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Author Topic: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)  (Read 6602 times)

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Offline Anderson Masters

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KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
« on: October 21, 2017, 09:11:19 PM »
Something like father and dawther, at the style of Takuma and Yuri
but with other kind of moves
 

a attempt to learn a way to do a full char in XII/XIII style based on SNK PLAYMORE method

1- Work on a blender scene with the light configuration for the project
2- Render the model with the defalt pal
3- aply the "pal1" him first palete and base
4- rework with pixel art, fixing and changing pixels and lines to fit the style


Atual Process:

step1= idea of animations

step2= Render the model on the pose

step3= manual work

step4 = manual fixing minor issues







ps: if you going to sugest moves, do like xiao xiao sketchs
like i do
step 1 the xiao xiao sketch

« Last Edit: November 11, 2017, 11:39:26 AM by Anderson Masters »



Offline NX-MEN

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #1 on: October 22, 2017, 04:34:09 AM »
The boxer looks great! I like the shading!  :)
 

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #2 on: October 24, 2017, 02:09:15 PM »
The boxer looks great! I like the shading!  :)
Thanks bro!  :Terry    i'm trying to mimic the original light source
some news today o.O#
Changes in the model

New Concept

New size

Offline Anderson Masters

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #3 on: October 24, 2017, 07:22:29 PM »
a taunt test (something i made to test the shadows of the hands on the legas and body)

Offline O Ilusionista

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #4 on: October 25, 2017, 08:44:31 AM »
I like the concept and the sprite per se. But my main worry is the animations. If I can be honest (and maybe this will sound rude), I am afraid the animations will look stiff and lifeless, like your previous character.

Why I am saying this? Just looking at that animation. You are using the torso as a pivot point, something which is almost impossible to do. Instead of moving the feet, you should use them as anchor points and make it swing.

Take a look:


I really suggest you to study anatomy and animation, so you can understand how the human body moves. Because the sprites are pretty cool, but if you use a bad animation, it just ruins everything.

Offline Anderson Masters

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #5 on: October 25, 2017, 11:19:17 AM »
I like the concept and the sprite per se. But my main worry is the animations. If I can be honest (and maybe this will sound rude), I am afraid the animations will look stiff and lifeless, like your previous character.

Why I am saying this? Just looking at that animation. You are using the torso as a pivot point, something which is almost impossible to do. Instead of moving the feet, you should use them as anchor points and make it swing.

Take a look:


I really suggest you to study anatomy and animation, so you can understand how the human body moves. Because the sprites are pretty cool, but if you use a bad animation, it just ruins everything.


animations will be inspired or mimicking other 60fps fg
at now only working on the model and the lights of the scene

new tests


Offline Anderson Masters

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #6 on: October 26, 2017, 01:46:52 PM »
some more work
Concept:


3D Base:

Offline NX-MEN

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #7 on: October 26, 2017, 02:30:32 PM »
Looks great!  :)
 

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #8 on: October 27, 2017, 12:53:07 PM »
girl poser finished

 

back to man poser now.

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #9 on: October 27, 2017, 05:57:40 PM »
Boxer man model and scene finished

i'm actually pretty happy with this result, is this that i have in mind, and is this that i will use.
it gimme:
proportions, anatomy, shadow, highlight, midtones...

some showcase:
the stand posed render 1

in other pose to check the size of model

trying some dynamic move to test shadows


a new comparison:
in left and in right of Robert, is the same model, with the same camera, changing only the position of the model


the "3d" work is almost finished
now is pose bones, render, and manual finish sprite by sprite (the char will have something like 500~800 sprites)

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #10 on: October 27, 2017, 08:57:20 PM »
first move (or no)
just a first test with stand


Offline ExeLord

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #11 on: October 28, 2017, 01:34:53 AM »
Aside from strange outline on his right hand he looks perfectly fine to me now... :thumbsup:
His design is kinda plain, nothing eye-catching, if you gonna make him full character, not just test subject - add some details. You know, some logo on gloves, some text on shorts, that kind of stuff. Little something to catch attention :-??
What consumer society is?

"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #12 on: October 28, 2017, 02:22:47 AM »
I agree with Exelord regarding the strange outline!!  :)
 

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #13 on: October 28, 2017, 09:57:44 AM »
Aside from strange outline on his right hand he looks perfectly fine to me now... :thumbsup:
His design is kinda plain, nothing eye-catching, if you gonna make him full character, not just test subject - add some details. You know, some logo on gloves, some text on shorts, that kind of stuff. Little something to catch attention :-??
Thanks Bro, unfortunatelly, he will going to be simple, like and old b=oxer from 80's
but this is not a final sprite, is just a render, i will show for everyone my atual method

I agree with Exelord regarding the strange outline!!  :)

those outlines is auto generated for use as base, will be reduced manually to 1px in the shadow side, and removed on the light side
i will show the steps below
step1= Pose the model in the scene

step2= Render with large scale

step3= Apply the palete 0

step4= Rescale down size

step5= Apply the palete 1

step6= Manual finish the sprite


 :Terry
at now is this! i don't think is a good way to going doing the step 6 for all sprites now, maybe i do a "beta" char, like snk, and after finish all moves i start to finish one by one, anyway, maybe it, maybe that... still developing the idea, i really don't know if i will do a man or a girl, i preffer a man, but a girl is pretty more fast, cause have less muscles and lines.

