Mortal Kombat HD Remix with MUGEN

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I'm back, Hair and eyes added, I Just feel the urgency to finish this guy, hope you like it, need more detailing in hair...good night
 
The skin shader needs some adjustment, but overall nice work. I wonder how it's going to look in action, are you going to try animating or pass it on?




I added some details
decap_02_zps142faf3d.gif


Preview render
SpineRipWIP_zps2433b89d.gif
 
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The skin shader needs some adjustment, but overall nice work. I wonder how it's going to look in action, are you going to try animating or pass it on?




I added some details
decap_02_zps142faf3d.gif


Preview render
SpineRipWIP_zps2433b89d.gif


thanks a lot bleed, it means a lot coming from you and yes I will try the animation, I was animating the other model but than I realized the model and the sprites didn't match at all
 
thanks a lot bleed, it means a lot coming from you and yes I will try the animation, I was animating the other model but than I realized the model and the sprites didn't match at all

your animation looks great, it almost look like mocap, how do you achieve this kind of animation?? just keyframing or you play a lot with curves?
 
I like the bloody spine, but I feel like it could have some white bones here and there. Like the real thing, when you have exposed bone injures (it doesn't show all red).
 
I like the bloody spine, but I feel like it could have some white bones here and there. Like the real thing, when you have exposed bone injures (it doesn't show all red).

I agree with Parse,

It looks amazing as usual. But I think there needs to be parts where the bone is exposed. Perhaps not white but yellowish. It'll make it even more disgusting also. If you choose to keep it as is that would be fine too. Please don't stop Bleed you are making true progress and I feel like it is almost done.
 
The skin shader needs some adjustment, but overall nice work. I wonder how it's going to look in action, are you going to try animating or pass it on?




I added some details
decap_02_zps142faf3d.gif


Preview render
SpineRipWIP_zps2433b89d.gif

Um, I'd like to point out something if I may... In the original game, when going into his Spinal Rip victory pose, Sub's hand is clenched into the fist above the victim's head. It appears as if he's holding the head by the hair (which is BTW kind of ridiculous when it comes to Kano and Raiden), not by the neck.
 
Just a little observation: the spine would NOT move like that in real life... remember MK characters are not contortionists and the dorsal spine is not cloth... even when I think it looks nice.
 
Actually the spine looks pretty good with it's flappy motion.

Yes, like everyone else has been saying, Bleed don't ever give up on this project because you're work is amazing and important.
Also the same to everyone else involved, the work here is incredible.

@Justin, Is there a list of all the works soundtracks you've done for this project? I'd like to go back and listen to all of them.
 
@ttas, a lot of the songs are over on the MKHD progress site here:

http://mortalkombathdke.weebly.com/gallery.html

If you'd like those download links too, I'll post them.

And here's two tracks that aren't on the site:

The Pit: http://www.mediafire.com/download.php?3e531bk487yp83j

Throne Room: http://www.mediafire.com/download.php?0zjbbfcb3gguisb

I've also done the Fatality and Test Your Might themes. I think all that's left is the Palace Gates theme and the Victory theme.

And thanks arq_hawkin. I'm glad you dig it. :)


As soon as we can get a few good screenshots of the game, I think I'm going to upload all of the tracks to YouTube. Hopefully that won't be too long.
 
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I think you are right, I was going to make it stiff at first, but then I was checking some predator kills, and noticed how loose they had it. Maybe it's not totally realistic, but I think it'll do.



I had the skull showing more clean spots, but wasn't really feeling it. I can show a render if you want.



About making animations, I go in this general order.

Start with reference, better if it's video. Make a gif of the MK sprites or record yourself doing the motion with a camera.

1 = Block out the motions with a low frame rate. Let's say if you had video playing at 15 to 25fps, so larger gaps between frames. Think of these as the key poses with hand drawn animation. Make all the keys for a Key pose on the same frame for now, so you can edit them all at once and not be confused if they were spread out. Near the end of the animation, is where you off set the keys and call it finished.

I put my key frames at every 3 to 10 frames, loosely. Depends how different the pose is from one to the next. If you can get away with a longer gap, do so.

2 = Set the movement option in the time line to snap to key frames. Don't go one frame at a time, just skip from key pose to key pose, and see if the animation is starting to feel right.

3 = If that's looking OK, make a test render and see where the transition animations are looking strange.
I use the test render, because my computer isn't fast enough to play it smoothly in the viewport.

4 = Add Key frames between Key poses that have an odd looking transition. Closer to the left, center or right, depends on the timing you need, Slow in, steady or slow out.
Test render again, and see how that feels. Feel is very important, you just have to look at it and notice where something is off. Imagine the motion, think of a whip or a bouncing ball. Check your mind vs the render to get an idea of what to do next. You expect for it to move one way, but it's looking different.

5 = Keep making changes like that, trying not to add a lot of keys, only if you really need them. Get the animation looking as good as you can before moving to the curve editor.

6 = Near the end, mess around with the motion curves. Usually making the transition from one frame to the next look smoother, If the curve is looking too sharp like a Z, make it more of an S shape.

7 = Thinking of the whip again, parts that are near the end of a chain, tend to move last. This means, the part of the body generating the force moves first, then you get a whipping motion all the way to the point where it "snaps". A boxer drives his foot in to the ground, the energy moves up through the hips, to the shoulders, elbow and the fist. Use that to alter the pose and offsetting key frames.

8 = Don't keep anything still for too long, if you have a pause in the animation, at every 10 frames or so, jiggle the bones a little, so they are not exactly in the same spot. It'll make the character shift a bit, like you do in real life when standing still.

9 = Keep making small changes till the motion feels right, or you can't make it any better.
 
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How's that?

decap_03_zps1b4a878a.gif


great bleed, like always, you can leave it like that, thanks for the comments about the animation and about you sub's animation I think the spine looks amazing the way it is, I love how it moves, I don't know if it is realistic as can be, but won't know how it moves untill we find a real spine.... wich is kind of difficult LOL
 
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