Mortal Kombat HD Remix with MUGEN




here's my 3rd. shoot, I think changes are noticible, no head bouncing, fixed right arm, legs animation smoother, hair is not changing due to the animation.

I think the front pant leg is popping for some reason. I wonder if that is fixable since the cloth is dynamic?
 



here's my 3rd. shoot, I think changes are noticible, no head bouncing, fixed right arm, legs animation smoother, hair is not changing due to the animation.
Looking -really- good now.
The legs' animation looks great.
The right wrist is still curling downwards awkwardly though.

I think that position looks awkward because they reused a frame that was supposed to be part of the animation of him jumping forwards and curling into a ball. See that here.

In any case, going by this sprite his hand should stay in a mostly vertical position instead of going horizontal (edge down instead of palm down) during the jump.

That said, if I was to make it look more normal, his hands should go into a more tense position, not a relaxed one.
To achieve that, I think the hand should go almost fully vertical (edge down) and his fingers should straighten.
Keep some curvature to the fingers, but I gues the hand should get close to being fully open while in the air.
When you got this right, perhaps you could try something similar with the other hand.
But this is just a suggestion.
If you decide to stick to the original I'll understand.

Also, if anything, his head should whip forward, not backwards when falling.
Finally, is it me or you're tilting his head away from the camera?
If you're not, it's probably that you're using a very wide angle lens again.

BTW, haven't you got around to fixing the shoulders? The shoulder joint looks dislocated. The joint should be -inside- the torso, and not to the sides as it currently is. That will probably fix the negative space inside his left elbow, not seen in the jumping animation.
 
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See if this helps visualize the shoulder thing I mentioned.
The shoulder should follow the contour of the back as it comes up from the waist.

LKShoulder_zps8da3d76e.gif~original
 
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If you need to make changes like that to the model, after it's rigged, use the morpher.

Technique I'm using for this situation is as follows.

1 = Pose the character

2 = Export the posed model as .obj, this can even be a model with morphs already on it in max.

3 = In Zbrush, export the base mesh from the main Ztool. You can't have subdivision levels to work with layers on the base level.

4 = Import the base mesh back in to a new Ztool, with no subdivision levels.

5 = Save a morph in Zbrush just in case you need it later.

6 = Create a new layer for that subtool in Zbrush, with the recording function active, load the posed model you exported from 3DsMax.

7 = Create a new layer, and make your adjustments to that layer with it's recording function active.

8 = When you want to see what changes that made to the Tpose, turn off the visibility of the layer with the posed model. You'll end up with the Tpose mesh, with the adjustments made for that pose to look right.

9 = Export the Tpose mesh with the adjustments

10 = Apply it to your rigged model in max with a morph modifier. You can lave it as a morph, or collapse to editable poly. Morph should be above the base editable poly and below the skin modifier. You can collapse to the morph level without losing the skin weights.

11 = If the Bones no longer align with the model, go to the Tpose. In The skin modifier, turn off always deform. Adjust your bones, and turn always deform back on.

You can do this over and over till the model looks how you want. I run in to this problem a lot, the model looks fine in the Tpose, but when I pose it, mistakes become apparent.
 
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Thanks bleed, I may give it a try, what can you tell me about the animation? I would like someday make my animations as good as yours hahah :p
 
I can't match the head in different shots, looks like I match one angle and another one is off. Match that, and another one is off...

 
Looks really good nonetheless.
Better than I had thought actually.
I liked it better super clean, but you did a good job toning down the dirtiness.
At a glance, I think his teeth piece should not protrude so much forward, but I can't be sure.
I also insist that I'd make his feet smaller and I think his claws look a tad too big (not intending to fit them into the arm, that's for sure XD)

I'm in bed already but I'll take a better look at it tomorrow and see if I can provide any usable feedback.

Sent from my Nexus 4 using Tapatalk 4
 
I can't match the head in different shots, looks like I match one angle and another one is off. Match that, and another one is off...

Well, I checked agains the sources and really, that's some impressive work there, Bleed.
Now, my inevitable comments:

About the first one:
- The torso looks a tad longer than the original. Probably a remnant of him having a much taller chest before. I'd cut some slack at the height of the waist or belly. Look at the distance between his elbows and his belt.
- The sides of his shirt are posed wider apart, so that they cover his armpits. Also, the red strip should go into his waist closer to his back. That would probably fix the fact that none of his chest is visible under his arms in the original, but that's not really important. Those white things hanging on the belt's sides should also be moved further backwards. They're almost out of view in his victory pose, and I don't see that they should be covered by the loin.
- It seems like a bit too much of his dome is visible. Not sure if the head's shape is different or his head is slanted forward more than it should. It's not a big deal. The light may be playing a trick there.
- You're using a camera with a wider-angle lens than the original, which causes too much of the top of his shoes to be visible. Narrower angle and camera further away will take care of that.

In the second one:
- The lip appears to be too far ahead of the base of the nose. The mouth area is much flatter in the original. Checking the profile against this pic should probably help.
- His right wrist shouldn't be bent backwards. Bend it inwards and then move the forearm a little further from his body (there appears to be some black negative space between the arm and the body). That in turn will compensate and keep the bottom of his hand close to his pants in the picture.
- His left hand should be rotated counter-clockwise at the wrist. Look how the thumb goes up almost vertically in the original, and how the base of the thumb and the pinky are almost aligned. The position of the thumb could probably use some tweaking too.
 
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here guys, I wanted to show you some big changes I made to my model to match the sprites, big big changes were made.... also I fixed the lighting to match mk3 a bit

here's the old one


and here's the new one


note:
the eyes are just spheres with texture on... and in a few minutes I'll upload liu's animation with uker's comments

regards
 
That sure looks impressive.
The body proportions look SO much better.
I'd only dedicate some time to get a better likeness to John Turk.
The guy has VERY distinctive factions, especially his jaw and mouth.
Again, incredible work there.

Sent from my Nexus 4 using Tapatalk 4
 
Sorry guys for not be working on the project for so long. I'll be back soon.
Awesome job on Baraka Bleed. I can see his walking animation :)
Not sure if the blades are visible in that animation or are smaller
 
here is the animation again, sorry uker but I'll leave the head animation like it is, since the jumping animation sprites are like that, when he is down he is like facing his opponents, also his head is not tilting but since he jumps and the camera stays in the same places it creates that ilusion




great baraka bleed, I REALLY WANNA SEE HIM MOVING, congrats
 
The jump animation is missing a natural follow through in the arms and head, and it's looking a little stiff.

His shoulders should lag behind the body, and the arms should lag behind the shoulders, so you get like a wave going through his body.

The head should tilt forward when he lands, not back, because it looks like he's getting whiplash.

That flowing motion is the only thing I notice that is off really. Imagine his body is a a whip going from the pelvis, up to his shoulder and down to his fingertips. Crack that whip, and that's basically the wave I'm talking about. The root moves first and everything follows in order going down to the other end.

Maybe exaggerating that motion can help so it's obvious, then tone it down.
 
Probably the right elbow should remain down and only go up a tad after the knees do, pretty much when the left elbow opens.
And yeah, the head whipping back when he falls is REALLY strange.
Also, I still see him leaning his head left (away from the camera) as he jumps.
 
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