IMO this is one of the best threads on SRK. Great work guys.
That’s amazing. Definitely better than Udons, your’s is more true to the original, but doesn’t look exactly and the same. Udon’s anatomy really sucks sometimes, especially the leaked sketches of Balrog and Guile.
Where did you get the backgrounds?

I should be giving the site some mention too… It’s where I get my 3s sprites from.
Others I get from here : http://www.infinitymugenteam.com/FrameSprites.htm
You are the hd-sprite god prov. Maybe u should make the hd version of third strike
If someone wants to script and code it, sure… I’ll provide artwork>.>
lol, it would probably take a year per character. i believe they have at the very least, a thousand + frames per character
cool! about time we see a deejay sprite lol. the only gripe i have with him (and this is just my personal preference) is that his head looks a little too big and dwarfs the rest of him a bit.
that’s true especially in SC’s case. there’s just way too much detail to draw frame by frame but in the case of SF i believe it would amount to about the same. i don’t have proof or anything but i’ve worked on both 3D and 2D productions and the 3D ones always cost a lot more because of all the different technical expertise involved. we hired a guy that did nothing but rip UV’s off of models and paint on textures for example.
as for drawing things frame by frame, the most i’ve done in a day was about 50 frames (pure hell) and those were just the keys. we had interns do the tweens and they were done very quickly. this was for an NBC project that was bought but never produced further nor did it air unfortunately. we were also on a very tight schedule and budget
i’m not disagreeing with you. hand drawn animation and computer generated animation have less similarities then they do common ones. stop-motion animation is actually a lot closer to 3D animation then hand drawn.
however, using nothing but physics to animate cloth for a video game model isn’t going to cut it. there will always be a need for touch up since you want to keep it low poly but still have less clipping. it would take a lot of time just to render. even if you did all your animations complete with cloth and what not, expect it to take weeks to render even if you ship it out to a render farm.
most importantly, it depends on your work flow. if don’t know what you’re doing or just aren’t organized then your project’s budget will sky rocket, regardless if it is 3D or 2D. you can’t just bounce around or use any kind of animation process you feel like because that wastes time and time = money
EDIT: here’s an example of 2D animation that took me less than a day per character.
if i were to attempt to do this in 3D it would take me a little longer than that, although in the long run, it would take less if i were doing more animations. so i guess in the end they would be about the same
EDIT2: it would be nice to create a thread just for this topic but i think that it would be mostly filled with flames. it would also be nice just to discuss efficient processes/techniques for both mediums
I don’t want to get involved in the 2D/3D discussion since I feel it’s off-topic. But I will say that I think 3D models of humans look ugly as all fucking hell in every way I can think of. I believe more products need to use the cellshading methods used for stuff like Chester Cheetah in the Cheetoes commercials, or the wolf in the Ookami video game, to make them appear cartoony instead of faux-realism.
OMG NO! Cell shaded is the worst… The most half ass textures you can make… The only way to make it look proper is with a HUGE poly count… 2D or 3D not a cheap mix of the two.
Personally I don’t feel it’s off topic either. We’re having conversations based apon the topic… I could see if we all started talking about something that had nothing to do with HD sprites.
@Poot: A year per character? Nah… 2-5 hours per frame isn’t too bad… 5 days of work per character at 5 hours a piece(per sprite). So with like 5 people(let’s say) I say it could be done in 5 months between fulltime jobs. So long as they had the understanding, drive(determination) and ability… It could be done.
To each their own. I’d personally prefer some shitty ass 3D RivalSchools/DBZ models than whatever else is out now. Looking at the faces in Tekken and TF2 and such is a real eyesore for me.
That’s just humans though. The Geico lizard looks alright.
Ok on the topic of DBZ… Remember the first game to be released? I thought that was much better then all the Cell shaded versons that came after… Do you see the next gen stuff? It’s looking better because of higher poly count… If you do Cell Shaded you need to have lots of poly for a smoother base to apply the texture on. Oh and btw Chester isn’t cellshaded… Unless there is a newer commercial I don’t know about?? Either way it would be ultra high res CG… Not like you could sit there playing at that quality. One day… One day… lol
Oh and before I forget… My math was based on Zweifuss’s sprite packs… They include 12 turning into each character rather then 12 taking a month to make lol. Still that makes me think now… How would you code that crap? make all the characters his color…>.>
i meant if it was just one person (you) working on it. if you split it 5 ways then it certainly would be a lot faster. actually, when you’re done with the 8 frame animation thing we’d have a better idea of how long it would take. maybe it’s possible after all
Twelve in x-copy mode is just the character with a palette swap. No re-spriting needed.
The trick is Twelve morphing into other characters and back. Technically it’s the same palette so that isn’t a problem. But the animation is… well… a morph. So you could run it through some photo morphing program but then you’d have to go back and remove all the anti-aliasing so that it would conform to the Twelve palettes.
I’m totally positive that this technique was used for some Jojo’s characters and for Twelve’s morph animation. But I have no idea how they managed to maintain the same palette through all the frames without pixel editing.
I think this is because… humans, generally, ARE ugly…
Seriously, I believe this is a large part of why cartoons and less realistic caricature-models appeal to us. With humans we have the biggest frame of reference and experience to tell if something is off. After all we’ve been looking at humans since forever… day and night, especially at night… from the bushes… with binoculars. My point is that 3D models of 2D characters will look crap if they try to make them look too human.
Also, don’t you think the models in TvC look great? I love those. Also this:

High res trying to be very accurate…
VS.
http://www.anaitgames.com/wp-content/tatsunoko_vs_capcom.jpg
Screw the poly count, we need it to be recognisable and fast.
I love it when they take out details and leave more to the brain of the viewer. FF7 models were cute and awesome.
PS. Sorry if anyone considers this a derail >_<
i agree with you. not necessarily that humans are ugly, but they sure are boring when you compare them to a cartoon.
ps. am i the only one that prefers this TVC ryu over SF4’s ryu? even with the lower poly count i find him more interesting
I love that 3s looking Ryu. Thats better than Udons. I knew that ST HD could have looked better. I couldn’t wait to see the new sprites, and now that I saw fei Longs, I’m disappointed. Thats gonna be wack. Can somebody draw more Ibukis doing your own original pose? Fei Long as well??? Man this thread is a breath of fresh air! So many cool ass revamped sprites. The Hanzo was sicc too.
Fucking Blakmind’s Sean r u SERIOUS!!?? That was INSANE! I must have it!(Saddler)
Everyone keep up the good work. Oh the Turtles were the shit too!!
Outro
Just wanna know what yall thought on 4’s art direction?
I think it stinks considering what they could have done. I mean I would have been happy with CVS2 high res sprites. Or that new capcom vs game looks pretty fluid as far as the sprites. Ryu and Ken look like a Kobra clone from MK deception imo. And the sad part is I’m not trying to be funny.:annoy:
well…