Mortal Kombat HD Remix with MUGEN

The teleport punch really i have never seen him do in MK Original, however the slide of sub-zero he has done already, although it is very rare to see.
 
Well, I have never seen this.
I wonder about the music. You are probably focusing on Arcade version, but I prefer the music from PC version, in which it was very different. In my Mugen I want to make random music, but according to each stage, so for example in The Pit the music will be sometimes from Arcade, and sometimes from PC. Maybe you could also make it like that?
I also wonder about little details, like Reptile's name on the lifebar - will it be spelled as Scorpion, like in the original? And about the AI - are you going to recreate it completely, so the best tactic will be jumping back and forth with jump kick like in the original?
 
Quick answer to your questions:

-Music will be like the arcade. It deviates somewhat but for the most part it is close to the original.

-Reptile now has his own name in the life bar. It won't say Scorpion when you fighting him.

-That's a question for Interloko/Bleed.
 
You can make the AI similar to MK, but I'd rather have it play more natural.

How can you make it look more natural?? I really like the videos you've posted with the mk3 scorpion cause it looked like a real fight!! Did you adjusted the AI? How is it going with cage?
 
I'm skinning Cage right now.



The AI in the old MKs was pretty bad I think. I never liked how it was generally either too easy or too hard. The computer basically reacts to what you do and tries to reverse everything, even cheating to do so. The AI is so robotic, that you can basically control it with your own actions, and that's where the patterns come in.


What I do with my AI is give it an understanding of what move counters what, but using a percent range to work with and several options.

It knows what to do in many situations based on enemy movement and position, if they are in a hit state or attacking, etc. That allows the AI to do things like custom combos, instead of only basic actions.

You add a lot of triggers that are based on situations a player would look for.

It has to be coded by feel, because if something is happening too often or not enough, it can lose the illusion of a human player.

One problem I've run in to with this, is having the AI learn your patterns. I haven't figured out a way for the computer to keep track of what moves you are using, when at what rate and order.
 
@Le@n,
there were some problems with floor on HD stages, I'm curious if interloko managed to solve those problems or work around them. As for The Pit, I think lions look good already, but if someone is willing to make more detailed version - go for it. Here's some more photos for reference;

http://img202.imageshack.us/img202/24/lion4l.jpg
http://img4.imageshack.us/img4/7470/lion3i.jpg

calactyte, what do you say, wanna give this a try?

@Mortal Gojira, that's great news.

la_luna

you have done the lion of the pit? I would like to see. If you want to redo the lion, I do a model sheet. I took a look at previous posts but not found this lion.
 
Here just to post something... I don't really like how it looks right now, it needs quite a few changes.

I used the CAT rig, but man it's a pain to work with compared to Biped.

JonnyCage_Test01jpg_zpse9a907a1.jpg
 
Here just to post something... I don't really like how it looks right now, it needs quite a few changes.

I used the CAT rig, but man it's a pain to work with compared to Biped.

JonnyCage_Test01jpg_zpse9a907a1.jpg


ok, you really know a lot about this mugen stuff... I really like cage, he is looking great, maybe you can increase the ambiet light a little bit, but I really like it, congrats
 
Some problems I'm running in to are with the SSS shader, It's washing out the detail in the color maps. You can see for example on the nipples, how it's too light but on the actual texture it's much darker. A lot of the painted detail on the face is lost, and I don't seem to be able to bring it out without making the shader too strong.


Another problem is the render times, the polygon hair could have been done better. I used the same clump for the entire thing, and it would have been smarter to use larger pieces on the deeper layers instead I think. Too many opacity maps is increasing render times.

The displacement map takes long to render also, I think it would be better just to use a more detailed model instead of using displacement.


The torso shape is different from Pesina, you can see it on the lats mainly.

I need to add some muscle bones, to fix how the pecs move with the arms.

I haven't made a facial rig or Morphs yet.

The shoes need some wrinkles modeled in.

The skin still looks too CG.
 
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Some problems I'm running in to are with the SSS shader, It's washing out the detail in the color maps. You can see for example on the nipples, how it's too light but on the actual texture it's much darker. A lot of the painted detail on the face is lost, and I don't seem to be able to bring it out without making the shader too strong.


Another problem is the render times, the polygon hair could have been done better. I used the same clump for the entire thing, and it would have been smarter to use larger pieces on the deeper layers instead I think. Too many opacity maps is increasing render times.

The displacement map takes long to render also, I think it would be better just to use a more detailed model instead of using displacement.


The torso shape is different from Pesina, you can see it on the lats mainly.

I need to add some muscle bones, to fix how the pecs move with the arms.

I haven't made a facial rig or Morphs yet.

The shoes need some wrinkles modeled in.

