Bengus’ MvC3 art was very…different from what I expected haha
Bengus changes his art style a lot. But the style people remember him the most for was the one he used in the early 90’s, for Super SF2, Super Turbo, the first Darkstalkers, the first Street Fighter Alpha, etc.
Well, then I’ll trust your judgement on this, my friend.
I gotta say to this one, it looked nice before I noticed Superman, Aquaman, Green Lantern, Batman and The Flash share almost the exact same face. Same also goes for the two stretchy dudes over at the back. Lazy.
Not only that Anime studios are completely different from sprite animators, but it would take a long time to make the sprites. I like sprites as well, but most of the time it is just better to make a 3D model. That way, you’ll be able to do so much more for far less.
Well sprites in my opinion are not hard to make but it’s very tedious to animate them frame by frame, the initial build of a 3d model is very difficult and tedious but once you have it its very easy to work with or animate with.
Well, they are wearing masks… In the actual comics that Alex Ross (and in Justice’s case, Doug Braithwaite) pencils, each character does have a pretty recognizable face. Even if they’re faces taken from famous people, like how Alex Ross’ Bruce Wayne looks like Gregory Peck.
aww now i cant unsee
plastic man still has the best face
If i remeber well the thing that took the most time to do the sprites of kof xiii was the shedding part of it and not so much the animations like everybody thinks. That’s what makes kof stand out and why hd remix looks so shitty.
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Nah, HDR looks like shit for many reasons, in fact.
[LIST=1]
[]They thought it was a good idea to have the art matching the hit-hurtboxes. So you pick Balrog, and the motherfucker shrinks every time you block low - and Boxer players hold down-back 90% of the time;
[]The “artists” had no sense whatsoever about anatomy. The frames that really resemble humans, do so by chance;
[]The whole process was rushed - and Udon’s artists are not very good - so they used very few colors. The original art actually has more colors and details than the new one (see video, compare Chun from that one and the original);
[]This happens in conjunction to item 1: they never checked how the frames animate. Most characters distort themselves as they animate, or keep inflating and deflating;
[*]The in-game art style changed, for the worse.
[/LIST]
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BTW, it doesn’t help that the ones responsible for the music were even more amateurs about the subject then Udon is when it comes to quality art. Most music has no bass or drums whatsoever, which was what stood out the most in original SF2WW, even it was electronic drums. But in order to add that lousy, piece of shit music, they used too much memory and the original stage sprites were left out, so you can not use them in classic mode + classic spites. /Superfacepalm
Thats because HDR music was taken from artists over at OCRemix, so it’s probably right about being amateurish.
If Udon is so bad why don’t you try and draw?
Draw or shut the fuck up.
Not really going into this topic again, but even if he’s being an idiot, “why don’t you do it yourself” is a fucking stupid argument.
You don’t program, you can’t say anything about technical errors. You don’t cook, you can’t say anything about food.
Pure slippery slope nonsense.
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Hmm, I guess coding in M68k assembly isn’t programming. I also cook for myself all the time nothing like some smoked paprika chicken stuffed with olives and having potatoes suck up the drippings.
Man, that point went sky-high over your head.
Well somebody like Oldschool BR will never listen I told him. The reason why the Sagat’s Tiger Knee input window is so tiny and it’s the motion. He’ll keep requesting for a bigger window even though it won’t fix it at all.
If I could find the video or the article I would post it but there was some rather new technology being made on 2d art. It was mapping vectors to the image so they can morph it on the fly like a 3d model. The video had an anime girl making facial expressions and looking around. I think if that gets bigger it would be interesting to see sprites being easier to create motion by having fewer ones being morphed instead of drawing so many of them.
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[media=youtube]YrLnF7CQ8Ac[/media]
Bah, one more.
You mean like Live2D and Paperman’s 2D layers on 3D models?
(App they’re showing is Shizuku Talk btw)
i wonder what her reaction would be if you slapped your penis against the monitor
Yea I remember reading about this stuff. This could help in many cases for creating sprites, such as the idle stance animations.