I started this SF3 M.Bison a while ago but have been sitting on the majority of the work, today I decided to share it. Hopefully this thread will help motivate me.
Everything here has been done using my SF3 Method outlined here (http://mugenguild.com/forum/topics/character-assembly-line-168418.msg2148742.html#msg2148742). Below is a progress list that I'll keep up to date. Though it's not listed, most of his animations are at least started at this point.
SF3 Size reference.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/vs_zps0gewxesa.gif)
A look at color separation.(This image is not indexed, I'm not accepting palettes.)
(https://hosting.photobucket.com/albums/ff271/inktrebuchet/random3_zpsc9jkrpuv.jpg)
Quote
Completed:
————————————
-Small Portrait
-Large Portrait
-Stand
-Basic Movement
-Crouching Get Hits
Needs Touch-ups:
————————————
-Ground basic attacks
-Guards and parries
-Standing Get Hits
-Get Up
-Quick roll
-Chip KO
Todo:
————————————
Basic Attacks:
-Air basic attacks
Unique Attacks:
-Psycho Axe (SFV) df + HP
-Hell's Warp (knee attack) (SFV) ????
-Hell Attack (SFV) in-air MP MP
-Shadow Axe (SFV) MP df + HP
-Psycho Banish (CvS)
Special attacks:
-Bison Warp
-Psycho Blast (SFV) charge b,f + P
-EX Psycho Blast (SFV) charge b,f + P
-Double Knee Press charge b,f + K
-Head Press charge d,u + K
*Somersault Skull Diver (AFTER HEAD PRESS HIT) P
*Devil Reverse (BEFORE HEAD PRESS HIT) P
-Psycho Inferno (SFV) (Projectile hitbox wall) qcb + P
-Psycho Fist (SFV)
-Psycho Crusher
Throws:
-Overhead Heave (CvS)
-Scissor Toss (CvS)
-Tobizaru (ibuki sf3) in-air LP + LK
Holds:
-Psycho Charge (SFV) (NEAR OPPONENT) hcb + K
Super Arts: (undecided)
Other:
-win
-time over
-intros
-taunts
Have you ever thought of a Patreon? It could help. A donation button works too, I mean, SeanAltly and Balth have em, I guess it wouldn't hurt to get donations from those who follow/admire your work.
Good luck with Toro here, animations and lighting look phenomenal as usual.
Spoiler (click to show)
Also, I hate to be that guy, I really do, but accepting, not excepting.
Awesome stuff! :suttrox:
Wish there was something I could do to help you out, man. Like you said, responsibilities in life get in the way of highly involved fan-projects like these. A patreon definitely sounds like a good idea.
Thanks guys, I'll definitely check out Patreon.
Just started finalizing this one. I should be able to finish it up tonight if all goes well.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/spiral-role1_zps2yrlwqwqi.gif)
Very interesting idea, I dig it. I never really imagined how he'd look in SF3 style but I feel like you completely nailed it. Can't wait to see what else you can come up with on this one, man.
As for the motivation thing, I totally get where you're coming from. It's hard to stay motivated (especially in a situation like your career) I just work when I feel like it instead of forcing myself to finish something anymore. I truly don't know how spriters do all that tedious hard work, I commend you all, lol. But maybe a website showing off your artwork/sprites with a donation button? Commissions through and outside of Guild isn't a bad idea either, doesn't deviant art users pay often for sprites/scenery/etc?
I just know it's a serious talent and sure 2D fighters aren't really IN right now, but you're still an artist, there's plenty of options for you in real life. I hope you can find the motivation you're looking for.
You ever finish strider?
Quote from: Memo on February 23, 2017, 02:54:35 AM
You ever finish strider?
He cancelled it. If you want to read about it, it's right here (http://mugenguild.com/forum/topics/inktrebuchets-sprite-work--144004.msg2316330.html#msg2316330).
(sorry for the off-topic, ink)
Just needs a palette swap and some touch ups.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/spiral-shaded-colored_zpsvz8ptak2i.gif)
Quote from: GLB on February 23, 2017, 01:51:42 AM
As for the motivation thing, I totally get where you're coming from. It's hard to stay motivated (especially in a situation like your career) I just work when I feel like it instead of forcing myself to finish something anymore. I truly don't know how spriters do all that tedious hard work, I commend you all, lol. But maybe a website showing off your artwork/sprites with a donation button? Commissions through and outside of Guild isn't a bad idea either, doesn't deviant art users pay often for sprites/scenery/etc?
Thanks for these suggestions man!
Man, I was hoping someone would make M. Bison into SF3 Style one day. I really like the SF3 inspired sprites there. Good job man.
Your work is impressive!
Godspeed Ink, it's always pleasent to see your art.
That... that looks incredible, astonishing :D shame you arent accepting palettes but you may have your reasons and thats fine (plus that can be covered later on anyways).
Keep it up and good luck.
I'm glad to see you back, ink. :) Bison's animations look really great here, but to me they don't look very accurate to SF3.
The animations all have a 3D look since there's not enough cel animation and there's too much sub-pixelling. Some characters suffered this issue in source (such as Elena), but it was only with a select few animations. All of Bison's stuff here looks 3D, and it really sticks out.
His outlines aren't thick enough. While you've used a couple of shades with anti-aliasing for the outlining, Ryu uses around 4 to 5 shades and the traditional pixel-on-pixel technique instead. The outlines also stand out way too much, whereas Ryu's blend much, much better. Adjusting Bison's default colors would also help a bit.
Bison could also do with some more color shades to soften the shadowing. His secondary shading tone sticks out way too much because there aren't enough colors to soften the impact.
I also think Bison is a couple of pixels too tall. Ryu and Bison always seemed to have very similar heights to each other in SF4, where here Bison is way taller.
Again, what you've shown here looks fantastic, but again it very accurate to the CPS3 style. Honestly, your Strider looked a lot more accurate to the CPS3 style than Bison does.
I wish you good luck with Bison nonetheless. I've always been a big fan of your work and you've inspired me a lot over the years to sprite in this style. :)
Whoa... That is a very amazing version of Bison, and in SFIII Style no less! Sad there is no true template for him as of yet. I would have made some WONDERFUL palettes for him, maybe even see a sort of cameo story for him.
Is 2017 the Year of SFIII Revival now?
Perhaps
Thanks guys! I might provide a palette template in the future. I just need to make sure everything is accounted for first.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/spiral_zps0rt8igioi.gif)
Quote from: ゴーストキラー on February 23, 2017, 05:00:44 AM
Thanks for the feedback man! I appropriate you pointing out your concerns. I will triple check everything and then get back to you with my findings. The majority of my studies were on almost every character but the Shotos. I'm convinced that the 3D nature of his animations is due to his armor and seeing them animated without warping.
Quote from: Flowrellik on February 23, 2017, 07:15:15 AM
Is 2017 the Year of SFIII Revival now?
I hope so! I hope you guys will check out the SF3 Juri project too, DelusionTrim is doing an amazing job. I know there is at least one other SF3 style characters in the works currently also.(not from SF)
Stunning work ink. I wish you best of luck with this amazing project.
Looking great Ink.
Thanks guys!