The skin still looks too CG.


here is the settings I'm using for the skin shader, maybe it can help beacuse my render times ar not that long... I will add muscles too but just for the shoulders, pectorals and back, maybe abs too but not to biceps cause I can't get them to work right.
http://www.zbrushcentral.com/showthread.php?87167-V-Ray-skin-setup

also I'll try to do automatic motion for some bones like clavicle cause when we rise the arms just have 50% of the movement goes to the arm, the other 50% goes to the clavicle, here you can se a tutorial that might help.
http://www.youtube.com/watch?v=xf71AlH-9TA

if this tutorial doesn't work I'll try this script wich has some interesting results without adding muscles
http://www.youtube.com/watch?v=wKBjLm42lwY

for the hair I was reading a tutorial and it said that the longer render times with the hair and fur is because the default shader, you can change it for a vraymtl but you lose detail... and I don't know why but my render times with the displacement are not that long.... what image size are you rendering? are you using hair and fur? I will try your same size and will write you back with my render times maybe we can fix it.

also I think at the end the render times won't be that long cause there won't be so much hair to render cause the character will be so tiny and even if we render the character 2 times bigger it will still be small
 
Bleed that looks pretty awesome. The only thing that looks really CG to me is his face. It also seems like your displacement mapping isn't set strong enough right now. There are some details in the knee cap (wrinkles and skin folds) that seem too smoothed.

I love CAT bone rigs. I think once you play with them longer you might find that they are easier to set up than (CS) Biped.

Arq you are using the same skin settings I use in Vray. I got them from the same place. That's a great tutorial. The problem is that Bleed is using Mental Ray not Vray so the settings for his SSS shader are much different.

Bleed you might consider using Vray. It has a feature for rendering displacement maps much faster than mental ray can.



here is the settings I'm using for the skin shader, maybe it can help because my render times ar not that long... I will add muscles too but just for the shoulders, pectorals and back, maybe abs too but not to biceps cause I can't get them to work right.
http://www.zbrushcentral.com/showthread.php?87167-V-Ray-skin-setup

also I'll try to do automatic motion for some bones like clavicle cause when we rise the arms just have 50% of the movement goes to the arm, the other 50% goes to the clavicle, here you can se a tutorial that might help.
http://www.youtube.com/watch?v=xf71AlH-9TA

if this tutorial doesn't work I'll try this script wich has some interesting results without adding muscles
http://www.youtube.com/watch?v=wKBjLm42lwY

for the hair I was reading a tutorial and it said that the longer render times with the hair and fur is because the default shader, you can change it for a vraymtl but you lose detail... and I don't know why but my render times with the displacement are not that long.... what image size are you rendering? are you using hair and fur? I will try your same size and will write you back with my render times maybe we can fix it.

also I think at the end the render times won't be that long cause there won't be so much hair to render cause the character will be so tiny and even if we render the character 2 times bigger it will still be small
 
Bleed that looks pretty awesome. The only thing that looks really CG to me is his face. It also seems like your displacement mapping isn't set strong enough right now. There are some details in the knee cap (wrinkles and skin folds) that seem too smoothed.

I love CAT bone rigs. I think once you play with them longer you might find that they are easier to set up than (CS) Biped.

Arq you are using the same skin settings I use in Vray. I got them from the same place. That's a great tutorial. The problem is that Bleed is using Mental Ray not Vray so the settings for his SSS shader are much different.

Bleed you might consider using Vray. It has a feature for rendering displacement maps much faster than mental ray can.


if the face looks to cg why don't just put cage's glasess on?
 
la_luna

you have done the lion of the pit? I would like to see. If you want to redo the lion, I do a model sheet. I took a look at previous posts but not found this lion.
No, calactyte did. My graphic skills are nowhere near that.
The Pit stage was posted year ago, lions looked pretty good but if somebody's got free time and will maybe they can go further in detail now that the source material is available.

@Cal, can you post Pit lions again if someone want's to give it a shoot? (If that's ok with you)

if the face looks to cg why don't just put cage's glasess on?
Then you'd have to change his winning pose, where he puts the glasses on.
 
Sorry I meant to respond to this. I'll redo the pit Lion's. I didn't have any reference photos but the tiny in game assets at the time I created them. It would be worth giving them a second pass with the references Le@n provided.

No, calactyte did. My graphic skills are nowhere near that.
The Pit stage was posted year ago, lions looked pretty good but if somebody's got free time and will maybe they can go further in detail now that the source material is available.

@Cal, can you post Pit lions again if someone want's to give it a shoot? (If that's ok with you)


Then you'd have to change his winning pose, where he puts the glasses on.
 
Here just to post something... I don't really like how it looks right now, it needs quite a few changes.

I used the CAT rig, but man it's a pain to work with compared to Biped.

JonnyCage_Test01jpg_zpse9a907a1.jpg
Im not dissing it but the face looks just like Stephen (fly boy) from Dawn of the Dead
 
@Calactyte: I'm working on the pit stage, if you have the source file can you upload that front prop? I made a quick cut but is far from perfect

I'll add the clouds and random UFOs now
mugen000.jpg
 
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