Mortal Kombat HD Remix with MUGEN

bleed, raiden is amazing!

I do the bolts (only for fun) to us :)

tskzbos.gif


holy s%$#@ !!! RAIDEN Its amazing !!!!!!!!!!!
 
I'm beginning to ponder the possibility that when all characters are finally rendered, they will probably need a pass like the statues did, in which the lighting is evened among them.
We'll probably have to create a Photoshop macro for each character, which would then have to be batch applied to all of their frames.
 
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Raiden looks great Bleed. Maybe you can place his right foot higher (or his left foot lower) so both feet are close to the imaginary straight line? Also, bend his left arm a bit so it's not crossing the imaginary line from his left foot.

9VWBRop.png


The resaon I'm pointing this out is, I think you'll get a snap in his turnaround animation if both feet are not close or on the same line. Also, and I'm not really sure about this one (I'm not a programmer) but will his hand sticking out be a problem when making hitbox?

Anyway, your models keep getting better and better. Cheers
 
Now that you mention the feet, I just noticed the lower legs look much shorter in the render than the original.
This is probably due to something that happened to arq before, which is the camera angle being too wide and the camera too close to the model.

The camera should also probably be around the height of his waist.
Seems about chest high in yours.
The camera being at the center of the character's height helps minimize the distortion effects of perspective.
 
They all look incredible.
Seeing them again after all this time, there's this stuff that I guess could use some polishing should Bleed ever revisit them:
- Johnny Cage's skin tone is too even. The ear is too round, and the ridge that goes along its edge is too marked and too even. He has some dark spot in his temple. That said, I think that render is not the latest, since his feet look too tall there, which Bleed fixed at some point.
- Sub-zero's three centermost fingers are too long.
- Scorpion's left hand reverses direction instantly without inertia.
 
That Looks great bleed, I would only say that you should try target spot slight with vray shadows instead of vray lights, if you notice the original sprites have hard edges shadows instead of soft like yours, that is if you want to go really like the original, if not, it looks great with vray lights too, congrats.

Do you already have the fight sequence?? I guess we all want to it

I was struggling to get the shadows looking sharp. Thanks for the tip, I'll give that a try.
 
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3 things to mentions.
Is one of the ninja animations posted above here, older than the other? I see Scorpion's black material is lighter than Sub-Zero's.

And for Raiden, what color palette will he have for Player 2? Since this was discussed a long time ago, about the problem of turning whites and blacks into other colors. For example Liu Kang, it was suggested that Arq make his pants blue, so you could change them black in his P1 palette and another color for his P2 palette.

Thirdly, as for someone mentioning the blue light on Raiden, could the white material be given a blue hue instead of trying to add a blue light source? That way it wouldn't affect the skin. I've seen white material that was a cold white that gave off a subtle blue highlight and sometimes you see warmer looking white material that has a yellow highlight. Which I believe is called cream colored.
 
Hey guys,

Uker has pointed something very interesting out to me and rather than make a decision myself about which way to go, I thought it would be better to see what you guys think.

When working on the MK1 Character Select theme, I have been using the version of the theme I got from MKAK and a few soundtrack downloads. The same version can be heard in this video.
http://www.youtube.com/watch?v=iFfRsVCdveY&list=PL42EFB78D5BCBC618

However, Uker has pointed out that in the actual Arcade version of the game the tempo is slightly slower, such as heard here.
http://www.youtube.com/watch?v=gad6xWW81Uk

The pitch and everything else is the same (except one sounds brighter than the other) it's just the tempo that is different. Let me know what you think and which version you think I should go with. Especially regarding this track, I care the most about what you guys think and don't really have a personal preference.

Thanks!
 
have you guys heard that song from staind..... it's been a while... well, it's been a while since my last update... here's what I got







I'm still working on his pants and hair... hope you like it

EDIT:
here some muscles deformations
 
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The pitch and everything else is the same (except one sounds brighter than the other) it's just the tempo that is different. Let me know what you think and which version you think I should go with. Especially regarding this track, I care the most about what you guys think and don't really have a personal preference.
There's also some minor mixing differences.
In the re-edited version, the intro loops twice (4 bars) before the main instrument starts, while in the original it only goes for 2 bars.
Also, the original, being a MIDI loop, the instrument in Track 3 in the MIDI I sent you loops invariably like I wrote it.