Quote from: ゴーストキラー on February 23, 2017, 05:00:44 AM
I wanted to follow up on this. I checked over everything and I'm going to have to disagree with a lot of this. I will admit that these sprites could use some cleaning up, which is where that more bold outline comes from in some of the official SF3 sprites. I personally don't think that the Shotos are the best SF3 characters to compare work with, their color palettes seem more limited than others, and the shadows on their clothes use the lighter/secondary shadow instead of the darker, medium one.(this throws off a lot of sprite artists, including myself.) I have provided my reference on proper shading and the actual colors used for this character.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/reds_zpsrhdaho60.gif)
*I'll also note that I wouldn't use Remy as a reference either, he doesn't seem to follow a lot of the other SF3 sprites. Also, this Bison uses the max amount of shades per color that is used in SF3, I didn't see any reason to limit the color use.
As for the sub-pixels and anti-aliasing, that is a result of the method I am using. They could use some cleaning but I put together some proof that Capcom at the very least used a similar method. These were just grabbed at random. Odd out of place pixels can be found through out most SF3 sprites. Some are more cleaned up than others but there seems to be some trace of these in every character.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/odd-pixels_zpsvd1cvztx.gif)
For the height of M.Bison, I went back and forth on that at the beginning. I'm really happy with his size currently, but I would like to hear everyone's thoughts on it. SF3 seems to not hold very true on character heights and Capcom seems to have changed M.bison's size a couple times too.
Spoiler (click to show)
Hugo should be a 18 inches taller than Alex.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/Untitled-5_zpsyum92vj1.png)
Keep in mind Ryu's knees are bent and legs are apart, M.bison's legs are together and standing straight up with boots on... It seems about right, I think. I could see the aspect ratio of SF3 sprites making wide sprites (such as his M.Bison's stance) seem bigger than they actually are.
I also thought he looked a bit tall, if I have to be perfectly honest. This is just an observation and not so much a criticism:
Looking at the standing draft sprite right next to Ryu, it seems normal. I like the fact that he's somewhere between Ryu and Alex.
Are you sure the sprite in that draft matches his stance sprites in terms of height, though? Bison doesn't seem to be MUCH taller than Ryu in the draft. Like you've said, Ryu's not standing up straight and if he did, he'd be even closer in height to Bison.
However, if you look at Bison's stance animation, his legs are also bent and spread a LOT more than Ryu's... and yet he's still taller that the same Ryu sprite (might just be an optical illusion caused by the cap for all I know). Are you using a fixed camera angle as your base for the sprites or just the regular in-game camera? It's possible it might've changed very slightly between bases and that could've thrown things off.
Quote from: ink on February 23, 2017, 03:12:22 PM
I hope so! I hope you guys will check out the SF3 Juri project too, DelusionTrim is doing an amazing job. I know there is at least one other SF3 style characters in the works currently also.(not from SF)
are you talking about hitmon-chan? the one by motorroach and balmsold?
there's also the sf3 sagat by ghost killer with a lot of anims commissioned from him to chamat
I am speaking of Hitmon.
Graphicus, the draft matches. The aspect ratio being stretched width wise does make it seem a little off.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/M.Bison-for-fun_zpsyhxktr6m.gif)(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/vs_zps0gewxesa.gif)
Man, I haven't been on these forums in YEARS and to immediately find something so well done and inspiring is a treat.
As for motivation, I know exactly what you mean. I have a personal sprite project which involves a lot of up-resing and reanimation of existing characters, and my biggest sticking point was that I kinda when around and around trying to make things look "right" but without real context. I decided to find the characters I needed, pre-made by the mugen community, so that I could just replace rough sprites as I go to check motion and feel. It's made a TON of difference in how rewarding the process is when you can quickly import a newly roughed in animation and actually play around with it.
I realize this advice is more about creative motivation rather then justification for a project that doesn't really make you money, but sometimes you gotta just make room for that passion somehow. I've got a full time game art job, I do DOTA mods stuff on the side, and I STILL try and get my sprite stuff in anywhere I can.
Anyway, looking great man, I'm gonna spend some time digging through your process this weekend to see if there's anything I can incorporate into my own. Keep it up!
Quote from: ink on February 24, 2017, 05:47:40 PM
Graphicus, the draft matches. The aspect ratio being stretched width wise does make it seem a little off.
I stand corrected. I guess it WAS just an optical illusion after all :mwhy:
I'm a little late to the party, but y'know.
So, I really like the Bison! Really, I do. Just... I have a few nitpicks that I'd make (which others have already covered previously), which isn't to say that I think it's bad. It's just not as SF3-y as it could be.
In regards to the (usually thick) outlines used on the shotos, it's not really exclusive to them. Literally everyone in the game uses a considerable amount of outlining, and only very specific characters (like Elena, who looks like a 3D model) have broken/anti-aliased outlines. I'd say, overall, it just makes it more obvious that Bison is a sprited conversion of a 3D model, instead of looking like a cartoon like the other SF characters do on SF3.
I do remember your Strider, and with him, you definitely followed those outlining principles a lot more closely, so, maybe you could look back to him and some more of your other work for some inspiration?
In the meantime, check out this rogues gallery of the SF3 sprites and check out all the outlines! I really do hope it helps you.
(http://orig12.deviantart.net/e6f8/f/2011/282/d/e/street_fighter_iii_team_battle_by_true_backlash-d4ca01z.jpg)
Quote from: Jashugan on February 25, 2017, 12:28:56 AM
Hey man, it great to see you back around! I was really impressed by the work I saw from you in the past.
Quote from: CRASHEM8000 on February 26, 2017, 07:48:44 AM
Thanks for your post. I think once I touch up the sprites that heavy outline look will be more apparent.
I wanted to ask everyone's opinion since this is NOT a straight up SF4 conversion. Did you guys have any unique animations you wanted to see pop up in this Bison? I know I'm going to do at least a few inspired by SF EX and SFII The Animated Movie.
^Great to hear, I'm ready for that Psycho Cannon super :beamgoi:
Really loving the nice line work and smooth animations, Ink.
Quote from: Balthazar on February 26, 2017, 07:56:07 PM
^Great to hear, I'm ready for that Psycho Cannon super :beamgoi:
Really loving the nice line work and smooth animations, Ink.
A Psycho Cannon Super Art eh? That can give a good excuse to use his Tomomichi Nishimura voice then!
Love this! But, have a few suggestions
(http://orig06.deviantart.net/94ed/f/2017/056/b/0/sf3_bison_by_yoshin222-db0b7o3.png)
A more condensed pallete, as the one displayed is a bit gratuitous. I ended up having to delete like 60 colors that were either unnecessary or served similar purposes to pre existing colors. Its on thing to go for detail, its another to go a bit overboard. I would also suggest thinning out his torso a bit, as its a bit too beefy, even for SF3. Hes bigger than friggin Dudely XD
Otherwise i am intrigued, keep it up man
well I can tell why this Bison is beefy, mainly because the body is mainly based on a hybrid of SFA/SFIV.
also that would make a good palette reference, but sadly I noticed for one shade of color, there's like different hues of it mixed in, some slightly darker, some slightly lighter. Idk if indexing the color scheme would make this better or not, considering that pic might be in jpeg quality.
I have his colors set up this way purposefully, I will not be reducing them. This M.Bison will be a beefy boss, like he is in the majority of his appearances.
Quote from: Balthazar on February 26, 2017, 07:56:07 PM
^Great to hear, I'm ready for that Psycho Cannon super :beamgoi:
Really loving the nice line work and smooth animations, Ink.
Gotta have it! and thank you.
