But it wouldn’t match the sprite’s silhouette though. That’s why they’re as big as they are now.
I think the game looks pretty good, but it’s definitely unfinished. The polygons are great, the problem seems more about the lighting and the shading, which I assume it’s still being worked on.
When I think we could’ve had this…

…then I’m sure the game will look stunning once it’s fiinished.
I have no problem with Chun’s thick thighs. I just wish they gave her more of a butt. that may be what makes her thighs look more odd looking than they really are.
none of this really matters since SF will always have the massive huge hands and feet that aren’t proportional to the rest of the body.
but I can live with that.
its just more noticeable with the leanings toward realism with the polygons.
still wish they went with a more stylized look than a realism look. There’s enough 3D fighters out there that focus on the realistic look for SF to be going down that road.
I was hoping for a more painterly look. hell, even if it was like an oil painting type look. but whatevs.
So, I decided to fulfill something of the vision Eternal put in my head, so I decided to “Okaminize” SFV Chun Li.
what do you guys think?
Better?
Worse?
http://i1132.photobucket.com/albums/m580/Axl_m4ster/chunokami_zps18d6f09b.jpg
alternate version
http://i1132.photobucket.com/albums/m580/Axl_m4ster/okamichunli_zps502b7705.jpg
SUMI FIGHTER 1 COMING TO A ARCADE NEAR YOU!
2016
expect it.
bitches.
Spoiler
I hereby declare the copyright claim of SUMI FIGHTER the title. all persons violating infringement shall hereby be sued. by me!
And still say that SF as art have anything to learn from MK is like say that flowers should ask shit about how to smell better, lol
As much i loved Okami (to the point to re-buy it in HD on Ps3), do not like
Do not want a new SF to look like that
Also good luck at sell that in 2014 market
And good luck to this okamiSF at get forgiven by lovely Mommy “under 2 millions you’re dead” Capcom if it bomb
Played and finished Okami for the first time only a few months ago, and the art style was so stunning. I’ve always been much more about art direction than sheer graphical prowess and Okami is one of the most impressive ever in that regard. Certainly street fighter would feel super fresh with a look like that, and you already have all the ink stuff so it seems like a good fit.
However even if it wasn’t the sumi style, I was hoping for something that unique/dynamic perhaps something never done ever before in a video game. Something that would grab anyone, people who don’t even care about street fighter, and look with awe and wonder.
To be fair, in an artistic context where physics allow peoples to shoryuken, tastumaki, SPD, flash kick, blankaball, antigravitysumoheadbutt each others, i say leave ground bounces alone
They are a visual way to emphasize violence of impacts, i like it and artistically is coherent
If anything there are some situations (T.Hawk U1 or Hugo’s U2 final splats) where the animation seem “weaker” for the lack of it
But i’m just talking about graphic impact, have the gameplay ability juggle after a GB yes, is silly 9 times out 10
Judging by the little we have seen SFV seem that is going to be even more rubber-like than SF4, i like it
For 2D (and 3D with 2D canon aesthetic like SF4/V) imho it’s the way, part of why i ever found Capcom FG more visually satisfying than stuff like the KoFs, GGs, and “anime fighters” in general (all have bounces, but not the “rubber”, the overall graphic representation of hits is more stiff, and instead look harder the punch end up looking weak/light)
Btw i don’t like it when is applied in more realistic wannabe FG like the pure 3D ones, there i’ve ever found ground bounces (and more that it, ridicolous air juggles) visually cringeworthy
In today market?
The more artistic (wich can be good or bad) you go, the more you lose casuals
Imho we are lucky they did’nt straight renounced at the japanese audience and turned everything in some gritty realistic westernized bullshit to follow what seem to be perceived as “average gamers” taste
Imho they found a very effective style to create something beautiful but at the same time worldwide marketable, far from easy feat in 2014
Sometimes you just spout trollish bullshit that I don’t agree with, but this is pretty amazing. Nice work.
Me gusta la caca
The only art direction change I wish for is the absence of dynamic cut scenes during the fight…
ESPECIALLY if a character can do a follow up after that attack.
I would have preferred a different visual style.
I’m not a fan of the SF4 look, and while this has different proportions and better visual fidelity - it’s visually uninspiring to me. Capcom hasn’t made a visually impressive fighting game in a long while. Nothing from the past generation captivated my imagination the way their CPS2/3 offerings did.
If they weren’t hurting financially I’m sure they’d be willing to take more risks, but as is - this feels like the logical continuation of the visual progression of SF4, and that’s not my cup of tea. I’ll let SF5 take Sinatra’s advice.
OMG! I will never understand why they inserted dynamic camera angles for command grabs. its really disorienting for your footsie game and kills the fluidity of the match. I mean its tiny the complaint cuz its not game breaking but it gets annoying after a while. I don’t mind the dynamic cam for ultras though.
what I’ve never understood though…is why Hakan’s and Fuerte’s command grabs don’t instigate dynamic camera angles. Maybe Capcom forgot? oh yeah, and Cammy’s. Forgot hers too.
Trollish? lol, whatever do you mean? I never troll. everz. I’m 1,000% serious about everything I say.
but thank you. Just fyi, here’s what I did to create the image. All I did was i used 3 layers.
One for the drawing/painting of Chun Li traced over but using a Sumi painting look to the drawing. That was the top layer.
So I “Okami-nized” her figure on the first layer, and the dust and water special effect around her.
Then erased the street scene background on the 2nd layer of Chun LI SFV screenshot. The bottommost 3rd layer was a in-game screenshot of Okami.
I then just merged the 1st and 2nd layer of the 2 Chun Lis & just layered it all ontop of a screenshot of an Okami landscape. Removed Amaterasu. It all matched up well. pose-wise, size, and placement of the figure.
I used Corel Painter app on my Galaxy Note tablet.
I have to say I could not disagree with OP any more.
When SF4 was shown off, I thought it looked awful. Stiff, dumb animation. Horrible art assets, lazy, basic cartoonish versions of moves that looked way better in 3rd strike (Shoto sweeps in SF4 are just…unacceptable). I loathe Street Fighter 4 visually.
So, I absolutely love what they’ve done with SF5 so far. They do not even look remotely the same with even a casual amount of study. Ryu is just fluid to me, it looks like a fresh take on the character. I cannot say I’ve seen a FRESH take on Ryu since SF3 originally dropped.
Only thing missing to make Ryu completely match his 3S incarnation is baggier pants.
After the presentation, you’d have to be blind to think this game looks anything like SF4. The animations, the character’s facial expressions, everything about this game is just so fluid and rich in detail. When seen in motion, SF5 by far shits on all upcoming next gen fighters.
And yes, this is the freshest take on the characters since SF3.
sigh. And another person commits yet another subconscious Freudian slip when referring to V. I think most people are just lying to themselves to be honest.
Too many people on too many occasions have referred to SFV and called it mistakenly SFIV for it not to be considered a Freudian slip.
think…hard people. Think hard why everyone keeps calling it IV instead of V.