I posted this on SRK just now, thought I'd share it here too:http://shoryuken.com/forum/index.php?threads/sf3-third-strike-hd-remix.156951/APNG:http://dl.dropbox.com/u/1511999/akumaapng.pnghttp://dl.dropbox.com/u/1511999/alexapng.pnghttp://dl.dropbox.com/u/1511999/chunapng.pnghttp://dl.dropbox.com/u/1511999/kenapng.pnghttp://dl.dropbox.com/u/1511999/ryuapng.pngClick on the images to see the full size:Process:The 3S poster below was the image that really inspired me to do this. I was looking at it, and I thought - if anyone did SF3 in HD, the sprites MUST feel like this poster!I ended up using the individual character art for Ryu is my base of reference though, because the skin color and gi color on the poster were just a little weird. I started off by blowing up the sprite about 1000%, which is actually twice the size of the final image. From there, I rescaled it back to a 4:3 ratio (because the pixel aspect ratio on the extracted sprite is different than what you actually see in the game). To do this, I scale the height of the sprite by 133%. Next, I start to roughly trace over the sprite with some lines, from this point on, I am trying my best to replicate Ikeno's style on the Ryu character art. The middle image is the completed lineart. After that I drop in some flat colors, and then I shade it. I'm pretty much eyedropping the colors straight out of the Ikeno Ryu. After the character is completely colored, I divide the character up into the pieces you see on the last image. With each piece on a separate layer, I paint in some overlap areas so when he animates, there is enough real estate underneath. I take these pieces into AfterEffects where I animate using Position, Rotation, Puppet Warp, and Mesh Warp. In AfterEffects, I have overlayed my pieces over the sprite animation, and I try my best to match the frames of animation. My sprite runs at 30fps, while the sprite runs about 10fps, so for every frame of animation in the sprite, I have 3 frames in my HD one (i'm not 100% on these numbers, I suck at math, but that's the gist of it). When the anim is done, I export each frame as a PNG, and I compile an animated GIF in photoshop.I'm not sure how Vanillaware does their animations, but I wouldn't be surprised if it was similar to this (maybe without the mesh warp, since it's kinda unpredictable). The result is a little more floaty then I had hoped, to get the snappyness of the sprite anim, I would need to fine tune the interpolation a lot more. The baggy clothes was the hardest to do, fabric in general tends to look like jelly when you animate in this way. That's why I'll probably never attempt to do Makoto! And yeah, I know the feet are kinda busted, I will get around to fixing that eventually.
as cool at it is but the part how his feet are looking..its like they get stretched and that looks weird
I agree with gbk on the feets, and the gi legs could use some work, changing some lights when it moves I mean, but the overall look is impresive, awesome work.
The only other comment I have is that his belly is still attached to the gi under his left arm, making his stomach seem...oozy Palettes will be a bitch XD!But very awesome, interesting animation. Great to see you back here.
Well we already know that palette gods can't resist a challenge. They did MvC3 palettes so you know they will want to do the next challenge.
Had just crossed my mind that I couldn't recall the last time you were around these parts, and then this comes up. Hah! Really fluid animation to that piece.