I think I'll put together some optional effects for his legs during some other moves, like he has in SF EX. Decisions on Knee Press Nightmare though...
Electric Arc (lightning fingers) from SF The Movie? lol
well, it's safe to say Ol'Dictator here really has a variable moveset over the years. Feel free to experiment on all of them!
If you simplify the palette it will make the sprites look less like 3rd Strike. I notice people saying "simplified 3S shading" all the time and I don't understand the sentiment. That's not how the game worked. There should be a lot of detail.
Aside from making the standard colors of his clothes less contrasty and maybe making the armor look more metallic, I wouldn't change much right now.
I agree with Diepod, especially considering how CPS3 hardware worked. Each sprite had a choice between 64 or 256 colors, with Capcom deciding on a character-by-character basis how many to use within those choices. That being said, especially considering how they wanted to convey a cool art style by any means necessary, it doesn't hurt to overindulge with the palette for Bison. Just giving the armor a metallic look and changing the contrast to match, say, Ken's would help a lot.
As for the beefiness, Bison is a chunky dude. I don't see anything wrong with his proportions, even if he's a bit tall this time around. But remember, he's got a buncha different bodies, so maybe he just wanted to see what it was like to be like 6'3. XD
Im not simplifying the pallete, idk where ya got that idea from. I simply toned down his colors to match actual SF3 sprites. If anything i made it MORE similar to SF3. I agree characters had different amount of colors on a character by character basis, but they also didn't have over 16 colors for tiny details. Respect ya hugely Diepod, but i simply can't agree. This Bison has more colors than any SF3 character ever by miles, i simply dont see the reason to keep over 60 colors that either are almost duplicates or add nothing that couldn't be defined with a set pallete
PS there are so many reds in mine btw because i thought maybe a shine similar to how Ibukis clothes are would be cool
I got that from being on the forum a long time Yoshin. The extra colors he had didn't hurt the character, not all the cast of 3s have the same amount of colors. The possible loss in detail is what I'm concerned about, it's not the amount of colors its what the selected colors do. Upon second look the changes you suggested are fair. I've already suggested using a character other than Ibuki as a guide on shading cloth in the first place.
My thoughts are he might be keeping those extra colors in case some drastic changes are made when he does his second pass on the sprites
Thank you for the second look, i do agree. SF3 has some damn beautiful art, and by all means i agree in keeping up that tradition. I merely suggested a pallete more akin to pre existing SF3 characters that can still retain all the detail Ink wants while still looking legit and managable. Making a pallete for that thing keeps me awake at night lol
Oh my eyes... what a beautiful work! Those smooth animations looks impressive, Ink. I love this!
hlw ink. did you finish sf3 strider and cvs q as well?
I think he discontinued the SFIII Strider project.
If you're still asking for specific animations, I'd really like to see his EX Head Stomp from SFV make it in. He does the move like normal, but then it knocks down on hit and he bounces off the opponent and does a second one while they're still floored.
Time for me to get back on this! I'm going to try and at least get the sketches for his get hits animation together these next couple days. They are definitely my least favorite things to make, better to get them out of the way now.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/overhead-sketch_zpsoi6tbfui.gif)
It looks so fluid!!!
Also:
Quote from: ink on April 11, 2017, 03:38:01 AM
They are definitely my least favorite things to make, better to get them out of the way now.
I do totally agree. I'd suggest you to make another thing; why not making one Get Hit animation, then one attack/basic stuff/etc and combining in action with them? Like this:
Get hit-walk -get hit-jump get hit-kick etc
Thank you Felo! That's a good suggestion too, kind of like a rewards system. Make a not so fun animation = make fun animation.
These get hit animation sketches are taking more time than expected... a little more fun than expected too.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/overhead-sketch_zpsiz7ivfvc.gif)
If only there was a way to speed up spriting while keeping the quality.
The best way to do that is to have a team working on the same project. That's a hard thing to do in this community because we are all mainly just fans with a little free time here and there.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/1-sketch_zpscpv6zg7v.gif)
I'll have to check over this one again, something seems a little off. Can't help but think about how awesome a cape would look with these for secondary animation. Maybe a fun project once the full sets is done.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/1-sketch_zpsu3rv5dlm.gif)
Those are some awesome sketches, ink. Can't wait to see them sprited. :mthumbs:
Looks good so far. There is sort of a horizontal squash happening though. Feels like his torso gets smaller and his head/hat gets larger during the face away.
Curious, because I don't have examples where I am now, but is it common for SF3 sprites to have that body mass-pause with the clothes still flowing?
Thanks guys!
I agree Diepod, he does seem to change size a little. I figured I would have to revamp this one.
Hoshi, it does seem to be common in the few animations I referenced. Even Dudley has it, even though his clothing is tight.(his shirt cuffs move slightly.)
Made some corrections. I think this one is looking a lot better.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/1-sketch_zpsuoqlnbth.gif)
Looks totally awesome. There's, however something that bugs me/but that's maybe ME). Once he's giving his back AND starting to turn(when he stops), seems to lack one frame for make it even more fluid, but again, maybe it's my impression. Guess it can get better once in game.
Also, do you mind if I make a SMALL fix in his "gauntlets" for make it look more metallic? it's just a subtle lighting, not more.
I will look into it, thanks Felo.
You are welcome to mess with the sprites if you like. I should mention that the versions that I am posting are not completely done. They will all be retouched with extra details, that does include the shine/metallic look the armor will have. That's why you don't see some of the colors from the palette in the sprites yet. I've posted the plan below.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/SF3-M.Bison-by-inktrebuchet_zpsb0bxcddg.gif)
The idea is to have different options for palettes, matte or shinny. It doesn't seem super crucial now but it will be a cool touch once I get the full set made.
This is my first time seeing this thread today... All these sprites and animations look Amazing.
I await the day you finalize his intro frames where he throws his cape away. Sprites look pretty good. :)
That's one of my favorite intros too! I a few different versions of that planned.
So I've been looking over all the effects M.Bison has ever had in both movies and games. I'm so torn on how his effects should look at this point. Is Psycho Power like fire, lightning, energy, rainbowy colors or some mixture of these!? Psycho Power is so different from one appearance to another... look at SvC versus CvS!
What are you guys' thoughts? What your favorite version of Psyco Power? What's your least Favorite?
SvC is definitely the most boring iteration.
I would go with some sort of dark wispy mist with little power globules floating off of it. Kind of like a witch's cauldron, but black and purple-ish.
I honestly like his fist glow effects he had in the alpha games. Prob not as fancy, but I thought it looked cool. Maybe some sort of variation of Alpha, and CvS? style
Yea, SvC (chaos) WAS the most boring iteration.
Thanks for your thoughts guys. I thought there would be more opinions on his effects.
I've put a few ideas together here for his hands, I think I'll probably go with 1 and 3. His other effects will be a little more tricky to come up with.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/effects-type_zpsmh8nuidc.gif)
2 looks like it'd be tedious to reproduce at different angles, honestly (even if visually appealing). I do like 3, seems to balance simple and visual appeal nicely.
No.1 is too simple, No.2 would be good with better quality and transperency, which dosn't fits into SF3 style, sooo... No.3 only!
P.S.: man, that Bison is gorgeous! Just keep it up!
Number 2 for me, it seems like the right choice, although I agree with the others about the amount of time and effort being bigger to make it look right.
#1 Too boring. Probably matches Alpha style TOO much.
