Mortal Kombat HD Remix with MUGEN

Im having fun making all this funny faces working on facial animation, a got some of them... Just finish this and I'll be animating liu kang finally

regads


Look out with the Morphing Arq, I had some trouble with my setup. If you are going with a single morpher, there's no problem.

I had this idea of making the head separate from the body, and having a different morph modifier for it. Turns out that didn't work as expected, because when I use the morpher higher in the stack, it overrides the one below.


My modifier stack was like this.

Skin
Morpher = Body anims, like breathing
Edit Poly = Attach body mesh, and weld the neck seam.
Morpher = Head anims
Editable Poly = Head mesh



I can't use two morphers like this, because the one on top will erase the effect of the one below.


There are two options.

1 = If you want to animate the head and nothing else, do this.

Skin
Edit Poly = Attack the body and weld the neck seam.
Morpher = Head morphs
Editable Poly = Head mesh alone


2 = If you want to morph the Head and/or body, do this.

Skin
Morpher = Full body and head morphs.
Editable Poly = Full body and head mesh.
 
Nice, the costume is looking better, her shoes are a little boxy though.

The abs look too painted also, you haven't added a normal map? If not, I would get that ready before painting textures. It's harder to match the other way around.

If you are not going to use normal maps, the model needs more detail cut in to it.

What is your workflow?
 
Look out with the Morphing Arq,


I can't use two morphers like this, because the one on top will erase the effect of the one below.


2 = If you want to morph the Head and/or body, do this.

Skin
Morpher = Full body and head morphs.
Editable Poly = Full body and head mesh.

thanks a lot bleed, you are always willing to help, I think I'll chose the second one, I dont thing I'll be adding breathing animation cause liu kang is like always jumping (fight stance) and I think it will be difficult to notice his breathing animation, cage's breathing animation will be ease to since his fight stance is like in the same position or so....

congrats cris bersek, sonya is looking better, if you wanna take her closer to real sonya lighting you should use at least 2 lights like omni lights and not a sun light wich I can see you're using... kepp it on
 
First animation test render, not done yet.

Cage_Stance01_zps7797c068.gif
 
Gojira does some of the best sculpting work on here, but he doesn't get to other parts like skinning and animation. I think all the characters are sculpted, so his part is pretty much done.

There's a lot of work left to do still, if interested in something else.

Making the animation mesh
UV mapping
texturing
skinning
Morph targets
animation
 
Bleed, the test of animation of Cage became very good. now answering some questions, as I am only doing tests, really you are sure the Sonya needs corrections in shoes ,in makeup of eyes and other parts that i scored in the picture. Also i didn't use "normal map" and some other effects, such as "Subsurface Scattering" that I'll leave finally him and well complicated, and I am having problems with the cilia of Sonya, because of the cursed alpha channel that does not work correctly. I think I will use the system of particles to the cilia may get better. Arq and Bleed Thank You for tips.correções.jpg
 
The makeup is fine, and it may be the angle but the shoes do seem blocky to me.

I would try rounding them up along the laces to the ankles.
 
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