MK1song_zps2fa4ec66.jpg~original


In the re-edited version, however, this loop is broken in 0:08 and 0:24, going from F D# F to F D# F again.
Not really important but I like it better looped like the original.
Paradoxically, it sounds less structured that way.
The re-edited version sounds like in those places they cut that loop short to fit the 4-bar metric instead of looping every 6 bars like it normally does.
 
arq, Liu is looking good in many aspects.
The muscle deformation looks good.
The only strange part I see is the place where the arms meet the body, which also looks kinda off in Bleed's Cage, so I guess that's a tough nail.

Also, the trapezius should end long before the end of the shoulder.
If the shoulder was a mandarin orange, the trapezius should die where the stem comes out, instead of going the whole way to the edge.

Then, I think we went overboard with reducing the upper body and the waist (I may have to take part of the blame for this, I honestly lost track already), to the point where now he does look like a child due to the relative size of his head.

The size of the face is too small compared to the overall size of the head too.
Also, I think the forehead should be more vertical, and his knees don't look like they're flexed.

I'll try to make a sketch with these and upload it in the next minutes.
 
arq_ your Liu is definitely at a much better state then were it was before. With few more touchups (I think this word "touchup" makes you sick already :)) he has a great potential. I messed around with it in PS, I won't go into great detail but this came out for what it's worth:

ozlI4ug.png
 
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Well, here's this.
EDIT: Not based at all on la_luna's post, but it's good to see that we made similar changes to it.

liu1_zps3acfc2dc.gif~original


- The head's size is probably good. The face just needs to be bigger, and the hair a tad smaller, less puffy. I think these changes help a great deal in making his head look more proportionate.
- The torso should be a bit wider. Do not enlarge the shoulders. Also, if you can fix that bend that appears to eat into the shoulder when the arm is down, that'd be great, although as I said before, I assume it's not an easy one.
- The pants now look too thin, but I guess it's the dynamic cloth not giving you too much control about it.
- The knees should be bent. Yours seems like the legs are simply stretched out. Maybe posing it right will help you improve the pants. Here I tried to give you an idea of where the knees are supposed to be.

LKSkel_zpsa50ef944.jpg~original
 
Well, I used te sprite to match everything, even the hair, to match the front of the hair I used the win pose sprites, to match the side view I used the fight stance sprites, I used sprites for everything, if his head looks big now is because in the sprites it looks big
 
I made my comparison based on the sprite too.
I just left the sprite out of it.
I just left work but I'll repost it including the sprite tomorrow by noon.

Sent from my Nexus 4 using Tapatalk 4
 
My thoughts on the sprite as a reference material for a 3D model. I think Bleed would be more siutable to talk about this (since he made one full character already, and did a pretty damn great job at that) but seeing how there are some problems with Liu (not to take anything away from arq_ - I think you're very talented) I thought I'd share my view on it.

First of all I think it's safe to say it's not possible to recreate the exact shape or movement of the clothes form the actors on a 3D model. Second, if you are using game sprites for a reference to build a model, I think you should look at them all, and not base you model on a individual sprite. Here's why:

kGuiQ9l.png


Due to low resolution, changes in angle, re-painting of the sprites, etc. they all look different lol. If you base your model to match sprite no.1 he'll probably end up being too small. If you base it to no.4 maybe he'll be too tall. Base the pants on no.1 they'll be too baggy, base it on no.4 they'll be too tight. Belt around his waste looks very small on no.1 but on no.4 & 5 it's noticeably bigger. Even the shape of the hair appears to be changing, look at no.2 & 3, or no.1 & 4. It looks like he has no sideburns on no.1 & 5 and no.4 looks like he has. Match your model perfectly with one of the sprites and it won't look good compared to others.

I think it's up to you as an artist to find the middle ground. Pants for example should be somewhere in between no.1 & no.4. They won't match perfectly with neither of them, but they'll look good enough compared to both.

I think we who critique and give input should be aware of this too.
 
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Btw sorry if this has been discussed lately, I haven't kept up with the thread last few months.. only here and there.
 
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