So yea, I like #3. I imagine it would look interesting on other angles too. :
Personally, I like the third one.
Personally a combo of the second and third ones would make this fantastic looking!
2 looks too much like CvS, in color and arrangement.
I like 3 best.
Ever seen the SF3 effects like the flames and the hadoukens? I don't see number 2 as a CvS effect...
2 and 3 are pretty OK to me.
2 would fit for SF3 style. No problem with that, but it will be a pain in the ass to make all of them!
I would recommand 3 for "simplicity" and good effect ingame! :)
3 has my preference as well.
Question though; will each attacking frame have 1 frame of accompanying fx, or will some frames of Bison have multiple frames of fx to loop through? Like when his arms is outstretched. Or will the fx flicker on and off on each frame?
Thanks for your opinions!
Balthazar, I think I understand your question. My plan is to have these effects separate from his sprites, that way I can use more frames to make the effects fluid with his movements. Plus, that will allow the effects to be switch out easily if a patch or multiple effects are made.
I am thinking the effects on his hands will move around similar to SvC but much more fluid. I imagine during a punch the effects will stretch from the starting point to the point his arm is outstretched; then frames to allow the effects to catch back up and come to a rest.
Messed with this one today. I liked the idea of updating it a little.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/Standing-HP_zpsvqmdhx5l.gif)
I love how fluid it is, I'm just not convinced with the way his left foot (viewer's right) pivots as his entire body moves. I tried this move in real life, and the weight is on the ground via the foot's plant, not the heel, so it shouldn't move like that, but maybe only the front tip would switch the weight to the outer part of the foot's arch.
Dunno man, it's awesome, but that foot rubs me the wrong way :P
Thanks Walt. I agree, I can't do that movement either. It is however referenced from a similar animation done in SF3, not that it matters. I think I will put that one on the back burner and try to concentrate on making his normal movements, I can always make new unique ones later.
Here's a little progress from today. Hopefully I will find more time to work on this project soon! Currently I just get a few minutes every once and a while between work. I'm sure no one's too crazy about seeing Get-Hit animations...
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/overhead-sketchhhhhh_zpsvzpjhhhq.gif)
Probably me who feels this way, but the motion makes me think of a metal rocker guy doing an exaggerated head bang motion. Which is kind of funny in a way.
On-topic, I love how clean the lines look. Are you going to increase the size of his hands (even if marginally)? I don't remember seeing hands that small in SF3 games, but then again, I'm not entirely sure about that.
I believe the fingers are the correct size currently. I think once I clean up all the sprites they will look much better, there's a lot of unneeded anti-alias in the fingers. I will triple check though!
Quote from: ink on April 26, 2017, 06:24:58 PM
I believe the fingers are the correct size currently. I think once I clean up all the sprites they will look much better, there's a lot of unneeded anti-alias in the fingers. I will triple check though!
I see. Its shaping up really well, so I can't wait to see how the final result will look. : ]
That gethit is lovely. Fluid, constant motion and exactly what I was hoping you'd do with it.
Thank you.
Needs a good bit of touch ups but it's coming together. I wish I could display these with the correct aspect ratio, the sprites look so much different when corrected!
-EDIT-
Made some changes.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/overhead-sketchhhhhh_zpsr2hm1uaf.gif)>>>>>>(http://i236.photobucket.com/albums/ff271/inktrebuchet/locked%20folder/overhead-sketchhhhhh_zpsozv9qr5e.gif)
I think the torso should project shadows over the legs, you kinda lose the body mass of it because of that.
As always amazing animation ink.
Awesome job
Thanks!
There will definitely be a shadow added to his legs, it's in the first frame, I always add that later because it's a different shade.
Legs look a bit jiggly in my opinion
A bit maybe, but I think that jiggle you see is probably from the lack of shading.
I think it'll look very fluid once the shading's done 100%.
The only thing I think could use some changing is his left hand. Right now it looks like he's playing an invisible piano :P
I'd say twist the hand so the thumb starts rotating up, make a fist, and tuck the elbow closer to his side. Maybe not even make a fist. Just the rotation would work?
Keep up the awesome work ink!
Hey guys it's been a while since I have posted anything for this project. I have plans to pick back up on it soon, life has just been busy.
A quick background: I am a tattoo artist with my own business so I make my own schedule. The main reason I am neglecting this project is because I have been working to keep up with expenses in my life.
I have been thinking about crowdfunding or even a website like Patreon, I figure that would allow me to take off work as needed to really apply myself to this project. I've never really done anything like that before but I wanted to see if there was any interest here. Let me know your thoughts!
*I promise I will post some cool new animations soon!*
cool brother. welcome back
welcome back Ink! IDk about patreon so much. I mean I have no clue on how to do something like it, let alone know about anything tax related dealing with Patreon.
Quote from: ink on January 28, 2018, 03:32:57 AM
I have plans to pick back up on it soon, life has just been busy.
I know that feeling. I wanna go back to my own sprite sheets, but real life stinks, lol
I think a Patreon doesn't sound too bad, I'm sure there are some people here willing to support your works. Maybe you should also look into investing in a social media platform like Twitter or Tumblr or something like that (assuming you don't have one, stop me if I'm wrong), so you can reach a wider range of peeps (and hence, maybe put the word out about Patreon).
I'm sure with works as beautiful as yours, it'll be easy as 1-2-3.
Shoot what state, city is your tattoo shop in and I'd help with this project in april
Knocking these out next! If it weren't for life, I would have these finished up in the next couple days...
(https://i.imgur.com/aR9FFqt.gif)
looking good
Thanks man! I'm hoping to knockout all the basic attack animations in this next month or so, it shouldn't be too tough with his moves already being set. Just got to make them loose and smooth. I'm looking forward to some subtle movement in the clothing(pants).
Also, where have you been!? I miss seeing your work around. Still posting in the usual spots?
I've been working on my project, but not really posting it here anymore. Doesn't seem appropriate as its not gonna be in mugen in a while.
@Diepod, a shame to hear that. I'm in tears for real real.
Quote from: ink on March 10, 2018, 02:57:47 PM
Knocking these out next! If it weren't for life, I would have these finished up in the next couple days...
(https://i.imgur.com/aR9FFqt.gif)
/me mouth waters
Had some stuff slowing down progress. Back at it now!
chop chop chop chop chop chop chop
(https://i.imgur.com/j7DZXAI.gif)
slow chop chop for the eyes.
(https://i.imgur.com/Fhqngqw.gif)
Wow, this looks really sick!
I'd say this is surprisingly good. But to be honest, it's not that much of a surprise at this point. It looks great, ink!
Making good progress.
Thanks guys! I just wish I had more free time for it.
and another.>>> slowed
(https://i.imgur.com/NXrWWQ1.gif)(https://i.imgur.com/VNn94Fq.gif)
it´s a impressive work, making chars in SFIII sprites is task for skilful spriters, and you really are.
I finally have the day to work on some of these animations! What game is your favorite teleport animation from? I know it's probably an unpopular opinion but I really dig the SvC version of his teleport.
Here's an animation for a little more content. *That Bruce Lee shake was just added for fun.
(https://i.imgur.com/aj2QV7K.gif)
Quote from: ink on April 22, 2018, 07:00:43 PM
I finally have the day to work on some of these animations! What game is your favorite teleport animation from? I know it's probably an unpopular opinion but I really dig the SvC version of his teleport.
