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Author Topic: STREET FIGHTER III 4th Assault! Future of Fighting  (Read 45252 times)

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Offline NX-MEN

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Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manually post edit)
« Reply #200 on: October 08, 2017, 03:23:16 AM »
Love that hair look!  :thumbsup:
 

Offline O Ilusionista

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Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manually post edit)
« Reply #201 on: October 08, 2017, 11:18:10 AM »
:Terry thanks bro
tests whith shader without manual edit



Look for more anatomy reference. Her waist is almost deformed.

Offline Anderson Masters

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Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manually post edit)
« Reply #202 on: October 13, 2017, 07:44:22 PM »
 Gomen ne    ""TESTS WITH SHADER""
the model is just for test the lightsource and shader at now, the new char will be a boxer, maybe man or other girl
Look for more anatomy reference. Her waist is almost deformed.


Mae Jae Midnight Bliss

Offline NX-MEN

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Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manually post edit)
« Reply #203 on: October 14, 2017, 02:01:27 AM »
Niceeeee! Btw I agree with O Ilu comment too he said above!!  :thumbsup:
 

Offline Mephisto Maker

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Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manually post edit)
« Reply #204 on: October 14, 2017, 02:30:30 PM »
pretty cool sprites!

Offline Anderson Masters

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Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manually post edit)
« Reply #205 on: October 14, 2017, 06:46:40 PM »
Niceeeee! Btw I agree with O Ilu comment too he said above!!  :thumbsup:
you're right, but i'm testing only yhe shadows and shades, that model don't exists anymore
pretty cool sprites!
thanks bro

second attempt to midnight bliss of Mae Jae

Offline Anderson Masters

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Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manually post edit)
« Reply #206 on: October 17, 2017, 06:55:59 PM »

Offline NX-MEN

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Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manually post edit)
« Reply #207 on: October 18, 2017, 11:30:19 AM »
Nice one althought I prefer the first one!!  :thumbsup:
 

Offline Anderson Masters

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Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manually post edit)
« Reply #208 on: October 19, 2017, 02:29:29 PM »
Nice one althought I prefer the first one!!  :thumbsup:
thanks bro!  :Terry

keep going with the KOF XIII BOXER CHAR
feedback welcome about the lightsource (other things will be changed)

Offline NX-MEN

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Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manually post edit)
« Reply #209 on: October 19, 2017, 04:43:43 PM »
New wip?  :cool
 

Offline Anderson Masters

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Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manually post edit)
« Reply #210 on: October 20, 2017, 07:39:07 PM »
New wip?  :cool
a helper to give a easy way to do KOF XII style sprites is a project, the boxer man and boxer girl are just for tests, but, maybe....

pure render (no edits)

starting to fixing lines and shades

with some changes in pal

going in the way i want, but is a wip, and need some changes
need feedback about the stockings and skin (is the almost finished itens, the rest i will change)

the sprite is not finished, only the stockings and leg skin
« Last Edit: October 20, 2017, 07:59:48 PM by Anderson Masters »

Offline NX-MEN

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Re: Mae Jae ORIGINAL CHAR (3D rendered sprites with Manually post edit)
« Reply #211 on: October 21, 2017, 03:26:58 AM »
Nice smart pall!!  :thumbsup:
 

Offline Anderson Masters

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Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
« Reply #212 on: November 03, 2017, 01:50:53 PM »
i will try to keep this thread focused on Mae Jae

Alpha 0.1 released

http://www.mediafire.com/file/3wbw2ce3dy1h87b/MJ.7z

need alot of helo with the codes

don`t know how to code this throw

Offline Silverzero

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Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
« Reply #213 on: November 03, 2017, 03:39:31 PM »
Now that this is out, I'll try to do some palettes for it.

Offline NX-MEN

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Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
« Reply #214 on: November 03, 2017, 05:04:34 PM »
Thats cool news man!! I am downloading her now!!!!  :o
 

Offline sky79

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Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
« Reply #215 on: November 03, 2017, 07:55:37 PM »
Cammy have that throw, DL her and study it.
Keep Mugen Free

Offline O Ilusionista

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Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
« Reply #216 on: November 04, 2017, 01:59:43 PM »
Its not hard, really.

Offline Anderson Masters

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Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
« Reply #217 on: March 16, 2019, 05:47:04 PM »

Offline Anderson Masters

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MasterTkof projects
« Reply #218 on: March 19, 2019, 09:54:50 AM »
i'm thinking in no post it here... but... any help to fit it some more "close"
there's no need to be exactly the same style, after all... some of chars in the official game (Elena, Remy, Hugo) had some diferences between the others

the things i want to fix is
proportion
light source
face
hands
feets


some tests (need to reduce the scale, and the color style don't match)
is only some tests to try going close... not exatly the same style... something like Elena
is not a project
just trying to fix somethings like lightsource and proportions for now








some changes on the protochar sf3

second attempt
still sucking, but a bit less





« Last Edit: March 19, 2019, 10:15:08 AM by Anderson Masters »

Offline O Ilusionista

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Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
« Reply #219 on: March 19, 2019, 10:46:08 AM »
There is something still off, but I can't exactly put my finger on it.
Maybe a proper spriter can give you a hand, like Navs41, Rage, etc.

