Infinity MUGEN Team

IMT Main => M.U.G.E.N WIP => Topic started by: Anderson Masters on October 21, 2017, 09:11:19 PM

Title: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters 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
(https://s8.postimg.org/h0zqpyb11/walk_fwd.gif)
step2= Render the model on the pose
(https://s17.postimg.org/bhex70qrz/0.5.png)
step3= manual work
(https://s17.postimg.org/c6xpjdz1b/image.png)
step4 = manual fixing minor issues
(https://s1.postimg.org/9sasiktp67/STAND3.gif)






ps: if you going to sugest moves, do like xiao xiao sketchs
like i do
step 1 the xiao xiao sketch
(https://s28.postimg.org/bb3j4a2yl/base_upper.gif)
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: NX-MEN on October 22, 2017, 04:34:09 AM
The boxer looks great! I like the shading!  :)
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: Anderson Masters 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
(https://s1.postimg.org/7xunwvrx6n/PAL1.png)
New Concept
(https://s1.postimg.org/6yekjpoyb3/CONCEPT.png)
New size
(https://s1.postimg.org/5yyh6jn20f/REF.png)
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: Anderson Masters 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)
(https://s1.postimg.org/52kidsdpgf/TAUNT.gif)
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: O Ilusionista 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:
(https://vignette.wikia.nocookie.net/snk/images/e/e8/Vanessa2000.gif/revision/latest?cb=20100523052921) (https://vignette.wikia.nocookie.net/snk/images/5/54/Heavyd98.gif/revision/latest?cb=20100525073001)

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.
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: Anderson Masters 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:
(https://vignette.wikia.nocookie.net/snk/images/e/e8/Vanessa2000.gif/revision/latest?cb=20100523052921) (https://vignette.wikia.nocookie.net/snk/images/5/54/Heavyd98.gif/revision/latest?cb=20100525073001)

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
(https://s1.postimg.org/1fm937qunj/image.png)
(https://s1.postimg.org/6vzt6c0qvj/REF2.png)
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: Anderson Masters on October 26, 2017, 01:46:52 PM
some more work
Concept:
(https://s1.postimg.org/12mkrr9xm7/CONCEPT.png)

3D Base:
(https://s1.postimg.org/8k0vy8o3gv/showcase_test.gif)
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: NX-MEN on October 26, 2017, 02:30:32 PM
Looks great!  :)
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: Anderson Masters on October 27, 2017, 12:53:07 PM
girl poser finished
(https://s1.postimg.org/7yrrmjjekv/SHOWCASE.gif)
 

back to man poser now.
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: Anderson Masters 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
(https://s1.postimg.org/64a2kapllb/demo_0-0.png)
in other pose to check the size of model
(https://s1.postimg.org/8ofwwxprxb/demo_0-1.png)
trying some dynamic move to test shadows
(https://s1.postimg.org/1ornf1dmsv/demo_0-2.png)

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
(https://s1.postimg.org/9kcecdzvsv/REF.png)

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)
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: Anderson Masters on October 27, 2017, 08:57:20 PM
first move (or no)
just a first test with stand

(https://s1.postimg.org/8eiqhiczen/STAND.gif)
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: ExeLord 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 :-??
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: NX-MEN on October 28, 2017, 02:22:47 AM
I agree with Exelord regarding the strange outline!!  :)
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: Anderson Masters 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
(https://s1.postimg.org/9kar2yyjov/image.png)
step2= Render with large scale
(https://s1.postimg.org/5pp85u1ya7/image.png)
step3= Apply the palete 0
(https://s1.postimg.org/1dqeyajpcv/image.png)
step4= Rescale down size
(https://s1.postimg.org/7z88pbnz1r/image.png)
step5= Apply the palete 1
(https://s1.postimg.org/8rl4724shr/image.png)
step6= Manual finish the sprite
(https://s1.postimg.org/7l1sygg3m7/image.png)

 :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.
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: O Ilusionista on October 28, 2017, 11:06:44 PM
I suggest you to not downscale the sprite manually. Do it by code.
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: ExeLord 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...
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: Anderson Masters 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
(https://s1.postimg.org/4flap0fnu7/Nova_Tela.png)