Here's an animation for a little more content. *That Bruce Lee shake was just added for fun.
(https://i.imgur.com/aj2QV7K.gif)
Your right. The SvC would look great. Also i love your work and your fluid animations dude! Love it,
also on top of preferred teleport, please give your opinion on this jump animation. Its a custom one, I thought it would match sf3 better. Obviously I don't want this to just be a strict conversion.
(https://i.imgur.com/fHT9pQx.gif)
I really like how that jump animation looks. Has a nice and natural flow to it, and it seems it would fit the SF3 animation style perfectly.
Quote from: ink on April 22, 2018, 08:38:09 PM
also on top of preferred teleport, please give your opinion on this jump animation. Its a custom one, I thought it would match sf3 better. Obviously I don't want this to just be a strict conversion.
(https://i.imgur.com/fHT9pQx.gif)
I agree as well with MotorRoach. Looking good. Also will you implement some SFEX Moves into the mix?
Thanks guys. A small update on that jump animation.
(https://i.imgur.com/RNuPViP.gif)
I'll be sitting on the progress of m.bison for a while, until I get some good work to show off and hype this project back up. If there are request for certain moves, sounds, effects ect. feel free to post them.
Nice! :D
I think M. Bison's arms would be out a bit more. But maybe because I'm thinking of Alpha.
Right now they almost look like they're placed on his thighs. I'd think Zangief's run arm position would work great with less chaos and more fist.
Spoiler (click to show)
(https://i.imgur.com/nnHTnUw.jpg)
That was the first arm position I tried out, It just didn't seem as convincing to me at the time. Maybe I was just trying to get away from SF4 stuff.
That jump animation is complete now, but maybe I'll revisit it in the future. It would probably be an easy edit. Thanks Odb718
If you were to revisit it, I'd wholeheartedly tell you to keep the one you've made now. Use this as the Head Stomp special's jump if you do. In no way is it lacking even in the sketches. I like how small/tight it becomes. I think it could use a dynamic cape action with a lot of movement just like the legs.
Though that might make it a little easier to recognize the special earlier.
That is tempting to have a separate one though!
I'm hoping once I finish this version I'll be able to go back through and make a cape version. I love the idea of a cape for a secondary animation. Not stiff like alpha but super flowy.
A real SFIII Ibuki has completely separate hair. Mine doesn't lol. I think there's like an MX version or something that has her hair as an explod or a helper that goes with the "wind". But you could do something similar for his cape
You could set up a little ((Anim)+(Vel X)+(Vel Y)) system to pump out the values. I'm not sure how it was done in Ibuki originally. But you could do a simple
ifelse(Vel X>1,6000, ifelse(Vel X<1,4000,5000)
ifelse(Vel y>1,15000, ifelse(Vel y<1,9000,12000)
and you'd pump out values like
X-Y =15,000 = x positive y negative
XY0 =18,000 = x positive y neutral
XY =21,000 = both positive
X0Y0 =17,000 = both neutral
X0-Y =14,000 = x neutral y negative
X0Y =20,000 = x positive y neutral
-X-Y =13,000 = both negative
-XY0 =16,000 = x negative y neutral
-XY =19,000 = x negative y positive
You could set up the helper to check if your in anim = [40,99] or which ever ones you wanted. Then it'd be say, 20,000+47= 20,045 and that's the cape's animation.
Obviously with these values you wouldn't be able to have a base animation over 1,000. You wouldn't have the cape be different for standing light punch but the basic air attacks would work. You may be able to set up a transition method too. Like if you AMK at the top of the jump the cape would start -y, become y0, and finish y. You could have the neutral cape's animation make it flow more naturally. It could come out looking phenomenal! And even if some how you were going down and popped back up, the "neutral" speed would still transition nicely. All of the air specials that needed the flowing cape could be dropped to the 700s or 900s and still work. If you needed you could just make throws 1800 and use 800 for specials & ultras. I dont think that'd matter too much if the state is over 3000 for AI. (At least I think most AI looks for Ultra moves at 3000)
There may be a better system for something like this already. I'm just brainstorming.
Thanks for posting this one Odb718! I think something like that could work.
Having the cape separate would be the best option, that way there wouldn't be a strict limit on the amount of frames used. Once this version is complete I am planning to make video captures for each movement and draw the cape over the video to ensure the cape flows perfectly for each movement especially the jumping arcs, it's impossible for me to sprite it to that degree without seeing it in-game first. That must have been how they made Ibuki's hair move in such a believable way. So I guess the cape will move at 60 frames per second. (I think that's what mugen runs at.) The only part that's gets weird is custom states but that's not a huge deal.
Alright, Ive been thinking about one of M.Bison's throws. Traditionally he grabs them with his hands and then trips, catches and throws them.
(https://i.imgur.com/WUi3VLT.gif)
Would it be a bad idea to cut out the grabbing with his hands and start the new throw with something like this??
(https://i.imgur.com/8UEHr9s.gif)
I think it would look great but is it fair? I'm not great with game balance but I want him to fit in with the other SF3 characters.
Quote from: ink on May 07, 2018, 07:45:10 PM
Alright, Ive been thinking about one of M.Bison's throws. Traditionally he grabs them with his hands and then trips, catches and throws them.
(https://i.imgur.com/WUi3VLT.gif)
Would it be a bad idea to cut out the grabbing with his hands and start the new throw with something like this??
(https://i.imgur.com/8UEHr9s.gif)
I think it would look great but is it fair? I'm not great with game balance but I want him to fit in other SF3 characters.
I think it's honestly down to what is best for you. I don't think it will affect 'game balance'. It's your project, your work and if you believe it will help him fit in more with SF3 characters then go ahead.
I personally dont think its a bad idea, the collisions will probably be in the same place anyway.
The trip isn't BOSS enough. It's not a bad throw. I'd like to see the trip into a karate chop to a downed P2 and a hop back/away. Like Makato's left arm would do the chop as she puts her left leg back down. Then springs off it. If not a karate chop maybe a tiny head stomp to the gut, then hop over to a downed P2.
I like the original one. I'd like to see it almost as a combo starter, but I like SFvsXM throws. He could sling P2 into a wall bounce. Then Psycho crusher or what ever follow up you want.
As long as the move works the same as a regular throw I don't see any problem with balance. If it was just a step forward kick that counted as a throw that'd be pretty cheap stuff.
Those moves sound awesome Odb718. Once I get the more classic moveset down I'll be making some cool extras, I might use those. So I been thinking on the throw and I think that grab animation at the start might be important... The first kick's reach seems a little unfair now that I see it in my first draft.
(https://i.imgur.com/b0Z6RIz.gif)
QuoteThe first kick's reach seems a little unfair now that I see it in my first draft
I think you overthinking it mate.
I may be wrong, but if its a normal grab then he'll need to be really close to the opponent? Collison will remain the same.
Quote from: The4ury on May 08, 2018, 06:23:20 PM
QuoteThe first kick's reach seems a little unfair now that I see it in my first draft
I think you overthinking it mate.
I may be wrong, but if its a normal grab then he'll need to be really close to the opponent? Collison will remain the same.
I kinda agree with you.
Quote from: ink on May 08, 2018, 05:10:56 PM
The first kick's reach seems a little unfair now that I see it in my first draft.
It depends if you're going to have a similar kick that looks like the grab kick or if there isn't a clear indication it's a grab (if the hit frames of the opponent don't show until M.Bison has kicked the opponent for instance considering your first draft, it might be hard to preform a grab tech on it)
incredible someone gets to manage these type of sprites so good.
