am
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pure render (no edits)

starting to fixing lines and shades

with some changes in pal

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
Last Edit: October 21, 2017, 02:00:04 am by Anderson Masters
Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
#179  November 03, 2017, 06:51:38 pm
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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
Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
#180  November 04, 2017, 01:54:31 pm
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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