*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)
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: Anderson Masters on October 29, 2017, 05:29:22 PM
some more retouches and fixes
and we will have a stand Gomen ne
(https://s1.postimg.org/1uzdi9qacv/STAND2.gif)
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: ExeLord 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...
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: Anderson Masters 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
(https://s1.postimg.org/9sasiktp67/STAND3.gif)
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

Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: NX-MEN on October 30, 2017, 01:30:43 PM
Very good!!  :w00t:
Title: Re: KOF XII/XIII BOXER CHARACTER (Developing the model)
Post by: Anderson Masters on October 30, 2017, 02:28:21 PM
Very good!!  :w00t:
thanks bro
updanting the model to get more inlines
(https://s1.postimg.org/42cxzleaqn/new_model.png)
 :Terry
this is really a hard style hahaah :D
Title: Re: KOF XII/XIII BOXER CHARACTER (Starting to creating moves)
Post by: Anderson Masters on November 02, 2017, 05:36:16 PM
updating model

(https://s1.postimg.org/33xs5jjw8f/image.png)
(https://s1.postimg.org/8168zdx8lr/image.png)
Title: Re: KOF XII/XIII BOXER CHARACTER (Starting to creating moves)
Post by: Anderson Masters 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
(https://s1.postimg.org/3f43ghgnq7/alphasprite.png)
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
(https://s1.postimg.org/2qatwgtzkv/sprite.png)


actualized
this one below is pure blender render without manual edits
(https://s1.postimg.org/2m33plz85b/image.png)
Title: Re: KOF XII/XIII BOXER CHARACTER (Starting to creating moves)
Post by: Anderson Masters on November 08, 2017, 05:15:56 PM
method for alpha sprites finished
(https://s1.postimg.org/8f8ksyl91b/image.gif)
Title: Re: KOF XII/XIII BOXER CHARACTER (Starting to creating moves)
Post by: NX-MEN on November 09, 2017, 12:46:49 PM
She looks great buddy!!  :thumbsup:
Title: Re: KOF XII/XIII BOXER CHARACTER (Starting to creating moves)
Post by: O Ilusionista on November 10, 2017, 07:45:32 AM
Nice. Maybe a stroke on her arm?

Also, remember what I said to you about the pivot points? (I said some times and seams to be ignored).
Her right/our left foot should not move that way. Because all the body weight is concentrated in her ankle, so you won't be able to move the foot that way.

You have two solutions:
- stick the foot in place and make her knee to bend a little
- make her stay in the tip of her feet, so the ankle is free to move. Its a common thing for boxers.
Title: Re: KOF XII/XIII BOXER CHARACTER (Starting to creating moves)
Post by: Anderson Masters on November 10, 2017, 08:19:09 PM
She looks great buddy!!  :thumbsup:

thansk bro

Nice. Maybe a stroke on her arm?

Also, remember what I said to you about the pivot points? (I said some times and seams to be ignored).
Her right/our left foot should not move that way. Because all the body weight is concentrated in her ankle, so you won't be able to move the foot that way.

You have two solutions:
- stick the foot in place and make her knee to bend a little
- make her stay in the tip of her feet, so the ankle is free to move. Its a common thing for boxers.
i aways apreciated and liked to receive feedback, and i aways read and use some points,
i will fix it on the "2d step"
like i did on boxer man first attemps
(https://s1.postimg.org/9sasiktp67/STAND3.gif)

boxer man method actualized again, and now i really thing, the 3d steps is on maximum, after here is time to  hand spriting.
at here only "shaders and tricks"
(https://s17.postimg.org/bhex70qrz/0.5.png)
and there my manual finish
(https://s17.postimg.org/c6xpjdz1b/image.png)
Title: Re: KOF XII/XIII BOXER CHARACTER (Starting to creating moves)
Post by: Anderson Masters on November 11, 2017, 11:28:17 AM
2D -> 3D ->2D

Stanting to learn walk!

