Mortal Kombat HD Remix with MUGEN

I just made the fight stance and turn anims for Cage so far.

A model can be skinned and you can still make changes to it, without losing the skinning data. It helps to have it skinned, because you see where problems occur in different poses.
 
lgiht1.jpg

here is uker, fixed:

arms and a little bit the chest... I was trying to pose him... but the amount of work that needs to be done first is just...... I didn't wanted to be there again:(
 
That looks better.
The shoulders, arms and fists are still too big though.
Let me know if you need a new comparison to have as a reference.

I really like what you did with the lighting.
 
I like the pose and lighting Arq...

Don't hate me for these crits

Shoulders are too big

Forearms and Biceps can still be thinner.

Is that at white texture seam on the bicep? I think the skin tone might vary too much there and it is looking odd.


View attachment 5850

here is uker, fixed:

arms and a little bit the chest... I was trying to pose him... but the amount of work that needs to be done first is just...... I didn't wanted to be there again:(
 
Bleed, you did a great job with the lighting and shading. I love how it looks. did you added displace map to the low part of the legs? looks really great.

It's VRay or Mental Ray?
 
arq, here's a new comparison using your latest render.

LK_zpsacb19542.gif~original


Something I think I'm seeing is that the shoulder joint is too deep into the shoulder muscle, so when the arm goes down, the arm is too close to the body, the chest's side collapses and there's this big protrusion of the shoulders relative to the arm.
I moved the joint outwards without moving the shoulders, which moves the arms outwards without making the shoulders any wider.

The metacarpal bones (the ones that make the palm) for the longer 4 fingers are too long.
That's what's giving the fist that weird shape and making them look huge.
See how the knuckles are supposed to align with the middle joint in the thumb.

I reduced the traps a bit, slimmed the arms and forearms (didn't touch the shoulders for the time being), and the neck was still getting too wide near the top.

And well, for some reason the pants are looking all weird again to me, like they are huge and particularly all loose near the waist and around the pelvis.
I really don't know what happened there, but I think at some point we had a step back from this render and now the pants are looking the way they looked when you gave us the render for the statue.
 
I'm using Vray now, and I only put a normal map on the socks. I can turn the displacement back on for that part. I took it off because I found that displacement doesn't work well with some areas, like cloth.

On the shirt, adding a shell modifier to give it some thickness, will cause the Displacement to render flat. On the sash, the loops come out bad also. For cloth, I can use normal maps in tight areas, and that's about it.
 
this is what is going on with liu's body, it looks different because I used the original, old liu's model and added a morpher to make the changes I made in zbrush.. but the body doesn't deform just like the morpher, I don't know why, maybe is because when I started working on liu, with the first model I recieved from gojira, I scaled the 3dmax model because the cat biped was massive compared to the model so there was no way I can rig liu so I had to scale him, I didn't think it might bring any trouble later on but looks like it did....

since the zbrush model and the 3dmax model are not the same size, the textures don't fit right, at least that's what I think... for me to make the normal map work with that model was a pain.... so I decided to try to start a model from scratch again, import all new meshes, add new textures and lights...

here is the result
liu.jpgliu2.jpgliu3.jpgliu4.jpg

everything is working better here, you can see the body proportion is more accurate to what uker is been asking, I really like this lighting, is looking more realistic, the only problem here is I think I have a little bit the same problem again, with the scale of the model, I can't get so close the model because the camera and the perspectives view passes through the model, if I change the units the camera get upside down... but if I leave the units the way they are now, when I insert the cat biped bones, they are like 2 feets bigger than liu's model, I think i can scale the bones but I don't know if that will bring some problems in the future when rigging..

I wanna know what you guys think about this model compared to the last pictures I uploaded.

also I realised that using if I use those walls, floor and ceiling that you can see in the pictures, the model looks more realistic than using a black background and working like he is floating in the space

I realized that's why bleed's raiden looks so realistic
 
Well, that looks better, but now we're back to the waist getting thinner upwards from the pants, and the lats going too low, making the back look huge.
The shoulders also look like they got wider.

The pants are looking good again,
I can't really check the size of the hands from this angle, but besides the torso looking way too big I'd say it's pretty much good to go.
 
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Hold on a second before we say it is good to go. I agree it looks much better but I'd like to see the shoulder/waste/lat issue fixed before we give Arq the OK to into the next phase. The pants look better now, but his waste appears almost too thin for his pants at this point..like as though they'd fall off of him. Can you do a closeup of the wrists? I think they are better but I'm not sure from these renders. Better meaning less thick then they were before. The model details in the bicep area look fantastic too.
 
Hold on a second before we say it is good to go.
No need to get jumpy there. It was just a way of speaking.

I had said myself that the model needed changes and some of them needed it to be seen from other perspectives.
And I've said numerous times I'd like to see him posed like the game before giving it the final go-ahead.

@arq I didn't understand what you said about "erasing the shoulders". Do you mean redo them from scratch?
 
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Looking great.
Only thing I see is that the chest is looking a bit too bulky.
Remember that in the TYM final pose he is pumping it up and it's not the way it looks when relaxed, especially not with his arms spread apart.
I'd say in those renders the chest has the volume it should have when he has his arms down.

Could you do anything about the hands?
Can't really tell from these.
 
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Chest too bulky? That's ok, smaller chest for the next, about the hands.. Yes, fingers are shorter, you couldn't see it in the other model because it had a lot of problem with the bones, imagine you change the rotation pivot of an object, well that happens to te other model, it's a shame I'll have to start all over again. I almost forgot.. I fixed the camera angle as you can see, his feet looks almost flat on the floor now
 
Yeah, I noticed about the camera. Sorry I didn't point it out.

About the chest, I think flattening each pec would be enough.

Now, are you saying you'll have to start over again?
Or are you talking about the one you just started?
 
About the pants looking too loose, I agree with calactyte. I think that was the problem with your previous model too. They're training pants, they should fit really tighit aroung the waist. Try to go for something like this:

Before
rlhm.jpg


After
8vue.jpg


Also, here's Liu's TYM animation, if it's going to be of any help seeing him moving:

7gd.gif
 
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