Mortal Kombat HD Remix with MUGEN

FoDeah, I have been working on some props, (I am almost finished with Liu Kang's fire ball and am starting Scorpion's spear), maybe you can take over the rest of the characters' projectiles. That way, we all did a little something for this project. ;)
 
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I'd go with what you think you can handle, you can work on props for the stages because we need a lot to fill them up.

I can handle the anatomy, texturing, animation, etc. but if you want to make some part of a costume, that's cool.

It should kind of match the rest of the art work though, so if you can match something better go with that.

If you want to do some costume props, you don't have to sculpt it. You can if you want, but even the base mesh would be good to have.

The shin guards for example, I modeled those the classic way in Max.

Every little bit helps
 
Okay another update, I finally got it all back in place. I changed a few things just by feel, and I saw they posted our stuff at testyourmight.com, awesome!

The vest still looks weird to me, but I can't get it looking right, I've been messing with it all day...

I think I'll just rig him now, so we can start with the animations, unless anybody has something to change in mind.

ScorpMK1_wip20.jpg
 
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Bleed, after all i think that lost the data was the best way to make it better!

Looks amazing! The light and shaders looks much better!
 
Bleed! Fantastic work! The only thing I would say that it is missing is the semi-transparency of the vest which allows you to partially see his arm through it. If you use Vray as render you'd have to make a gray scale map defining just the location of the vest and then use light transmission mapping.

I'd say that you could go ahead and rig him at this point anyway.
 
Hmm, i think the Pit don't need all these cracks, couple of them is ok, but it looks like this is some lost bridge that will fall in the next moment. Also mountains looks verry blurry and this black top of the moon looks out of place and little edge blur is needed here. BTW don't forget about these funny shadows on the moon.
 
I'm using mental Ray, I'll see if I can find this option, I haven't seen it yet.

I found max has an ambient occlusion shader, that only works on the material you assign it to. I'm using it as a multiply layer at 50% to make the details pop a little. It helps separate the different shapes in the costume with some extra shadows.
 
Hmm I might tone the cracks down a but , I think the bridge should look ancient and dangerously close to crumbling. I see what you are saying about the moon, ill fix that. Yeah the funny silhouettes will be there.

Hmm, i think the Pit don't need all these cracks, couple of them is ok, but it looks like this is some lost bridge that will fall in the next moment. Also mountains looks verry blurry and this black top of the moon looks out of place and little edge blur is needed here. BTW don't forget about these funny shadows on the moon.
 
Yeah that's a nice way to add depth with AO. I wonder if the trick with MR is to use an opacity map only on the side part of the vest. Do you think that would do it?

I'm using mental Ray, I'll see if I can find this option, I haven't seen it yet.

I found max has an ambient occlusion shader, that only works on the material you assign it to. I'm using it as a multiply layer at 50% to make the details pop a little. It helps separate the different shapes in the costume with some extra shadows.
 
The funny silhouettes are supposed to be on their own layer that only shows up at certain times and flies across the moon by the way not all the time (as a clue to fight reptile basically)... so it shouldn't be there built in to the background.

Both new things here look great by the way although I would agree the bridge on the pit looks a little too crumbly. The cracks are too deep\big.... especially on the pillars behind the statue.... I don't think it should look that much in ruins. They didn't look like that in the original. At least the pillar anyway...

thepitmki.gif


I would tone it down on the bridge and remove the crumbling from the pillar almost entirely.... although small cracks here and there may be fine. The obelisk shaped pillar isn't crumbling it just has some jaggies on it due to the low resolution and low color not enabling any form of antialiasing on the old image.
 
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Hey All,

Majorly toned down the cracks. I'm working on phase two which is the bottom part of the pit today. The hardest part is going to be doing the dead bodies and heads on the spikes. Maybe someone can help out with that.

the_pit_HD_screen.jpg


the_pit_HD.jpg
 
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