2 Play a few more DBZ games and you will know why the ki blast are yellow 3 the kamehameha always has distance. thats why it stands out. I've never played a dbz game that has a short range Kamehameha.
Why are you basing it off of the games? Base it off of the anime.
- Walk animation is really ugly - Ki Blasts should only go straight forward, angle in the air (why are they yellow?) - Kamehameha has too much distance for not even charging it - More SFX needed for other animations
Sorry this isn't a big announcement, but I'd like to say that we have a Google Form ready for those who want to apply for Reality 64! Click here to get to the form.
I'll be handling the icons, I have some guidelines in mind for making them. The poses of each individual CSP/CSS slot will be customized with it's own animation, and I'll be taking snapshots of these animations in-game on Hanenbow.
And certainly not, all posts are more than welcome! At least some people still follow this, ha.
Sorry for the lack of updates and posts about material, you know how it is; crazy busy with real life and such. It doesn't help that me and my band just kicked off a new project (we're making a Hip-Hop album, hahaha).
So, a quick word about a decision I'm seriously considering; lately people have been posting direct rips of Smash 4 models on the vault. I love these models and definitely want to utilize them, however there's a big problem: when four of these models are in-game at once in a single battle (hell, even two sometimes), there is notable lag in the game. Do you guys think I should just forget the Sm4sh models and wait for Smash 3 to update their models?
I sort of see what you're saying, but I have no plans to adjust any of the current CSPs in such a way. The new CSPs are lit by a rendering program only. whereas the old CSPs were rendered in BrawlBox with lighting added in Photoshop. Making minor lighting adjustments in Photoshop for every new CSP on top of setting up the render would take way too much time, especially when dealing with dozens of requests. I'm not trying to achieve perfection by any definition of the word. Especially when that "perfection" is bound to be destroyed by compression when inserting these CSPs in-game.
As for Toon Link, that pose would never work in the modern Brawl hacking scene that's full of model imports. That's something I have to take in consideration, which is why most of the newer poses aren't as action-y or dramatic.
I feel the old Toon Link's CSPs were too busy for the CSS. Too many things are in his CSP. The CSP is about what the character looks like, not what they do. So to implement the old Toon Link, kind of strays away from the purpose of a CSP.
I could see the gripe about Roy's CSPs, but IMHO they look a lot cleaner now.
Well the thing about the old Toon Link was it stuck out. Which was really nice.
And about Roy, that's why I brought up grabbing the colors from new Roy, to old Roy.
This isn't exactly a request, but I want you to look into a few things SJS.
A lot of your older poses, look better than the newer ones. For example let's look at Toon Link.
- Old Set 3 - Old Set 2
Old Set 2 (in my opinion) looks cleaner. It might be the original pose (with all of the items he's holding, stressing he has a lot of equipment), but Old Set 3 didn't edit the color of Toon Link it just added some fancy lighting to it. So if you took the render of Old Set 2, and edit it how you edited Old Set 3 it would look much nicer.
Kirby is something you did right though with your newer version, you removed unnecessary lighting.
Roy however, is the exact opposite.
- Old Set 4 - Current
The problem about this is the unnecessary lighting on the hair. The Old Set 4 version however more dignifies his hair, the ugly thing about Old Set 4 (and most likely the reason you made a new one) was the colors. So if you grab the colors from the Current one and put them onto Old Set 4 it would look cleaner in the end. (And then fixing the hair shape afterward.)
Sorry for the rant, I just felt like I had to make a point. Hopefully you take all of these points into consideration.