I was studying SNK VS Capcom Chaos' M.bison today, anyone else think he seems left handed in that version? I can't wait to get the most basic work done so I can start adding new stuff!
Some progress. These should look much better once the correct timing is added.
(https://i.imgur.com/3scL9WLI.gif)(https://i.imgur.com/kaJlyNPI.gif)
Smooth as hell.... Just epic! Keep it up man :)
Eye-gasmic. owo
Loooking Crisspyyy! Awesome.
Thanks guys!
(https://i.imgur.com/8K5UQqw.gif)
(https://i.imgur.com/CB4mqGG.png) First sketch of his slam. I might have him turn in air instead, kind of like Urien's slam..
SF3 slams are one of my favorite animations. I know once I get all the required work done for M.bison I'll be making 3 or 4 other slam animations for him.
I'm not sure if this would be worth doing so I put together a test animation to get your guys' opinions. The idea was to have his power be the light source for the majority of the animation. It's not normally done this way and I'm not sure it would really be worth doing.
(https://i.imgur.com/EmTPMrC.gif)(https://i.imgur.com/G9fD8uE.gif)
*Not his actual effects*
It all happens so fast it kind of loses its effect. :(
I think it would look fantastic! def something ive never really seen but it does look cool
It is ABSOLUTELY noticeable. I agree with Walrusui, you should go for it.
Regarding not normally being done this way, you are incorrect, LOL. Ryu has the same thing for two frames when firing his Hadouken (it's most noticeable on his front leg, which flashes):
(https://vignette.wikia.nocookie.net/uncyclopedia/images/b/b2/Ryu_Hadouken.gif/revision/latest?cb=20091105024923)
I more meant M.Bison's lighting doesn't normally change in other sprites. But yeah, SF3 sprites is what made me think of it, there are a few that have similar lighting effects.
I think I will go for it! I can't think of any reasons why I wouldn't.
Experimented a little more with this. I think this little edit helps it look a little better.
(https://i.imgur.com/A3Am89w.gif)
So when I was messing with my Ibuki I just made her new move stack on the sprites. I think you may want to do this method.
I'd say do the sprites like normal, then add the effect on top. You can make it transparent and it'll really sell it. I try to stack the FX on my characters though. Like Have 2 explods. One's in the bg and ones on top. So if P2 is hit it looks like P2's inside the move.
This is probably the best example of what I mean.
Spoiler (click to show)
[img resized=1 width=800 height=600]http://i.imgur.com/KWN7RnI.png[/img]
btw, I think the very top of his hat, the light from underneath should be there. Just like a small line or something. This idea is super dope.
I really like that idea. I don't think I've noticed that in any characters before, thanks for sharing it!
I just want to say your work is very very clean. Great work.
your work is amazing :)
Also keep in mind that SF3 has a ton of PosAdds, so when you're making the actual SFF, you'll want things to be aligned roughly where the torso is for many moves. Offsets should be in multiples of 2.
Thanks guys!
Jesuszilla, I'll have to look into that! I don't think I've seen that yet.
Back on the effects idea. It bugs me that the light source wouldn't be the same color as M.Bison's FX. So I put together this idea of the FX including the light source. Let me know your opinions! I'm not sure this example captures the full effect but think you'll get the idea.
(https://i.imgur.com/r5oMY76.gif)
if this is too hard on the eyes let me know and I'll put it in a spoiler.
Lookin much better than i last saw it it, the flashiness of it before was hurting my eyes after a while
yay
(https://i.imgur.com/8UV89GPI.gif)
Sweet :)
Some updates on this guy. Looks like I'm missing one of his standing kicks still..
(https://cdn.discordapp.com/attachments/358647790018101248/481893245526212618/standing-kicks.gif)
(https://cdn.discordapp.com/attachments/319049781798240256/485192407638343750/crouch-lk-mk.gif)(https://cdn.discordapp.com/attachments/319049781798240256/486955818248568892/slidee.gif)
How could I miss this smoothness? Everything looks dope as Hell :O! I love how his pants are moved in the last kick.
Dude, you're inspirational for us all.
:yuno: :yuno: :yuno:
AMAZING!!! :nutrox:
man this stuff is unbelievable both in quality and production rate
those kick animations are dreamlike
Haven't posted to this thread in a while, mainly been doing the Twitter thing. M.Bison is still in progress, slowly but surely I am completing animations. All standing and crouching basics are complete, just need to touch them up. Currently working on air basics.
(https://i.imgur.com/Mzfy46s.gif)
(https://i.imgur.com/haptvCs.gif)
Nice, glad to see you haven't given up
Too far in, to give up now! lol
I'm really not looking forward to the GetHit animations. Those will be up next after these air basics. That almost sounds like beta time!
Nicely done, whats your process?
Draw sketches, resize and sprite?
you are very talented, keep it up!
Damn this project's still going strong!?! This is music to my ears!!
I wonder whatever happened to SFIII Juri and Sagat though..
SF3 Juri and Sagat werent ink
Juri is being done by delusiontrim who is taking it super slow
Sagat was being done by Ghost Killer with some stuff from Chamat but iirc he's canceled
Nio, I do have a whole process that has been working really well for sf3 sprites/animations.
http://mugenguild.com/forum/msg.2148742
he looks every day better, the drawing stroke is perfect.
I should really update this thread more..
What's new- All basic crouching, standing attacks and crouching gethits are pretty much complete now. I just need to touch them up.
- I'm currently working toward getting all of his gethits done. The goal is to get him to the point of at least a punching bag soon
- It looks like Rajaa (https://mugenguild.com/forum/index.php?action=profile;u=93534) may have retired. I'm waiting for confirmation on that for this character.
Here are some in progress animations. There might be a little more on twitter.
(https://media.discordapp.net/attachments/667841167282536448/836085377856700426/CRIES.gif)(https://media.discordapp.net/attachments/319049781798240256/837030427406630965/twist.gif)(https://media.discordapp.net/attachments/667841167282536448/820470713923403816/crouch-get-hit2.gif)
So this is alive?
I'm glad you brought this back Ink, looks awesome as always.
Will you include SFV animations?
Quote from: inktrebuchet on April 28, 2021, 09:06:50 PM
- It looks like Rajaa (https://mugenguild.com/forum/index.php?action=profile;u=93534) may have retired. I'm waiting for confirmation on that
First of all, stunning animations, as awlways.
Second, if Rajaa is retired and you want to give this a proper future, talk with Masterkof. He's making an awesome project of SF using SF3 style :)
I take it Rajaa, was coding this Bison before? I'm sure there's some alternative.
We really should just have template characters for this sort of thing.
Thanks guys! And yeah Rajaa was the one who was going to code it from the start. Long story short, Necro was made as a template for SF3 Strider before that got cancelled, M.Bison has been planned in his place ever since.
I'm bummed about Rajaa but he can't wait around forever. There have been a few people interested in coding him so it will happen eventually. I still have a lot to finish on my end anyways.
Quote from: S. Jetstream on April 29, 2021, 01:58:08 AM
Will you include SFV animations?
There will be some but I haven't made any final decisions one anything.