all animations will use 2d techniques to simulate an full manually done sprite
this is the first steps for animations, the 2D idea (key frames)
(https://s8.postimg.org/h0zqpyb11/walk_fwd.gif)
(https://s8.postimg.org/unnffbe6d/walk.gif)
(https://s8.postimg.org/c2c8bezid/walk_back.gif)

after this step i will go to 3d software and pose and add more frames to be more smooth

than, 2d software again to retouch and finish sprite by sprite!


feedback about the animations will be very apreciated, and if you going to suggest a move, do like those animations, don't need to be beutiful on the this step, just need to work fine and be smooth
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: O Ilusionista on November 11, 2017, 06:41:16 PM
Anderson, take a look at this. it will help you A LOT
http://www.infinitymugenteam.com/Forum_345/index.php?topic=46330.0
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on November 12, 2017, 05:36:10 PM
Anderson, take a look at this. it will help you A LOT
http://www.infinitymugenteam.com/Forum_345/index.php?topic=46330.0
:Terry Thanks bro!  i like this, i'm using "ilusion of life" for training, but this is a pretty cool tutorial, i have this, and stud it sometimes, unfortunately, thats have a good diference beetween understand and apply those tricks

walk at now:
(https://s1.postimg.org/6xt9ygruy7/test2.gif)
new:
(https://s17.postimg.org/ynsvqnp2n/walk_final.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on November 13, 2017, 12:00:23 PM
I like his progress!!  :thumbsup:
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on November 13, 2017, 12:42:15 PM
 
I like his progress!!  :thumbsup:

 :Terry
thanks bro!
walk back wip
(https://s17.postimg.org/50d27vzwf/walkback.gif)
(https://s17.postimg.org/5av54ed3z/walkback.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on November 15, 2017, 08:02:29 PM
Maxy changes on the model and on the finish method
render without manual edit:
(https://s18.postimg.org/db7x2kc3t/image.png)
manual finish:
(https://s18.postimg.org/wt2kiigrd/dasdas.png)
first try to jab, still need 2d work and more frames, just testing a new way animate bones
(https://s18.postimg.org/kr76odf8p/JAB.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on November 16, 2017, 12:52:27 PM
Nice punch!  :thumbsup:
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on November 17, 2017, 06:34:43 PM
thanks man!  :w00t:
and let's animate Maxy!  :)
(https://s7.postimg.org/g9qioc8rf/WALK_BACK.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on November 18, 2017, 05:47:00 AM
Looks a bit like ice skating but its not bad buddy!!  :)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: ExeLord on November 18, 2017, 09:41:49 AM
Yeah, recent walk and punch animations surely looks like a step forward in right direction :thumbsup:

I was thinking about moves and what direction characters could be taken. Probably it would be base Max on Dudley/Franco Bash(his Real Bout Fatal Fury appearance, not later versions) mix and Maxy on Vanessa/Rick Strowd mix. So archetype for Max would be powerhouse, surehitter and for Maxy - swarmer with counters, feints and multi-hitting.
For example Franco Bash have cool Crawl(walk forward while pressing down), Zapper, Feint Zapper(should be made cancellable into anything), cool Sliding Straight and Power Straight, which are straights done while sliding after run, Down Punch, Double Kong, Wave Step and other cool moves. Adding there Dudley's Ducking Straight, Ducking Uppercut, his Jet Uppercut, Rolling Thunder, Corkscrew Blow and he is the beast. Maybe throw in there Bolo Punch and Joe Higashi's Screw Upper vary those here and there and after some boiling Maximillian will be hard-boiled bad@ss :D
For Maxy it's Rick's Divine Blast, Hellion, Fullmoon Fever, his Howling Bull, than Vanessa's Machinegun Puncher, Puncher Vision, etc., Gazelle Punch and she'll have some serious punching potential.

