DarkStalkers 4 Speculation

Sol Badguys sweep animation. Nuff said.

LOL do you think they’re just going to hack the SFIV models and throw on Darkstalkers texture mods?

Because there is no argument. It all boils down to “I like blocky sprites better!” so anything that isn’t a sprite sucks and if you disagree you are wrong and your taste is shit blablabla yadda yadda. It’s pointless and I don’t get why people still go on and on about it.
Sprites woun’t come back and DS4 will be 3D. But let’s prove how inferior 3D models are! Nobody cares, but look at these examples!

…And Pandora’s Box was opened.

Who said 3D models?

I see some negative comments about SF4 models and some positive ones about MvC3.

I don’t think they’ll get the same level of morphing and distortion out of 3D models as they got out of DS’s 2d/sprites but whatever, I guess I’m just being blinded by my huge boner for sprites.

I hope Capcom learnt their lesson about busy ass stages.

There’s nothing wrong with SF4 models. The topology and texturing is pretty spot on. The shaders kinda sucked though. SFxT shaders were slightly improved. The models, lighting and textures in that DS Not Dead pitch video looked pretty damn spot on. If they can recreate that in game I’m confident DS4 would look amazing.

Demitri’s biceps need to be larger than his head.

Some stages work well by being busy, like Demitiri’s stage.

I meant like MvC3 and SFxT levels of busy where they can contribute to slowdown or be too distracting or induce motion sickness

Would be interesting if they tried to emulate the animation in 3D, would take a looooot of effort though. Scaling tends to be a really bad idea in 3D animation, so they would basically have to animate each vertex individually and even then, textures are going to stretch, BADLY.

It would be an absolutely massive amount of effort to accurately emulate that style I believe. I really want that stylized look though.

I wouldn’t really call that busy, it has a pretty obvious colour harmony and there are large areas of rest in the important places, if the ground was filled with stuff, then it would be a problem.

But they already do this to a limited extent in SFIV (e.g. 'Gief’s arms growing bigger during lariat).

I remember the “Human Torch took too much RAM” during MvC3, so I wouldn’t expect Pyron.

That’s not what I was going for at all.

I have no problem with 3D models but the ones in SF4 suffer moronic proportions people constantly insist are attributed to being ‘stylized’ or ‘over exaggerated’.

Nah dude, don’t ‘topology’ and ‘texture’ me.

http://media.giantbomb.com/uploads/0/26/176567-sf4_04_super.jpg

Check out how Crimson Viper’s tits START AT HER GOD DAMN COLLAR BONE AND HAVE NO ACTUAL SHAPE TO THEM while still filling out the shirt. A friend calls them hamburger buns, and I’m inclined to agree.

http://media.giantbomb.com/uploads/0/26/881961-abel_001_super.jpg

This is also a joke. I would expect this out of mods for fucking QUAKE not something that was released 3 years ago. That’s fucking ugly.

But that’s under the assumption that they follow the mechanics in Darkstalkers solely. That may very well be the case, but we may be looking at something entirely different that ends up looser than any DS installment before it, that may actually need tweaks like that. I wouldn’t put it past modern day Capcom.

It’s not that it can’t be done, it just has a tendency to mess stuff up. The shear amount of distortions that would be needed for one Darkstalkers animation would be very difficult to control. Scaling stuff like that messes with the topology of the model and if you have multiple types of animation going on at once, like bending and twisting, you are likely to get pretty bad results.

If they wanted to do it cleanly, they could, but they would need to be very careful of just where all the vertices were going and that the edge flow stayed consistent throughout to maintain mass. That still wouldn’t help with textures, which would be stretched in wonky ways, I’m sure there must be a way around that, but I don’t know of it.

The other trick they can use is simply spawning extra objects over the current model, something they already do in MvC3.

To this day, that still sounds like a BS answer.

My apologies for confusing the purpose of your post.
Some SF4 models aren’t very good(Viper being the worst offender in my opinion), but those are mainly the models that were created 4+ years ago. SFxT’s models improved alot.

And I think they will swap a lot of the model parts to help with the stretching/deformation. That’s also a reason why I don’t think there will be more than maybe 24 characters tops.

How are you going to get effects like Jedah’s HP? I actually can’t even think of how I would tackle that, maybe have hidden “fibers” underneath the outside skin of his model kind of like what Netherrealm did in MK9.

I also don’t know how they will tackle pretty much any of QBee’s animations, interested to (hopefully) find out.

If they split the model up they could turn parts invisible I guess. I would think Jedah’s HP is one of the easier swaps, because the blood effect would cover up a lot.
And what are the hidden fibers on the MK9 models?

MK9 had high poly versions with muscle and bone underneath for there various cinematic attacks.

Just stretching Jedah’s arm and adding blood effects would be quite an oversimplification, but it’s probably the kind of thing that would end up happening.