Offline Anderson Masters

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Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
« Reply #220 on: March 19, 2019, 01:30:31 PM »
There is something still off, but I can't exactly put my finger on it.
Maybe a proper spriter can give you a hand, like Navs41, Rage, etc.
i'm with the same feeling

head is not the same style. hair is based on remy
and need lines inside the muscles
maybe reduce the head...
is pretty wrong, but pretty hard to say

anyway   
some atempt to stand of this protochar
there only the render part
all sprites need manual work


light parameters tests
« Last Edit: March 19, 2019, 02:17:07 PM by Anderson Masters »

Offline navs41

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Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
« Reply #221 on: March 19, 2019, 03:29:21 PM »
Hi there...

I think the best people to give you some pointers are Balthazar, HIIVolt, Diepod and Gate. Thanks, Ilu, but that's waay off my league :)

Anyway... here are some thoughts of mine, considering my little to no xp in SF3:

- The lighting in SF3 is predominantly from above
- There are two shading patterns, they depend whether you are shading the darker tones or lighter ones (see Necro's pants for a more obvious example)
- You sprite has several artifacts from rendering to gif... a lot of misplaced colors, too many details lost in a compressed small space causing a blurry result that makes it look more like low-res jpeg or early 3d rendered DOS games than actually palleted SF3 sprite
- SF3 has the triple or the quadruple of sprites for every animation when compared to MvC... it's a tough style... a stance would have to have more than 20 sprites just for a breathing cycle (variations of arms and legs with the same breathing cycle like wucash's GR do not count)
- For this stance, you can rotoscope/rotosprite KoF Joe while keeping some SF3 examples nearby to guide you through the process


In her case, perhaps a frankensprite of K and Joe will give you the stance you are looking for.

Offline Anderson Masters

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Re: Mae Jae ORIGINAL HD CHAR ALPHA VERSION RELEASED! NEED HELPP WITH CODEs
« Reply #222 on: March 19, 2019, 05:43:45 PM »
Hi there...

I think the best people to give you some pointers are Balthazar, HIIVolt, Diepod and Gate. Thanks, Ilu, but that's waay off my league :)

Anyway... here are some thoughts of mine, considering my little to no xp in SF3:

- The lighting in SF3 is predominantly from above
- There are two shading patterns, they depend whether you are shading the darker tones or lighter ones (see Necro's pants for a more obvious example)
- You sprite has several artifacts from rendering to gif... a lot of misplaced colors, too many details lost in a compressed small space causing a blurry result that makes it look more like low-res jpeg or early 3d rendered DOS games than actually palleted SF3 sprite
- SF3 has the triple or the quadruple of sprites for every animation when compared to MvC... it's a tough style... a stance would have to have more than 20 sprites just for a breathing cycle (variations of arms and legs with the same breathing cycle like wucash's GR do not count)
- For this stance, you can rotoscope/rotosprite KoF Joe while keeping some SF3 examples nearby to guide you through the process


In her case, perhaps a frankensprite of K and Joe will give you the stance you are looking for.

necro and hugo pants are sure genial
i`m trying to fix the proportion of the style now...
the lightsource i will test move it a bit... anyway thanks





news
face based on other girls chun, poison, elena
hair based on remy
proportions changed a bit





a cvs color style try... i don't like this style, but is f**k*** easy to make
just render in 3 shades and manually add the 4th and edit details


« Last Edit: March 20, 2019, 01:47:53 PM by Anderson Masters »

Offline Anderson Masters

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Re: MasterTkof projects
« Reply #223 on: March 22, 2019, 02:41:07 PM »
updated the model and the shader of Boxer in new version of blender...
*fixed proportions
*fixed face
*all the 7 shades is now rendered on the software
*blender is now doing almost 75% of the pixels
Render+pixel art

comparisson

some renders to show the power of the new engine:
here we see the precision of the raytraced shadow, classic on kof xii style of spriting

here we can take a look at the hair, and how simple is going to do the pixel art finishing it

here we can see, the left leg is almost done by the shader

some details still can be better on shader (eyes, legware, and muscles) i will fix somethings before start to render the char



all kind of boxe and kickboxer references are welcome
so soon as possible i will post the palete template


« Last Edit: March 22, 2019, 02:47:19 PM by Anderson Masters »

Offline O Ilusionista

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Re: MasterTkof projects
« Reply #224 on: March 22, 2019, 08:45:11 PM »
Ah, now it's way better. Congrats.

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