Well, of course you'll be varying and using other fighters moves like Steve Fox, Balrog, Tiffany Roomi, but maybe what I suggested could be starting point to kick off with desingning their movesets :-??
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on November 18, 2017, 06:48:39 PM
Looks a bit like ice skating but its not bad buddy!!  :)
thanks! all cicle animations seems strange out the game
Yeah, recent walk and punch animations surely looks like a step forward in right direction :thumbsup:

I was thinking about moves and what direction characters could be taken. Probably it would be base Max on Dudley/Franco Bash(his Real Bout Fatal Fury appearance, not later versions) mix and Maxy on Vanessa/Rick Strowd mix. So archetype for Max would be powerhouse, surehitter and for Maxy - swarmer with counters, feints and multi-hitting.
For example Franco Bash have cool Crawl(walk forward while pressing down), Zapper, Feint Zapper(should be made cancellable into anything), cool Sliding Straight and Power Straight, which are straights done while sliding after run, Down Punch, Double Kong, Wave Step and other cool moves. Adding there Dudley's Ducking Straight, Ducking Uppercut, his Jet Uppercut, Rolling Thunder, Corkscrew Blow and he is the beast. Maybe throw in there Bolo Punch and Joe Higashi's Screw Upper vary those here and there and after some boiling Maximillian will be hard-boiled bad@ss :D
For Maxy it's Rick's Divine Blast, Hellion, Fullmoon Fever, his Howling Bull, than Vanessa's Machinegun Puncher, Puncher Vision, etc., Gazelle Punch and she'll have some serious punching potential.

Well, of course you'll be varying and using other fighters moves like Steve Fox, Balrog, Tiffany Roomi, but maybe what I suggested could be starting point to kick off with desingning their movesets :-??
this will really be hard choices.
at now changed the hair, to give her more light on face
after this, just finish the skirt to seems like athena's skirt (line between pleats)
(https://s17.postimg.org/6htifgrwf/new_hair.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on November 19, 2017, 05:39:43 AM
I like it!  :thumbsup:
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on November 20, 2017, 06:13:44 PM
final model for Maxy
(https://s17.postimg.org/x1sj0zirj/image.png)
Showcase
(https://s17.postimg.org/plt9f6ncf/image.gif)
ps: shirt will be closed in game, and skirt will be adjusted to never show panties (like athena to keep the style)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on November 21, 2017, 01:06:34 PM
I like it!  :thumbsup:
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on November 22, 2017, 05:57:34 PM
(https://s2.postimg.org/h005jbkfd/aasdsad.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on November 23, 2017, 11:47:50 AM
I like the anim!  :thumbsup:
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on December 01, 2017, 04:43:55 PM
close light punch
(https://s7.postimg.org/hobnasyiz/cross_punch.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: O Ilusionista on December 01, 2017, 09:57:46 PM
Nice, but this should be the medium punch. When boxing, we use the front arm to land weak and fast jabs.
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on December 02, 2017, 04:57:18 AM
Yeah very nice!  :thumbsup:
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: sky79 on December 03, 2017, 06:48:09 AM
close light punch
(https://s7.postimg.org/hobnasyiz/cross_punch.gif)

The hair/skirt movement are flowing the wrong way -

(https://www.geekcrusade.com/wp-content/uploads/2015/05/supergirl-punch.gif)

Hair and clothes flow together with the direction the body is going  :thumbsup:
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on December 17, 2017, 12:37:55 PM
Nice, but this should be the medium punch. When boxing, we use the front arm to land weak and fast jabs.
thanks, i will check it after do more moves

Yeah very nice!  :thumbsup:
thanks bro
The hair/skirt movement are flowing the wrong way -

(https://www.geekcrusade.com/wp-content/uploads/2015/05/supergirl-punch.gif)

Hair and clothes flow together with the direction the body is going  :thumbsup:
i will check it, maybe i reverse some sprites order

