Mortal Kombat HD Remix with MUGEN

3d models take a very long time to make so splitting up the work is done for the sake of finishing the project quicker, otherwise it would be better to have them all made by the same designer. The character portraits can avoid the problem of inconsistency, the workload can be taken care of by one designer.
 
3d models take a very long time to make so splitting up the work is done for the sake of finishing the project quicker, otherwise it would be better to have them all made by the same designer. The character portraits can avoid the problem of inconsistency, the workload can be taken care of by one designer.

@jmanimal that is true also
 
Again, I call it a tale because if you can get renders from several modellers, rendered in completely different conditions to match, it should be no problem to get someone else's touchups to match the intended style.
Well call it what you want. The 3D modelers or anyone else working on the project may ask for help at any time if they need it, I have not asked for help and am still capable of revising my stuff right now.

OK, and what purpose would those fresh versions serve?
That is, would you actually use them?
Being fresh means they would be your own work, rather than you editing my work. It's not up to me whether they'd be used or not.
 
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uKER, if you'd like, I've been somewhat dreading Sonya's portrait background, I really have no idea how I would be able to pull off the purple/pink swirly cloud stuff yet.

Are you able to take a hi-res photo of "something" and do whatever is needed to match her arcade portrait background? they should be at least 600x750 pixels. Putting together a few different ideas for everyone to look at would be best, but I'd understand if you don't want to.
 
Something like this?
Spoiler:
sonyabgcopia1_zps6c5bd932.png
 
Is looking nice! Arq!

I made the Scorpion's teleport yesterday. Now is Sub Zero time.

Great news interloko! I spot some minor differences between yours and original game spear. I can give some crits but don't know if spear from youtube video is final or you worked on it some more.
 
uKER, if you'd like, I've been somewhat dreading Sonya's portrait background, I really have no idea how I would be able to pull off the purple/pink swirly cloud stuff yet.

Are you able to take a hi-res photo of "something" and do whatever is needed to match her arcade portrait background? they should be at least 600x750 pixels. Putting together a few different ideas for everyone to look at would be best, but I'd understand if you don't want to.
How's this?

Sonyaorig_zps687d5cbc.png
SonyaBG_zps1af26783.jpg


I didn't bother at all matching it, but it should be enough to get an idea.
This is just some clouds I got and made a gradient map for them.
In particular, the right area could use some tweaking if this was to be actually used, and there's some compression artifacts here and there from the original image I got, but hopefully it can all be fixed.
Tell me what you think and if anyone has any other idea on how we'd like this to look I can throw some other options tomorrow (it's getting kinda late right now).
 
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How's this?

Sonyaorig_zps687d5cbc.png
SonyaBG_zps1af26783.jpg


I didn't bother at all matching it, but it should be enough to get an idea.
This is just some clouds I got and made a gradient map for them.
In particular, the right area could use some tweaking if this was to be actually used, and there's some compression artifacts here and there from the original image I got, but hopefully it can all be fixed.
Tell me what you think and if anyone has any other idea on how we'd like this to look I can throw some other options tomorrow (it's getting kinda late right now).

Yep, I'm liking that for sure, looks like it will match nicely.
 
Hi guys, this is only the first test of animation of Sonya. Here is the link to download the video.[video]http://www.mediafire.com/download/fm4sr8q34hcxn4n/Sonya_Teste_1_(1).mkv[/video]
 
Looking real good.
The model looks great.
I'm at work so don't have the game at hand, but I don't remember her right hand moving back and forth so much though.
That is, the movement of the arm at the shoulder joint I'd think should not be so pronounced.

EDIT:
Well, here she is, and in fact. There is never negative space between her right elbow and her body, and the elbow's swaying is minimal. I'd say about half the width of the arm. Her right fist moves about twice as much vertically as it does horizontally.
a1.gif


Also about the animation:
- In the original both ebows and upper arms sway back and forth almost in unison. See how the apparent distance between her elbows remains almost constant.
- The knees should flex a bit more. Notice that there should be a bit more horizontal motion to her left knee.
- The whole motion should be more fluid, with the whole up/down motion happening at the same speed, instead of kinda falling heavily and slowly coming back up.

Here's the sprite rip in case you can keyframe it.

Now about the model:
- The armbands are too thin and a bit too high on the arm.
- Head should be bigger, torso should be longer, arms should be thicker, legs should be shorter, and calves and thighs should be bigger (maybe maintain current thickness at the knee).
- The black "panty thing" (what the hell is that thing called anyway) should go much higher. Look at the width of the strip where the belly is visible. Also note that the indentation where the leg meets the body in her hip is visible in the green area before the black starts, and the body remains visible in green for quite some distance upwards of there.
- Breasts should be bigger and lower.
- Cleavage should be narrower, more v-shaped instead of a square U.

Again, as I always say, don't take this as a bashing.
You're doing great and I'm just trying to help you make it even better.
Keep it up!
 
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Looking real good.
The model looks great.
I'm at work so don't have the game at hand, but I don't remember her right hand moving back and forth so much though.
That is, the movement of the arm at the shoulder joint I'd think should not be so pronounced.

EDIT:
Well, here she is, and in fact. There is never negative space between her right elbow and her body, and the elbow's swaying is minimal. I'd say about half the width of the arm. Her right moves about twice as much vertically as it does horizontally.
a1.gif


Also about the animation:
- In the original both ebows and upper arms sway back and forth almost in unison. See how the apparent distance between her elbows remains almost constant.
- The right fist should have more vertical range, both upwards and downwards.
- The knees should flex a bit more. Notice that there should be a bit more of horizontal motion to her left knee.
- The whole motion should be more fluid, with the whole up/down motion happening at the same speed, instead of kinda falling heavily and slowly coming back up.

Here's the sprite rip in case you can keyframe it.

Now about the model:
- The armbands are too thin and a bit too high on the arm.
- Head should be bigger, torso should be longer, arms should be thicker, and legs should be both thicker and shorter.
- The black "panty thing" (what the hell is that thing called anyway) should go much higher. Look at the width of the strip where the belly is visible. Note that the indentation where the leg meets the body in her hip is visible in the green area before the black starts, and the body remains visible for quite some distance upwards of that.
- Breasts should be bigger and lower.
- Cleavage should be narrower, more v-shaped instead of a square U.

Again, as I always say, don't take this as a bashing.
You're doing great and I'm just trying to help you make it even better.
Keep it up!


Ok Uker, actually you're right. I will make corrections and soon I will put the video again.
 
Just in case, I made some edits to my comments after you replied.
Looking forward to your next version.
Again, congratulations for some great work. :)
 
I was impressed when I had seen your project for the first time.
But FAQ on your site had disapointed me.
Unfortunately, I think that you should not waste your efforts, if you are not going to correct old Midway's mistakes, like primarily special moves of secret characters. Or else it will turn into another mistake.
Do not follow footsteps of your older brother Midway, it has already finished pitiable with trash like Armageddon, MK4, Legacy Season 2 etc. If you care about conformity with the original, better care about changing of wrong textures from MK2 on ninja costumes to relevant costumes from MK1.
It's very time-consuming project to waste efforts for another garbage.

Good luck in your endeavoring in your office work, worthier than wasting efforts for this trash!)
 
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