Mortal Kombat HD Remix with MUGEN

Shang Tsung is sort of done, but I wouldn't mind at all if someone created him again with proper cloth dynamics.

Kano is fairly finished as well just needs a few tweaks, then bones and animation.

Sonya would be great. I'd like to see Bleed take a crack at her.
 
Shang Tsung is sort of done, but I wouldn't mind at all if someone created him again with proper cloth dynamics.

Kano is fairly finished
as well just needs a few tweaks, then bones and animation.

Sonya would be great. I'd like to see Bleed take a crack at her.


1NoxemB.gif
 
I guess I'm kind of back.. here is my first try at liu's upper cut
enjoy it




EDIT
after I posted I realized about the white outline on the sprites.. sorry about that, I think the background was white or something like that, I'm having a big problem with the gamma of the sprites I uploaded and this sprites I'm making now, because the sprites I uploaded were made in my office's computer before I formatted the hdd and reinstalled windows.. now I have to find a way to make the new sprites to match the gamma of the old sprites.. if I can't find a way I guess I will have to re-render all over again.... I HOPE I CAN FIX IT.... I don't wanna render all those sprites again.

EDIT
got rid of the outline.. thanks bleed
 
Last edited:
I think the hip needs to rotate more.
His back should be facing the camera at the end.
That will in turn make his right foot almost vertical.

His arm should also be posed so that his fist is right above his head.
Note that the hand should be well above the head at the end of the motion and not overlapping it.

4es.gif


Other than those details, the animation is looking great.

Hope you find a way to fix that rendering issue too. :/
 
Last edited:
To get rid of the white outline in Photoshop, when saving for web as a .gif, turn the Matte Option to "None".

When rendering from your 3D application, the background should be black.



I'd like to make Sonya, I don't model females that often. I'll probably need some help with the face, because I'm so used to making guys, that women come out looking like boys.

The usual case with 3DMK females...
 
Sonya's face has some masculine qualities to it so might not be as difficult of a struggle. I say that not to be degrading to the Elizabeth Malecki, but more as an artistic observation. It's the shape of her jawline and the large facial features.


To get rid of the white outline in Photoshop, when saving for web as a .gif, turn the Matte Option to "None".

When rendering from your 3D application, the background should be black.



I'd like to make Sonya, I don't model females that often. I'll probably need some help with the face, because I'm so used to making guys, that women come out looking like boys.

The usual case with 3DMK females...
 
0CKzRHz.jpg


"Before" was Gojiras model based on recent picture of Liz Malecki where she's much older than in the game. The "Atfer" were some photoshop corrections by someone on here (don't remember who did it) but it looks great and it's a great reference if you model her from scratch.
 
Hi Team!

Just wanted to stop by and express my happiness about what you have achieved during the last 2 months.
The mood seems to be good and you are on a very good track and the results are mindblowing. Couldn't go much better.
I'm looking forward to what you are going to show us next!
My continued best wishes to you!
 
Sonya looks like a haggard ass mom :rofl:

But hey, every girl in the late 80's/early 90's dressed and looked like a haggard mom.

Not every girl looked frumpy then... of course, you weren't really there if you're only 21, lol.

Sonya does remind me of Helen Hunt though now that I'm thinking about it, haha.
 
I guess I'm kind of back.. here is my first try at liu's upper cut
enjoy it




EDIT
after I posted I realized about the white outline on the sprites.. sorry about that, I think the background was white or something like that, I'm having a big problem with the gamma of the sprites I uploaded and this sprites I'm making now, because the sprites I uploaded were made in my office's computer before I formatted the hdd and reinstalled windows.. now I have to find a way to make the new sprites to match the gamma of the old sprites.. if I can't find a way I guess I will have to re-render all over again.... I HOPE I CAN FIX IT.... I don't wanna render all those sprites again.

EDIT
got rid of the outline.. thanks bleed

Would be cool to see Scorpion on the other end of that punch.
 
Call me crazy but I can't see any difference in the animation.

See if this helps.
This is the frame where your uppercut peaks.
Alternating is a modified version I made, trying to match the actual sprite.

LKUpcut_zpseb13856b.gif~original
4es.gif


- The left leg is practically vertical. So is the right thigh.
- The head is also vertical.
- The left hand shouldn't fling away from the body, or behind it. Should be almost touching the side of the hip at the end.
- The right forearm should be about 40º at the end, and again, the hand should never go near intersecting the head.
- The right foot isn't supposed to remain in the position where it was when standing idle. It goes to about half the original distance to the front foot.
- The torso shouldn't have that leftward arch.

Also, the animation of the fist coming back down should have it go down straight into the idle position, and not reversing the arch in which it went up, which makes the hand move forward as it goes down.
 
Last edited:
Call me crazy but I can't see any difference in the animation.

See if this helps.
This is the frame where your uppercut peaks.
Alternating is a modified version I made, trying to match the actual sprite.

LKUpcut_zpseb13856b.gif~original
4es.gif


- The left leg is practically vertical. So is the right thigh.
- The head is also vertical.
- The left hand shouldn't fling away from the body, or behind it. Should be almost touching the side of the hip at the end.
- The right forearm should be about 40º at the end, and again, the hand should never go near intersecting the head.
- The right foot isn't supposed to remain in the position where it was when standing idle. It goes to about half the original distance to the front foot.
- The torso shouldn't have that leftward arch.

Also, the animation of the fist coming back down should have it go down straight into the idle position, and not reversing the arch in which it went up, which makes the hand move forward as it goes down.


thanks man, I'll fix that as soon as possible, and about what you said that he should go straight to the idle position I don't really think that's accurate to the sprites...

here... check the last sprite :P

Untitled-1.jpg
 
Well, maybe the problem is the first motion being the hand moving forward.
The first motion should be the upper arm moving down, while the elbow folds a bit further even, thus keeping the hand closer to the body.

The hand can then fall a bit forward, as the arm straightens, and that would lead to that last frame.
Looks awkward otherwise.
 
Last edited:
Looks MUCH nicer.
I'd only make the right forearm a bit more vertical, in order to get the first further away from the head.
It's supposed to be just under 45º.

Also it would be nice if you could eliminate that slight bounce in the left hand as the uppercut peaks.
Leave that arm mostly static.
Maybe only add some imperceptible motion to the shoulder during the sudden stop to reflect the inertia from the twist.
 
Last edited:
Top