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #14 on: October 28, 2017, 11:06:44 PM »
I suggest you to not downscale the sprite manually. Do it by code.

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #15 on: October 28, 2017, 11:31:02 PM »
*after looking at final result* Yeah, looks all good after manual finish, probably it's unavoidable :-?? You know, how much rendering tricks wasn't used in GG Xrd, they still processed every sprite manually after rendering. Raw artist power still rules :D Maybe there is ways to get closer to final result you aim at without manual edits, though, but I don't know of any... :-??

As for design, well, I didn't mean something like golden shorts or chain with dollar sign ;*)) Naw, some simple stuff, like this:
(click to show/hide)
You see how gloves have "EVERLAST"logo on wrists and how there "fingers" seen on them. Or:
(click to show/hide)
High white socks and stripes on shorts. Or:
(click to show/hide)
Long wrists and logo on gloves.
Something like that, nothing too flashy, just some details here and there, maybe few scars on hands :-?? Stuff to recognise him by...
What consumer society is?

"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

Offline Anderson Masters

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #16 on: October 29, 2017, 09:56:26 AM »
I suggest you to not downscale the sprite manually. Do it by code.

the method is 1024*1024 to 320*320
i use imgrescale   you have any better mehod? i use this cause it will be constant with the char size, cause camera have aways the same place, and char is aways on the same axys



*after looking at final result* Yeah, looks all good after manual finish, probably it's unavoidable :-?? You know, how much rendering tricks wasn't used in GG Xrd, they still processed every sprite manually after rendering. Raw artist power still rules :D Maybe there is ways to get closer to final result you aim at without manual edits, though, but I don't know of any... :-??

As for design, well, I didn't mean something like golden shorts or chain with dollar sign ;*)) Naw, some simple stuff, like this:
(click to show/hide)
You see how gloves have "EVERLAST"logo on wrists and how there "fingers" seen on them. Or:
(click to show/hide)
High white socks and stripes on shorts. Or:
(click to show/hide)
Long wrists and logo on gloves.
Something like that, nothing too flashy, just some details here and there, maybe few scars on hands :-?? Stuff to recognise him by...

man, now i really agreed with you, i'll think about some ideas like that, cause i will can keep the palete, and just add some itens with this same colors,  =D>

 :Terry    soon i will post him first move finished (stand, still without the tired stand)

Offline Anderson Masters

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #17 on: October 29, 2017, 05:29:22 PM »
some more retouches and fixes
and we will have a stand Gomen ne

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #18 on: October 30, 2017, 12:21:11 AM »
Some video references you may find useful:
(click to show/hide)
Well, I hope they will be useful, it's hard to come up with boxing moves...
What consumer society is?

"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

Offline Anderson Masters

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #19 on: October 30, 2017, 10:59:23 AM »
Some video references you may find useful:
(click to show/hide)
Well, I hope they will be useful, it's hard to come up with boxing moves...
:Terry  sure will be useful, thanks bro

almost done first move

in the art style i have been selected for it, stands, walks, and other moves with similar frames will be the hardest moves to draw


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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #20 on: October 30, 2017, 01:30:43 PM »
Very good!!  :w00t:
 

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Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
« Reply #21 on: October 30, 2017, 02:28:21 PM »
Very good!!  :w00t:
thanks bro
updanting the model to get more inlines

 :Terry
this is really a hard style hahaah :D

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Re: KOF XII/XIII BOXER CHARACTER (Starting to creating moves)
« Reply #22 on: November 02, 2017, 05:36:16 PM »
updating model



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Re: KOF XII/XIII BOXER CHARACTER (Starting to creating moves)
« Reply #23 on: November 07, 2017, 04:42:50 PM »
after some days working on the shader, i made my choice, this char will be female

cause is pretty more easy to draw a arm like Yuri than all the muscles of Ryo or Terry
(but i will save the bone positions)

this is the actual stage of the shader

i think the shader is almost on her maximum, i explore all the options, adjusts, shadow types, and all the scripts and i no think this will get more better than this, only more adjusts on some colors and i will start to studing her animations
and this is the firsts adjusts to make a concept



actualized
this one below is pure blender render without manual edits
« Last Edit: November 07, 2017, 07:01:51 PM by Anderson Masters »

Offline Anderson Masters

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Re: KOF XII/XIII BOXER CHARACTER (Starting to creating moves)
« Reply #24 on: November 08, 2017, 05:15:56 PM »
method for alpha sprites finished

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