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Just for this, surely you're kidding. I mean yeah it's going to be a lot better looking, but it's still just Super Street Fighter 2.
That it is, but I've never played it looking like that before. Just the graphical improvement alone is an exciting thing. At least for me. It's like giving a classic car a new paint job.
But, I wouldn't get a system just for that. I'm just sayin'.....
Would've been great if they did it with an original animations mode and a reanimated mode. That way the SF nuts could play the way they know and have all the fun of learning it anew. Also would've been cool if they were redesigning the characters a little bit rather than just adding detail, at least as alternate costumes.
This is all done in Photoshop. This picture shows 4 general steps used to create the frame, but in Photoshop, they are all lined up on top of each other in separate layers. For those that use Photoshop, this will makes sense. If you aren’t quite sure what this means, think of clear transparencies for overhead projectors back at school. The artwork would be in the middle, one on each transparency slide, or layer, with everything lined up perfectly. The artist can show and hide different layers on the fly to check his or her work.
The first step (far left, also shown below) is to extract the original sprite from the original game and set it as your first layer to use as a reference for the updated frame.
Step 2 is to “block” out the new frame. Blocking is just putting together the basic shape of the frame using the darkest tones of the base colors. This is done on a layer laid out on top of the sprite layer so the artist can keep to the shape of the original. As most of you know, since this is a graphical update using the same code for the gameplay, the new sprite needs to keep almost the exact same shape and size of the original so it won’t mess with the hit detection and the way the game handles the art. We have some slight leeway as you probably noticed in the Akuma art, but not much.
It should be noted that this is different than the traditional way of creating line art first and then coloring it in. Many artists still use the traditional method, but in this case, for the frames of animation we are using the blocking method. This is because it is easier for us to edit a blocking step for any needed changes, than doing the line art first (which takes more time) and editing that. So basically, it’s a time saver.
Steps 3 and 4 are the steps in which the artist renders in the details and shading of the frame.
In step 3 below, you can see that the artist has added in the arm detail and has started to add the highlight details to the gi (clothing).
Step 4 below has the rest of the highlights and mid tones put in. Fine details, such as hatching on the gi are added to help add depth and shape to the 2D frame.
So I hope that gives you insight to the process that we are using for the creation of the art in the game.
So everyone's gonna look pretty but animate like ****?
Yeah, just like Guilty Gear. Should've gotten used to it by now.
I'd like to see this game in action, as the new sprites look incredible. Betcha people are gonna complain about the display when the game comes out. Damn HD.
Quote of the moment - "When you cut down a tree, don't stand near it."
Yeah, what was up with Guile sounding like that? Totally ruined the character. I hope they give him his new voice from the recent fighters he's been in--he sounds a lot more manlier.
Oh, and the new Guile look has me hot and bothered.
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