walk back beta


(https://s33.postimg.org/tey2krx5b/walk_back.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on December 18, 2017, 03:31:27 PM
rolling punch (hadou command)
(in game speed)
(https://s33.postimg.org/q1m5nlesf/roll_punch_in_game.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: O Ilusionista on December 19, 2017, 02:16:38 PM
Cool. Watch out for the aligment - the animation should start and end in the same place (look at her feet).
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on December 19, 2017, 02:49:30 PM
I think she will become a very good fighter!!  :thumbsup:
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on December 19, 2017, 06:22:06 PM
Cool. Watch out for the aligment - the animation should start and end in the same place (look at her feet).
:Terry, thanks! this is a step move like Ken's overhead on 3rd strike
is something planed to make the char go foward, this will be done by code, but i wanted to test on the gif
and yeah, i don't align this
I think she will become a very good fighter!!  :thumbsup:
:) thanks bro, now i'm on the fastest thing of the project, pose bones and render the sprites
after this steps, i will go to edit one by one in pixel art, i'm with less time now, but lets try to make this chars

ground punch
(https://s13.postimg.org/h0z3kbdjr/ground_punch.gif)
template
(https://s13.postimg.org/s0kaw2ol3/pal_template.png)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on December 20, 2017, 05:05:52 PM
Upper Punch
(https://s13.postimg.org/5tde9xvo7/upper2.gif)
Sakura Kusanago (Street Fighter) Pal
(https://s13.postimg.org/mh4wcfipz/sakura.png)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on December 21, 2017, 10:57:44 AM
Nice costumes!!  :thumbsup:
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on December 21, 2017, 12:38:27 PM
Nice costumes!!  :thumbsup:
thanks!  the sprite in underwear is just to see parts that are no showed in all sprites, the costume will be the same
stand beta
(https://s13.postimg.org/l40ox6w5z/STAND.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: O Ilusionista on December 21, 2017, 02:19:32 PM
Upper Punch
(https://s13.postimg.org/5tde9xvo7/upper2.gif)

Its weird that her skirt can move upward and reveal her butt...but her hair can't move. Make it move too.
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on December 22, 2017, 02:17:32 PM
Stance looks smooth!  :thumbsup:
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on December 22, 2017, 06:55:10 PM
Stance looks smooth!  :thumbsup:
:Terry  Thanks man!

Nanatsu no Taizai Elizabeth Pal
(https://s9.postimg.org/v13cf67dr/paleli.gif)

Walk Foward beta
(https://s9.postimg.org/9eoby5gj3/walk_fwd.gif)

rolling punch withou realign
(https://s9.postimg.org/8p5jlsvf3/roll_punch.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Rage on December 22, 2017, 07:55:52 PM
Its weird that her skirt can move upward and reveal her butt...but her hair can't move. Make it move too.
:DxDie

laughter aside i like what you got going on here
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: sky79 on December 23, 2017, 02:10:50 AM

Nanatsu no Taizai Elizabeth Pal
(https://s9.postimg.org/v13cf67dr/paleli.gif)


(https://media.giphy.com/media/6aX5YQk101PXi/giphy.gif)

Well done............. Mr Anderson O0

Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on December 23, 2017, 02:03:37 PM
:DxDie

laughter aside i like what you got going on here
:D

(https://media.giphy.com/media/6aX5YQk101PXi/giphy.gif)

Well done............. Mr Anderson O0


oh man! that meme is cool  :cool 8)



Reika Kitami Pal
(https://s9.postimg.org/o7gh5grf3/palreika.gif)
Jab updated
(https://s9.postimg.org/ul5k8polb/JAB.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: O Ilusionista on December 23, 2017, 02:54:13 PM
Since its a jab, it has no strong power to make her skirt move that much.

Seams you are focusing more on the echi echi/p0rn side instead of logic side. Just compare how her hair barely moves with her floating skirt...
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: sky79 on December 23, 2017, 02:54:26 PM
Jab updated
(https://s9.postimg.org/ul5k8polb/JAB.gif)

Love my gym bunnies man.

(click to show/hide)

You're doing gawds work!
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on December 23, 2017, 06:39:53 PM
Since its a jab, it has no strong power to make her skirt move that much.

Seams you are focusing more on the echi echi/p0rn side instead of logic side. Just compare how her hair barely moves with her floating skirt...
at the first idea, i tried to make her skirt like Athena, always covering her panties
after this, i change the model and add a "short" like Karin in SFA
on the 1,2,3,4,5,6 paletes, all that moves will show is a black or dark color gyn shorts

Love my gym bunnies man.

