Mortal Kombat HD Remix with MUGEN

Liu's uppercut animation is looking stiff at the moment. If you can, try recording yourself doing the move on video, and use that as reference for secondary motion.
 
That looks great!! I just think the armor on his arm needs to be bigger and his hands aswell, great job man, I tryed to start my sektor poly modeling but I found it to hard so I quitted, but the goro model I'm making I will try to rig it and animate it in maya, just for the muscles features in maya
 
That already looks better than the asinine model in MK9. The only suggestion I could offer is to make that grate on the chest piece more hard-edged.
 
Amen to that.
It's crazy how some game series have had perfectly good human models for years and some others lag hopelessly behind.

MK9 models are PATHETIC for a 2011 game.
Splinter Cell: Conviction came out the same year and had great human characters, and that's for a game that doesn't have its full resources dedicated to a closed non-interactive stage and just two characters.

I also HATE that most of the lighting effects are fake.
Nightwolf's in recovery between rounds, which has this huge beam come from above and resurrect him, the beam doesn't cast any light.
Some may argue that such a light would blind the whole thing, but if you have HDR lighting, which Unreal has, it should be no problem.
Ironically, there's other effects that aren't supposed to cast light (Sub-zero's ice and Rain's water spray) that do cast light.
When I see that stuff I'd like to grab those guys by their neck and slap them asking "WHAT WERE YOU THINKING!?"

 
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About Sektor, it looks great, but as arq said, the hands are too small, and so are his lower legs and feet.
I also think the helmet should be larger, wrapping around under his chin, which should leave no neck visible.
His hands, head and legs looking too small are making his torso look huge in comparison (especially in the second angle in your render).

23r.gif


The modeling video looks like an interesting watch, but at almost half an hour, guess it's not something I'll be watching at work. :)
I'll watch it when I get home.
Thanks for posting it.

BTW, I PM'ed you about the rendering thing. I'm up for when you want to try it.
 
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Looks good to me.

BTW, now that I look at it, the elbow shouldn't bend well until the end of the motion.
Say, until the upper arm reaches its final position.

Here's the picture you posted a while ago.

attachment.php


The arm is supposed to be fully straight all the way up to the third frame and probably a bit more.

Can you also straighten the left elbow a bit more so that the hand is about a palm's width lower?
The elbow is currently pretty much 90º and it's supposed to be much more open than that.

Give these tweaks a go and I'd say it's out the door.
 
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I would make the arm stay in the hit pose a little longer, instead of going to the next pose in slow motion. Make it snap and spring a little before moving back down.
 
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ARQ, good work in the animations :)

Bleed, can you post a wireframe pic of the black base body model with out sub division please? Still learning topology :)
 
Its nice to see uker giving advice for the arq`s new sprites also bleed is doing a great job.

Thank you guys for keep it up and sharing this steady and clean work

Enviado con uno de aquellos.
 
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