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STREET FIGHTER III 4th Assault - Future of Fighting (Read 1930691 times)

Started by Mastertkof, January 07, 2017, 12:32:10 am
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Re: SF IV / III SAKURA
#241  April 25, 2020, 12:21:44 am
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no mussels on Sakura is way better.

i will check it after doing the moves, thanks for the feedback.

CLOSE PUNCHS

CLOSE KICKS



MVC 2 SPIDER GWEN updating shader a bit



Working on "Alphas", finishing all beta moves:




Crouchs


Last Edit: April 27, 2020, 08:49:24 pm by Anderson Masters
Re: SF IV / III SAKURA
#242  April 28, 2020, 01:11:08 am
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doing moves.




need pals.

Re: SF IV / III SAKURA
#243  April 28, 2020, 01:17:46 am
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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.
WIP Schedule:
The next Street Fighter All-Stars update
Re: SF IV / III SAKURA
#244  April 29, 2020, 04:15:20 pm
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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:



thanks for the useful feedback

also, palete 1 updated based on Ryu white of gi, and skin tone




Last Edit: April 29, 2020, 08:30:28 pm by Anderson Masters
Re: SF IV / III SAKURA
#245  April 29, 2020, 11:12:58 pm
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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.
Re: SF IV / III SAKURA
#246  April 29, 2020, 11:36:10 pm
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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!
Re: SF IV / III SAKURA
#247  April 30, 2020, 12:36:41 am
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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


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.

Re: SF IV / III SAKURA
#248  April 30, 2020, 04:18:49 am
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that crouch animation look really good i like it
Re: SF IV / III SAKURA
#249  April 30, 2020, 10:54:57 pm
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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





some moves on low frame rate (study)
Last Edit: May 03, 2020, 05:33:35 pm by Anderson Masters
Re: SF IV / III SAKURA
#250  May 03, 2020, 10:05:37 pm
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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.



Re: SF IV / III SAKURA
#251  May 04, 2020, 01:09:27 am
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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... :)
Re: SF IV / III SAKURA
#252  May 04, 2020, 02:36:06 am
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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
Re: SF IV / III SAKURA
#253  May 04, 2020, 11:36:06 am
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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!!
Re: SF IV / III SAKURA
#254  May 04, 2020, 04:20:56 pm
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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. :)
Re: SF IV / III SAKURA
#255  May 05, 2020, 04:40:48 pm
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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:

Normal Kicks:



Last Edit: May 05, 2020, 08:29:05 pm by Anderson Masters
Re: SF IV / III SAKURA
#256  May 06, 2020, 12:03:34 am
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these animations are really smooth this is going to be amazing when it done...Amazing job
Re: SF IV / III SAKURA
#257  May 06, 2020, 06:32:44 pm
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Last Edit: May 07, 2020, 06:39:59 pm by Anderson Masters
Re: SF IV / III SAKURA
#258  May 08, 2020, 07:17:28 pm
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hard choice on this move



Last Edit: May 08, 2020, 07:40:18 pm by Anderson Masters
Re: SF IV / III SAKURA
#259  May 09, 2020, 09:55:06 am
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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
Last Edit: May 09, 2020, 09:58:16 am by Nedflandeurse
Re: SF IV / III SAKURA
#260  May 10, 2020, 08:03:48 pm
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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

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


you see this, today:

but they projected this:




about hands...

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

when in closed, had almost same size of head:
Elena had no fingers:

Remy Jacket and proportions are out of the others,


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


Last Edit: May 10, 2020, 08:06:56 pm by Anderson Masters