Mortal Kombat HD Remix with MUGEN

Hi everyone,

I was only made aware of this project about a week ago and I wanted to say that what you guys are doing is amazing, I skimmed through several hundred pages of this thread over the past couple days and was in total awe. This has reignited my interest in MK; I actually taught myself how to beat MK 1, 2 and UMK3 with various characters. Anyways, keep up the awesome work and I'm looking forward to future updates.
 
Need Kano, Shang Tsung, and Reptile

need a new Johny Cage and Raiden now due to Bleeds punk ass getting shook

tumblr_inline_mm4q4jqvv71qz4rgp.gif
 
guys, I'm missing the MK forum and in the last two months I did not go further. Now I'm back and I have not read every page, but I saw that the User "Bleed" abandoned the project and that? And as it is now? Will be continued?

Sonya and goro perfect, congratulations for the work
 
Nice!

The upper part looks great, but the feet look like he's tip-toeing.
The foot should step with the heel first, not the ball.
If you want to make it look heavier you can make the whole foot plant at once.

Also, for some reason it also looks like he is limping.
Like he is trying to avoid stepping on his left foot.
Check the amount of frames during which the right foot is grounded and it probably will be a tad longer than the frames the left foot is.

Finally, I feel the top right arm is a bit too rigid. The others look like they have some elasticity to them, but not that particular one.

BTW, it's great to see the speed at which you're putting these out.
Keep'em coming!

Sent from my Nexus 4 using Tapatalk
 
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Man, look at that!
Your rigs are amazing. Love how the shoulder moves as a solid piece there and the motion in the legs looks just perfect.

Now if I may, I have some suggestions (how could I not? :D).
I leave here the original Goro animation for reference while you read these.
a1_zpsc0e9e6b6.gif~original


First, yeah, it still bugs me that the top right hand still seems to scrape the bottom hand. I think the issue is that in the original the bottom arms aren't posed with the elbows spread open like that.
Instead, the elbows are shifted backwards behind the body, with the forearms close to the waist (and the palms slightly facing up), allowing each pair of arms their own space of motion.
You may need to open the top pair of elbows a little more too.
I think it helps if you visualize both pairs of arms as separate, each doing a separate motion from the other pair.

Also see that the animation should look symmetrical when seen from the front.
If I'm not mistaken I'm seeing some jolting in the top left elbow that makes it go above shoulder level that's not in the right one.

Then, I think the motion in the fingers is too marked. If you look at the original, someone could argue there's no motion at all (not my intention). I think you should keep some flexing to the fingers but only at a minimum, necessary to give them some life. Also, I'd try to make the flexing happen mostly in the joints closest to the tip of the fingers, to give it a clenching expression, instead of just making it like he is flexing his fingers.

Then, as someone pointed out, the breathing in the stomach was a nice touch but I think you should match that with the chest pumping up as the stomach flattens. Lowering the brow and opening the mouth as he exhales could also be a nice touch.

Finally, there's something strange going on with the right foot. Not so much the left one. For some reason it looks as if the bandages are rigid instead of fitted to the foot, so the foot ends up looking like it's a solid piece moving inside a socket or something.

Despite the lengthy critique, I want to stress that it's much more what I see right than what I see wrong with it.
Beautiful work, man!

I think prince gorgo needs more shadow under his eyes and more miserable face
 
Something else that's contributing to the limping effect is that he leans forward and to the left when he steps on the left foot, while he stays straight up when he steps on the right one.
I think that may be the culprit; even more than the timing of each foot.

To look natural, the animation should be symmetrical with itself.
That is, the frame when the left foot steps, should be exactly symmetrical with the frame when the right foot steps, and so on with the rest of the frames.

When I did it (you know when :P), what I did to get it right was animate just one half of the body, duplicate the armature, mirror it, offset the animation by half the duration of the animation, and merge it.
Don't know how much sense that makes in your workflow, but well...
 
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this BG looks familiar somehow


Seeing Akuma in this makes me wonder why no one has ever bothered to merge the Mortal Kombat games with the character models from Street Fighter:The Movie video game and created a MK vs SF game in the style of the first 3 Mortal Kombat games


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this is the only vid I could find, if anyone knows if a project like the one actually exist then please point me in the direction of it

 
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