Mortal Kombat HD Remix with MUGEN

@arq:
Overall looks great, but the fist rising after the arm stops moving doesn't look right to me. :/
<squints trying to find the Bruce Lee plug>

@Cris Berserk:
I had the honor of seeing it a while ago, and I think it's pretty good.
I still think the arms and hands/fists are a bit plasticky, but I think it looks very promising.
 
No don't give up! Maybe take a break from it if it's getting tiresome.

I don't think his arm should keep moving up during the hit frame. When I try the motion in real life, my arm stays more locked in the hit frame position and my entire body shakes with the sudden stop.
 
You have to take into account that this will be the same animation that will play when the uppercut whiffs, so I wouldn't add anything too obvious that results from the impact with the opponent.

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When I made the uppercut for Scorpion, the hit pause was animated.

When the attack misses, I just don't play the full hit pause part of the animation.
 
That's cool if it can be done.
You'd also have to make sure the animation plays smoothly when you skip over the "hit reaction" frames.

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@arq:
Overall looks great, but the fist rising after the arm stops moving doesn't look right to me. :/
<squints trying to find the Bruce Lee plug>

@Cris Berserk:
I had the honor of seeing it a while ago, and I think it's pretty good.
I still think the arms and hands/fists are a bit plasticky, but I think it looks very promising.


hahahaha I added like a slow shake in liu's fist after he hits the opponent, kind of what bruce lee used to do on his movies
 
Hi, @ Uker, what is he giving that impression of plastics in arms and hands?
That is my question too.
1 - is the modeling of the arms and hands? Or 2 - the texture will be applied? 3 - Or some setting? Or 4 - all of the above.
I'm kinda lost here, need help!
Ah ... The program I use is "Blender".
Sonya 13para corrigir.jpg
 
The bend in the inner side of the elbow doesn't look right, and the shape of the hands is also no good.

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You need to use SSS for the skin if Blender supports it.
Sub Surface Scattering measures light that dispurses subdermally. That will fix the plastic look.

Hi, @ Uker, what is he giving that impression of plastics in arms and hands?
That is my question too.
1 - is the modeling of the arms and hands? Or 2 - the texture will be applied? 3 - Or some setting? Or 4 - all of the above.
I'm kinda lost here, need help!
Ah ... The program I use is "Blender".
View attachment 6144
 
It's not just the skin texture.
The elbow looks like two intersecting cylinders, and as I said, the hands are not looking good.

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That will happen because you don't have any muscles to deform the skin in 3D, it's like bending a straw. To fix that, you need a muscle simulator, or you can fake it with Morphs and or floating bones.



3ds.max has what is called a Skin Morph modifier. What you do is Log a rotation of the arm bone for example, at the neutral pose. Then you log another rotation at the bent position. You then link a morph to that bend angle, and it looks like the arm is bending more realistic, instead of collapsing.
 
About Sonya, Is going to be better if use the same Max file that Bleed, Make all the new characters have the same settings in lighting and the SSS Material.
i.e. Cage bracelet are really similar to Sonya ones so they can share the same Material.
 
3ds.max has what is called a Skin Morph modifier. What you do is Log a rotation of the arm bone for example, at the neutral pose. Then you log another rotation at the bent position. You then link a morph to that bend angle, and it looks like the arm is bending more realistic, instead of collapsing.
Here's how that is done in Blender.
It's kind of a hack, but I've used it and it gets the job done.

 
Hi, @ Uker, what is he giving that impression of plastics in arms and hands?
That is my question too.
1 - is the modeling of the arms and hands? Or 2 - the texture will be applied? 3 - Or some setting? Or 4 - all of the above.
I'm kinda lost here, need help!
Ah ... The program I use is "Blender".
View attachment 6144


This looks great thus far.


If you're having trouble with something then just pass it to Arq or Bleed so they can add the finishing touches to your model and we can start to get the ball rolling .
 
That will happen because you don't have any muscles to deform the skin in 3D, it's like bending a straw. To fix that, you need a muscle simulator, or you can fake it with Morphs and or floating bones.



3ds.max has what is called a Skin Morph modifier. What you do is Log a rotation of the arm bone for example, at the neutral pose. Then you log another rotation at the bent position. You then link a morph to that bend angle, and it looks like the arm is bending more realistic, instead of collapsing.

I think that could be easily achieved after the sprites are made, editing each frame with Photoshop. Same thing for all characters that show skin. speacially Johnny cage and his arm/chest muscles connections.
 
I don't think any body in THE WORLD would like to do that, the original characters had like 500 sprites to say something.... our characters might have like 4000 sprites or more!! so is not an easy task to achieve... we better add muscles to fake the realistic deformation and that's what bleed and I are doing with our characters..

@bleed yesterday I was wondering what happened with the movie you were making? the one with raiden and baraka?
 
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