I don't mean to kill it for you, but you know that that's basically what Capcom vs SNK M. Bison is right?
https://www.spriters-resource.com/playstation_2/capvssnk2/sheet/42417/
I am genuinely confused what you mean by that
Quote from: SiL3Nt J on May 01, 2021, 07:56:58 PM
I don't mean to kill it for you, but you know that that's basically what Capcom vs SNK M. Bison is right?
https://www.spriters-resource.com/playstation_2/capvssnk2/sheet/42417/
You're wrong.
He's making a sprite set with a different style.
Quote from: SiL3Nt J on May 01, 2021, 07:56:58 PM
I don't mean to kill it for you, but you know that that's basically what Capcom vs SNK M. Bison is right?
https://www.spriters-resource.com/playstation_2/capvssnk2/sheet/42417/
Ummm you do know this is Street Fighter 3 style right? Not CvS style.
wow this dictator bison looks fantastic
Some updates. Hopefully I'll have time to finish these up in the next couple of weeks.
(https://cdn.discordapp.com/attachments/319049781798240256/844632548536877056/hits.gif)
wow how do you get that with the turning?
or do you take a template?
and which program do you use?
I used Alex as the main reference for these. Adjusting where I needed for them to work well with his other animations. And I just use photoshop
Was anyone working on the code? How many more animations are you missing?
Solid stuff as always Ink!
Thank you! Right now no coding is done, some people have asked about/offered to code him but I've just been concentrating on completing the sprites for now. He almost has all of his most basic movements, but there is still a lot to do.
I've been updating the first post to show what is complete. Most of the things that are left have at least been started.
Very impressive work so far!
Dictator looks great Ink, your work is just awesome.
Its a shame Rajaa's is no longer around to code him, however we still have some great coders around that can do him justice.
Edit2
I understand that you are a one man army and its taking a lot of effort to finish him so please dont take this as a request, its just me asking.
Do you have any plans for lets say his Psycho cannon ? or other weird moves not in the usual games that he is in ?
https://youtu.be/mmYp6GiWZf8?t=178
I have thought about making things like that. I would really like to have all of his movements available in the sprite set but his classics moves are priority.
The only ones I'm not really interested in are some basic standing attacks from SFV. But if you do have specific requests, let me know because I don't want to miss any of the more unique ones.
Thank you Ink.
Well the psycho cannon the way it looks and works in EX I have never seen in any other game that Dictator is in.
I see Vinceson made his own version of it to fit the cvs2 sheet which looks more complex to me and does not have that cool pose he does in EX, well kinda.
Spoiler (click to show)
(https://67.media.tumblr.com/8e1cf037d52bc454e8cf457f481eb16c/tumblr_ogzukcGTOK1rhgf3lo2_r1_540.png)
aand this is how it looks in EX.
Spoiler (click to show)
(https://i.imgur.com/CIQrvBU.png)
Gameplay [big gif]
Spoiler (click to show)
(https://s6.gifyu.com/images/ezgif-1-e605a1cb8c0d.gif)
I dont have requests per say but I have never seen that move properly translated to 2d and it looks cool as hell to me.
Not sure how annoying this would be to sprite because its from EX and tbh it may not be worth the hassle but still just some food for thought.
I like a lot of things from that game too. His feet/shins having effects for some moves, Guard Break movement, winning pose and I'm sure there are more.
Different basic attacks are my shiiiiiiiiiit. Maybe I can help franken-sprite some and you do the final touch ups??
Like anything you don't want to do, I'll see if I can do it. This way it's a bonus that didn't cost you anything.
But seriously, I love "directionals". As many as humanly possible lol.
This project is looking outstanding. Keep up the great work Ink.
Some updates, so nobody thinks I'm dead. All of his gethits have been shaded and now I'm working to get them color separated and touched up. This guy will be a bunching bag soon-ish.
(https://cdn.discordapp.com/attachments/451492018271682561/862389286186516520/stun.gif)(https://cdn.discordapp.com/attachments/358647790018101248/860615238603636756/bis.gif)
Also, not Mugen related but checkout this CPS3 Sprite Injection by DrewDos using my M.Bison sprites and │ㄷ ▌(Chamat) (https://mugenguild.com/forum/profile/-%E3%84%B7--44115)'s Sagat sprites!
wow! is this even possible?
Stuning!
I was wondering about that romhack. I assume he only got the stances in and not your entire sheet?
This is the sort of modding I wanna see for MSH.
It is only the stances, he just used them as a test to show whats possible with a project he's working on. I don't think I've seen any char sprite swapped in SF3 before that, I know some of his other videos show some other cool changes too though.
Man, I would love to see your work in MSH! I don't know a ton about tile editing or rom hacking but there is probably a community working on stuff like that.
Quote from: Diepod on July 08, 2021, 03:30:52 AM
This is the sort of modding I wanna see for MSH.
Slightly off topic - What characters would you add to MSH? ಠ‿ಠ
Quote from: walt on July 08, 2021, 03:41:59 PM
Quote from: Diepod on July 08, 2021, 03:30:52 AM
This is the sort of modding I wanna see for MSH.
Slightly off topic - What characters would you add to MSH? ಠ‿ಠ
Sorry to stick my nose in but, judging from his portrait, Spider-Woman which is awesome.
Quote from: walt on July 08, 2021, 03:41:59 PM
Quote from: Diepod on July 08, 2021, 03:30:52 AM
This is the sort of modding I wanna see for MSH.
Slightly off topic - What characters would you add to MSH? ಠ‿ಠ
Well if I had to list them:Spider-woman, Silver Surfer, Super-Skrull, Blue Marvel (using Bluestreak as a base), and Spectrum if I could find a cool enough costume for her.
With a modified move set:Cable, Spiral, Venom, She-hulk (rotoscope her and kl'rt )
Realistically I think I could see myself sprite a 3rd of those.
... and replace Thanos as the boss with Hela's nasty ass.
The existing characters I'd maybe add a new stuff or something they got in later games.
Quote from: Diepod on July 09, 2021, 03:46:16 AM
Spectrum if I could find a cool enough costume for her.
Her Captain Marvel costume and Auntie Monica (Nextwave) are her only good looks imo
:0 whoa! Ok now that is surprising! Seeing custom CPS3 sprites in a modded CPS3 game? Imagine the different gamesets you can make with that as a reality!
Quote from: inktrebuchet on July 07, 2021, 07:49:12 PM
Also, not Mugen related but checkout this CPS3 Sprite Injection by DrewDos using my M.Bison sprites and │ㄷ ▌(Chamat) (https://mugenguild.com/forum/profile/-%E3%84%B7--44115)'s Sagat sprites!
This makes me really happy!
Ink, you know how I admire your work but please stop, you're leaving us as mere pixel pasters :P!
Oh! Chamat is here!!
Quote from: inktrebuchet on July 07, 2021, 07:49:12 PM
Some updates, so nobody thinks I'm dead. All of his gethits have been shaded and now I'm working to get them color separated and touched up. This guy will be a bunching bag soon-ish.
(https://cdn.discordapp.com/attachments/451492018271682561/862389286186516520/stun.gif)(https://cdn.discordapp.com/attachments/358647790018101248/860615238603636756/bis.gif)
Also, not Mugen related but checkout this CPS3 Sprite Injection by DrewDos using my M.Bison sprites and │ㄷ ▌(Chamat) (https://mugenguild.com/forum/profile/-%E3%84%B7--44115)'s Sagat sprites!
this is so fucking cool ! I never knew something like this is possible on OG hardware.