(click to show/hide)

You're doing gawds work!
:Terry   let's try to make a good puncher     ::salute::




rapid punchs
(https://s9.postimg.org/xaelnbckv/abc.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on December 24, 2017, 02:57:28 PM
Ami Mizuno (Sailor Mercury) PAL
(https://s9.postimg.org/aceyvlzcv/AMI_MIZUNO_PAL.gif)
Run Beta
(https://s9.postimg.org/k9pzoome7/RUN.gif)
Based on
(https://www.fightersgeneration.com/characters2/larie.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on December 24, 2017, 06:24:48 PM
Vanessa pal 1
(https://s9.postimg.org/yedvqtitb/vanessa_pal1.gif)
Vanessa pal 2
(https://s9.postimg.org/4mgtbn3pr/vanessa_pal2.gif)
Back Dash Beta
(https://s9.postimg.org/h13lbyfsf/back_dash.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on December 27, 2017, 05:44:59 PM
Roll Beta
(https://s9.postimg.org/7o76pkp7j/roll.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on December 27, 2017, 06:30:36 PM
Nice!!  :thumbsup:
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on December 31, 2017, 01:04:32 PM
some 2D work


render/manual edit
(https://orig00.deviantart.net/12fd/f/2017/365/f/b/maxy_meyers__kof_xiii_style__stand_sprite_by_mastertkof-dbyg84u.gif)

pure render
(https://s18.postimg.org/gfbigb495/RENDER.png)
manual edit over the render
(https://s18.postimg.org/52ywyjipl/SPRITE.png)

anyone there have a template for kof xiii code?

Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on December 31, 2017, 03:04:05 PM
I like her shading!!  :)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on January 04, 2018, 08:30:40 AM
I like her shading!!  :)
Thanks bro!  :Terry

Method Released on a "Open Source Ryu Shader"
the shader:
(https://s18.postimg.org/5yxa6xdgp/RYU.gif)
the sprite under pixel art:
(https://s18.postimg.org/6kquh6ill/final.png)

the topic:
http://www.infinitymugenteam.com/Forum_345/index.php?topic=46479.msg544408;topicseen#new
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on January 05, 2018, 04:54:49 PM
Cammy White released on the topic of shaders
(https://s13.postimg.org/efp0uantj/CAMMY1.png)
http://www.infinitymugenteam.com/Forum_345/index.php?topic=46479.msg544499;topicseen#new
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: O Ilusionista on January 05, 2018, 05:31:08 PM
Cool
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on January 05, 2018, 08:24:06 PM
Cool
:Terry
we had alot of mugen code templates
i'm going to create a mugen sprites template, every time i get free time i will convert more chars, and if someone want to create a char with my base style, i will help a bit
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: O Ilusionista on January 06, 2018, 11:50:30 AM
Yeah, its a great idea. Daz has tons of models available.
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on January 07, 2018, 04:21:20 PM
Yeah, its a great idea. Daz has tons of models available.
:Terry let's see if someone want to create full spritesheet of some char on this style, anyway i will finish a trio

Chun-li Shader released
i don't finish that sprite, is only a wip
(https://s13.postimg.org/n3zayzpev/chun_li_4.png)
http://www.mediafire.com/file/inw4u5fs8jf1j66/CHUN%20LI%20SHADER.7z
 tomorrow i'll be back to animate Maxy
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on January 08, 2018, 11:38:38 AM
Sweet!!!  :w00t:
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on January 10, 2018, 01:20:47 PM
stand pixel art wip
(https://s14.postimg.org/vn710mzdd/stand_wip.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on January 10, 2018, 03:20:26 PM
Its nice!!  :thumbsup:
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: Anderson Masters on January 13, 2018, 06:41:51 PM
Its nice!!  :thumbsup:
thanks  :Terry


Stand almost finished, just need some fix and minor details
(https://s13.postimg.org/qy2g6z9xj/MAXY_STAND.gif)
Title: Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
Post by: NX-MEN on January 14, 2018, 04:21:36 AM
I like the shading!!  :w00t:
SimplePortal 2.3.5 © 2008-2012, SimplePortal