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I reply here at this point, was going to do it on PM 😁

 

Thanks a lot!

 

For Laura i don't find her bad, maybe think may help smaller mouth and more joyful expression

Also taking SFV material as reference she have very "soft" facial features... she was a very tricky one btw, her look change lot based on angle and expression

 

Biggest trap is that you go in to do an hot as fuck brazilian hooker brawler grappler, so first istinct is to go for aggressive strong traits, but once you go look at actual SFV model her facial features are exxtremely delicate

 

if can help this was mine during beta (it's a while i dont update her, i'm waiting good items to call her done) wich i remember was done taking SFV shots as reference

Laura.gif

 

For what's worth was easily the female i struggled the most* to replicate for a bunch of reasons

Curious also to see if my theory that at some point the barber shop in Beat Square will be avaible for more haircuts styles will end up true, a closer look to her iconic SFV haircut would help a lot sell it

 

 

 

*maybe only Cannon Spike's Simone  and Rival School Tiffany made me curse as much, but total different puzzle, straight costume stuff there and i had to accep atm we simply lack the stuff i need to recreate them properly beyond physical model... meanwhile Laura was difficult to recreate even as simple physical appearance

 

 

PS: thanks for Decapre height stats 👍

Edited by CESTUS III
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16 hours ago, Darc_Requiem said:

@CESTUS IIIProof of concept. It worked out well enough that I think she's worthy of further refinement.

 

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That's nice, Elizabeth was good addition to KoF

If you have it i think the blue ribbon item would work well to enrich her costume

Another item (a free one) you can use is head maiden item, bought by Cammy's merchant

 

Ever like concepts that allow to use JP moveset (and on general all these master styles i rarely pick)

Currently i use it only with Poison and on a clown/jester OC i did, would like create a Rolento too, but i'm waiting Ed update wich hopefully should give us some military stuff

 

Later i'll show you the Decapre model i made with your stats 👍

 

 

 

PS: about Seth i have one, but is SF4 male version, made to be used with the dressed version of original concept

seth-dressed.png

Edited by CESTUS III
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13 hours ago, Darc_Requiem said:

@CESTUS IIIYeah looking at that costume art, I can already see the clothing options you'd use for Seth. The vest wouldn't be identical. I think you can get the pants, gloves, and shoes dead on.

On reality vest is'nt much a problem, what pissed me off is that i had the perfect boots (style and colour), but to make them match with only brown avaible for leather gloves i had to pick otherwise

sethsf6.jpg

 

here Decapre's model, will keep it just like that till i chose what to do with it

decapre-sf6.jpg

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10 hours ago, Darc_Requiem said:

@CESTUS IIILooks better than Tekken 8 Paul 👀

Thanks lol, was tricky find reference because indeed at times Paul change face lot chapter from chapter, so i had to pick

I've end up using the most Tekken 5 Paul as main reference

 

 

Another montage i made yesterday was one of the trickiest challenges i ever had with SF6 editor, had to use all possible tricks to get it done but final result ingame is awesome lol

 

BABY HEAD

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(click for full size)

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Wish i had 1 more item to simulate better that unlike the CC original rest of the body is stuck inside the robot suit, but overall you almost never see the attachment point so it's ok, ingame it really feels head and suit are different separated things lol

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4 hours ago, Darc_Requiem said:

@CESTUS IIIThat is godlike. I didn't think anything that creative was possible.

Thanks, chance of tranform  3d items that can be enlarged so much make easy do very extreme stuff, what i found most difficult is find placement that does'nt conflict with ingame animations/movements

 

Many times you have to work thinking in advance at the fight style stance the char is going to have, because work on standard standing pose does'nt prepare you to final ingame situation, some stances really deform your CC

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@CESTUS IIIThis wasn't even my intention. It's a prototype. I'm going to drop the improvised bow tie and work on her face. I was actually making a look for one of my original characters and thought "That looks like something King would wear."

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Side note: You've probably have figured this out already but just in case. It's best to create your characters outfit before the character model. Some times gear, the business wear,  is layered on thick. In King's case, I had to make her thinner than I'd like so her suit would look correctly. It's the same issue I had with Viper.

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if is of help, for the bowtie i used a thick necklace + cat ears combination

It was very early creation, today i'll probably do it different... for what's worth we will get the bowtie item at some point, we know it exist already in SF6 thanks to Connor(?), the weird kid tournament organizer of Nayshall who wear one

Dudley.jpg

 

14 hours ago, Darc_Requiem said:

Side note: You've probably have figured this out already but just in case. It's best to create your characters outfit before the character model. Some times gear, the business wear,  is layered on thick. In King's case, I had to make her thinner than I'd like so her suit would look correctly. It's the same issue I had with Viper.

Yeah about any fighter who wear lot of clothes need to be shaped while dressed, specially those speedy ones who are supposed to look lean and dynamic (but on general i apply this to every creation)

 

You end up with characters that look straight deformed while on "naked" standard editor mode, but you should not care as it's not how they will look once dressed and you're just compensating the fact Capcom while creating main cast have the advantage to chose how clothes should look in terms of volumes... we can't, so we compensate working on the body model

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