Also Ink, you're a madman
Very interested in seeing this guy crack the code on full additions to sf3. I'll have to dust off the old Cody files and reach out to Yotatouch when that happens
Really cool! (Your work and the CPS3 injection)
Especially when now we're getting more and more SF3 spriters w/ Masterkof's project - "easy" 3D model -> 2D sprite + manual adjustments/spriting and a modded SF3 could be a possibility.
Quote from: Diepod on July 09, 2021, 06:33:03 PM
Very interested in seeing this guy crack the code on full additions to sf3. I'll have to dust off the old Cody files and reach out to Yotatouch when that happens
Don't you mess with my heart! Your Cody would be amazing in SF3
Just a quick update, I'm still chipping away at this thing. All of his Get Hit animations look like this now. No touchups, no face details, no trim on his top.
(https://cdn.discordapp.com/attachments/451492018271682561/884232589878112286/SHARE.gif)
Quote from: inktrebuchet on September 06, 2021, 02:27:04 AM
Just a quick update, I'm still chipping away at this thing. All of his Get Hit animations look like this now. No touchups, no face details, no trim on his top.
(https://cdn.discordapp.com/attachments/451492018271682561/884232589878112286/SHARE.gif)
Awesome!
Haven't posted in this thread in a while. But I have been chipping away at this project, so here are some fun previews
(https://cdn.discordapp.com/attachments/1021134712187670620/1088212337594470421/AIR-KICK-attacks.gif)
(https://cdn.discordapp.com/attachments/495344998749962241/1093702539083513886/air-recover.gif)
(https://cdn.discordapp.com/attachments/1021134712187670620/1092197124864749578/getup.gif)
(https://cdn.discordapp.com/attachments/1021134712187670620/1092569129136955492/SPOILER_shock2.gif)
Really like everything here! Especially the get up!
Smooth and awesome, as usual <3
A big joy to see this project still alive and still rocking...
The final work will be incredible!
Some in progress animations and original post updated.
(https://cdn.discordapp.com/attachments/1021134712187670620/1136775208460615821/crouch-G.gif)(https://cdn.discordapp.com/attachments/1021134712187670620/1135380206077612154/guard.gif)(https://cdn.discordapp.com/attachments/1021134712187670620/1137441320986755092/high-s.gif)
(https://cdn.discordapp.com/attachments/1021134712187670620/1139751684462100671/stand-parry.gif)(https://cdn.discordapp.com/attachments/1021134712187670620/1140784279719252038/low-parry.gif)(https://cdn.discordapp.com/attachments/1021134712187670620/1142553742852505620/chip.gif)
Everything looks awesome and fluid, as usual <3!
Something's off about the regular standing guard. I don't think his hands should overlap with his body if that makes sense. They should be between him and P2, like the others.
But amazing job as always.
So other SF3 chars do this pose for mid/blocking. Alex uses this almost exactly the same. Ibuki is also pretty close
https://www.justnopoint.com/zweifuss/
I'd like to see him have a more unique block like Q, but then that's a lot more work.
https://www.justnopoint.com/zweifuss/q/q.htm
Remy has his left arm kinda in the spot Bison has his, but I dont think the block looks good for him. Same for Nero/Twelve's block
PLEASE HIDE AIR BLOCK SPRITES IN THE SFF :P
Quote from: PotS on August 22, 2023, 07:44:12 PM
Something's off about the regular standing guard. I don't think his hands should overlap with his body if that makes sense. They should be between him and P2, like the others.
But amazing job as always.
I think I see what you're saying. I'll check some of my references and make adjustments.
Quote from: Odb718 on August 23, 2023, 03:20:04 AM
So other SF3 chars do this pose for mid/blocking. Alex uses this almost exactly the same. Ibuki is also pretty close
https://www.justnopoint.com/zweifuss/
I'd like to see him have a more unique block like Q, but then that's a lot more work.
https://www.justnopoint.com/zweifuss/q/q.htm
Remy has his left arm kinda in the spot Bison has his, but I dont think the block looks good for him. Same for Nero/Twelve's block
PLEASE HIDE AIR BLOCK SPRITES IN THE SFF :P
I went back and forth with some of this myself. In my mind Bison is pretty unique but when I look over his past animations they really aren't. I know if I was making something like final bison or something more like the animated movies I would do something like this or even a shield of some kind. This is really just going to be a pretty classic bison though.
And he'll totally have an air block! After looking at other character's, their air parry is really just a guard animation.
Wow. Pretty smooth and decent artwork! And definitely goes with SF3 style!
GREAT!!
I'm curious about SF3 Bison: What sort of special moves do you have in mind for this guy? Is this version going to lean more towards Psycho crushers, or is he gonna punish with Psycho cannons?
All of that is still pretty up in the air..
Got a good chunk finished on his Chip KO, guards and parries done. They just need touchups now.
His air basics are my next goal and they are already started.
*original post/todo list updated
A big update to my progress/todo list has been added to my original post. The remaining animations are listed and in progress now. On the list I've also included what game they will be referenced from and the commands used in those game but that more of a reference for me.
And some fun things in progress to look at:
*The timing hasn't been adjusted on these. They are all rough animations right now
(https://cdn.discordapp.com/attachments/1021134712187670620/1154615790360854538/KICKY-LEGS.gif?ex=6531efc0&is=651f7ac0&hm=636be0fe50eb75b994f93b532589f3fd55c5f72238924cd12bb3f1968ea310c2&)(https://cdn.discordapp.com/attachments/1021134712187670620/1149069064765972480/lp3Fn4Y2.gif?ex=653036f5&is=651dc1f5&hm=36aa1eebe20856a6696256ee7ce346b222e2a81cc0b88847c3a786a5355412f7&)(https://cdn.discordapp.com/attachments/1021134712187670620/1155945003340795965/4gg2.gif?ex=652d8b2d&is=651b162d&hm=8ebdf5ec3fbb7324a4dbc8305049755d240c6491ad116ac19285977b87b2e812&)(https://cdn.discordapp.com/attachments/1021134712187670620/1158201632035717192/ALP.gif?ex=652c8653&is=651a1153&hm=7928449382696ec578f28f263cc4d2265b0bf6d9ce0f0a5b58a7803cba3e8ccc&)(https://cdn.discordapp.com/attachments/1021134712187670620/1159526422004646019/PUN.gif?ex=65315821&is=651ee321&hm=bcfd2eada085495c1cf1431f67115c75ae376143f22958ed9e2b7938a49e1297&)(https://cdn.discordapp.com/attachments/560287205013192710/1159534822574788692/shot2.gif?ex=65315ff4&is=651eeaf4&hm=780ba209e12934eea2712d6f907508c258d6f8d4b929e367a1a74ef35c881059&)
(https://cdn.discordapp.com/attachments/1021134712187670620/1159529359019884705/crusher-start-SHORT.gif?ex=65315ade&is=651ee5de&hm=2c392ff3dcd4e484a2584246c8c097b6cad3d6966aebeb3dad5273324b8a62f7&)
These are always such a treat. It's probably just the timing, but I think that second neutral jump punch could look more dynamic.
Thanks! I definitely need to take another look at that one. I know the timing is off but it does seem like it needs more.
Amazing work on the animation. Really happy to see his sfv moves in action!
Wow! 6 years and this is still a thing! I wish you a good luck. These are incredible. I look forward to seeing it all finished.
Admirable work. And a pro process. :yes: