Mortal Kombat HD Remix with MUGEN

Haven't started textures, I just put some colors on there real quick the a cavity mask. Just trying to get the shape right, and displacement working nicely. Took a while to figure out how to make Displacement work without errors.


I have the basics looking pretty clean now, it's time for textures and I can go over the model to add some finer details.


Maybe I should do a quick rig on him, so I can see him posed early on.
 

That is just incredible, Bleed.
Only things I'd change would be those creases in his forehead be a bit higher and the upper part of his ears a tad smaller.
Other than that, I don't think you could get any closer to the real deal.
That kind of accuracy I think will be greatly valued in the movie industry for creating digital stand-ins for actors.
Major props.

Sent from my Nexus 4 using Tapatalk 4 Beta
 
Test render with just the base shading, no textures.

I'm going to make a quick rig now, and start texturing later today.

Takes a long time to render, 10 hours for this... :dong:

 
That's great.
Some suggestions about the body:
- Torso is still too big compared to the rest of the body (especially head and legs). His waist should be smaller too. Makes his legs look scrawny.
- White thingies hanging from the sides of the belt are a tad too big
- Armbands should only have like four or five rivets visible at any given time. Source here.
- The blades were never that curved in MK2. See here. Also, they should start at like wrist height, not mid-forearm. See this one for that.
- His feet are MASSIVE. There's no way they should be bigger than his calves.

Also about the face, I just noticed that his "teeth cluster" is still too small vertically, and should go up a tad higher, closer to the nose. Also, you're missing the gap between the teeth, clearly visible in the reference.
The nostrils should be narrower too.
Here's a quick & dirty mockup for these.
I also added the suggestions I made earlier (higher creases in the brow, smaller ears).
 
Here's pretty much what I'd change about his torso and feet.

brk2_zps0079f50b.gif


About the blades, I guess what you need to get is the blades being a continuation of the forearm at the wrist, with the hands popping out to the side, and not the blades protruding from the arm.
 
Test render with just the base shading, no textures.

I'm going to make a quick rig now, and start texturing later today.

Takes a long time to render, 10 hours for this... :dong:



Ten hours to render??? How come? Well I'm using a script for 3dmax and vray that optimize the render settings so you don't have 10 hours render, this script I'm telling you makes the render times like 300 times faster with the same quality of a ten hours render, this script is called SOLIDROCKS, I would post you a download link but right now I'm in my phone, if you need it also I can upload it to you in drop box in your Johnny cage folder.

I know you are the kind of people who like to know everything about a program but when you make 3d visualizations for living like me, every minute counts, sometimes I need to do an indoor scene in less than two days so I have for find options to be faster and my final renders are like 5500x4500 or something like that and it renders like in 2 or 3 hours.

So think about it, if you want that script just let know
 
Here's a thought, if Tarkatans are born with these blades, I wonder if a major health issue for them is a rust disease or tetanus even. If you had metal going in and out of your body all of the time, you'd have to keep them clean or they would rust.
 
Yeah I just changed the blades, made them sit flat on his hand, looking like a real sword, instead of like a spike or claw.


I'll have another update soon, I changed pretty much everything you noted.
 
@bleed

I just started uploading the file to your johnny cage folder, it should be done in a few minutes, everything you need is inside that winrar file
 
Flat on his hand? Kind of a "reverse Assassin's Creed"?
I don't think they're like that either.
During gameplay they never appear to have a flat profile.
Seeing these, my bet is on a spike with a triangular section, one of whose sides lays flat on top of the wrist.
The ridge along the top gets tapered when it goes into the wrist.
The sideways sweep (fatality, B+HP) sprite I think is particularly illustrative.

EDIT: this may also be of help (that's an official picture).

l.gif
 
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Bleed,
Your Baraka looks amazing. I could watch him rotate around in 3D like that all day!

I wouldn't have caught have the details uKER did with regards to touch-ups that could be made. The only thing I would like to point out is that his blades look a bit darker than they should, I don't think they're supposed to be that black.
 
Test render with just the base shading, no textures.

I'm going to make a quick rig now, and start texturing later today.

Takes a long time to render, 10 hours for this... :dong:


bleed, the file is ready for downloading, 1 thing about baraka.... I just don't think his teeth should look like metal...
 
The only thing I would like to point out is that his blades look a bit darker than they should, I don't think they're supposed to be that black.
They are probably chrome and only look that way because he's set up on a black environment.

bleed, the file is ready for downloading, 1 thing about baraka.... I just don't think his teeth should look like metal...
Actually they do.
richard_divizio_and_baraka_by_the_sicknessxd-d34eq4s.jpg
 
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