SPECIAL
BIRTHDAY RELEASE!!!
Ah,
here we go.
The elusive half face, MvC, styled portrait. Whether
it's for a screenpack that requires a half portrait,
or the fact that you can use it for a standard MUGEN
select portrait when combined and cropped, it's definately
one of the more popular choices for a select portrait.
In
this tutorial, I'll show you what I've done, how I've
gotten here and tip and tricks of trade so you'd be
well on your way to making your own portraits for your
own characters.
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INTRODUCTION
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This
is Kyle Rayner.
This
was my first portrait, scratched for Larammones' Kyle
Rayner WIP way back when I first got into the MUGEN
community. While it's a good portrait that I'm still
proud of, there are things in there that make it a bit
different from many others.
1)
This portrait is scratched. So It was drawn over a MvC
portrait and then filled in afterwards.
2)
There aren't as many elements from other MvC portraits
as there would be in my later work to keep that "Capcom"
feel.
3)
The portrait has "fat head syndrome" which
I felt many MvC portraits had when two halves came to
make a full face. |
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Things
to keep in mind for transparencies.
The
basic colors people tend to use for their background
colors are:
RGB 255, 0, 255 or RGB 0, 255, 0 (pink and green, respectfully)
Avoid
using 0, 0, 0 or 255, 255, 255 (black and white, respectfully)
for bg colors since most people tend to use them for
the actual portrait. |
BREAKING THE BOUNDS
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This
is suppose to be Doomsday.
Crappy,
eh?
This
was one of my earlier "sketches" where I would
develop upon a roughed out sketch of the character.
But in trying to keep in the shapes and sizes of the
MvC that were presented it didn't turn out well enough.
The reason I went with a full face instead of a half
face, was to make sure the face wasn't fat when together,
but as well to allow for asymetrical elements.
***There
are only a certain number of MvC portraits available
that were made. You would be wise in ONLY using those
as reasources unless you get persmission from whoever
made another portrait that you want to use something
from ***
So,
what do we do? We break the bounds of what we were given. |
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Portrait
by Ckid2 |
Portrait
touched up by Pyche |
This
is done by Ckid2. The elements of the face have been
changed from the norm as far as positioning to give
the character the right look. The head in relation to
the shoulders are not that of a standard portrait, but
that's good cause it fits the character.
It's
a step over my sketch since it actually looks like Doomsday.
The only "problem" was that the bone structure
and color didn't match that of the WIP that was being
made (Deanjo). |
This
is what I call "modification of perfection".
The hard work was already done... for me at least, so
all that was left was to change a few rocks and make
the texture and color match that of the sprite.
Also
found the hair was different from what Deanjo was doing
so that was changed too. This was it for the time.
BUT,
when it came time to make the Unlimited signatures,
there was a big cut off to the shoulder.
In
this image I brought the top of the image up more so
the head wouldn't be cut off. I recomend this so that
when the need calls for it, you have a "full"
portrait and not a cut off one. |
Congratulations
to Deanjo for having me make the biggest portrait that
I've ever made.
The reason I went this far is that I went until the
body was properly dropped on the sides without being
cut off prematurely so I have enough to work with what
I have. I also extended the head higher with more forehead.
Aside
from Fat Head Syndrome, many portraits out there suffer
from "Flat Head Syndrome" where there's not
enough room on the top and the characters end up having
a "Looney Toons' anvil on the head" head. |
A TOUCH OF PYCHE
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Portrait
by Mambojambo |
Sketch
by Pyche |
This
is the original portrait found in Plastic Man's .def
file.
Does
it look like Plastic Man? Yes.
Is
it using standard MvC parts? Yes.
Could
it be better? Maybe. |
I
did this for fun at one point just to see what I thought
our man Eel O'Brian would look like. At this point there
was a portrait for the DCvM project that didn't quite
have the resonation of the character to me.
Here
I skinnied up the head and elongated the neck to give
him that feel of rubber. I tried to keep the general
look of Mambo's original and kept the giant smile.
Now
I may be out of line, and maybe this isn't the version
of Plastic Man that Mambo based his sprite work on.
Always keep in mind that the portrait must reflect the
sprites and vice versa. |
DON'T FIX IT IF IT AINT BROKEN
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Here we have:
The
Blob by HyperCombinationFinish
Bishop by Sei
Bizzarro by Pyche
Do
they look like who they're suppose to be? Yes.
That's
fine. All 3 of the portraits use a common base. But
if you if it already looks like the character or what
you're going for, there's no need to overdo it.
The
important thing is to get the image to the way YOU want
it to be. To meet your standards and, like I said earlier,
if it reflects the character you're making properly
or not.
Guess
the common base if you can. You can probably see the
simularities, but try to pick out the subtle differences.
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THE STEP BY STEP PROCESS |
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Let's
pick a character. Let's go:
Iron Lantern
You'll
need a previously made portrait and then several layers
that look like this:
Layer 4 - Additional elements
Layer 3 - Drawing/ sketch
Layer 2- Copied elements
Layer 1 - White
Background - The original portrait
I,
myself, work in Paint Shop Pro 6. Which I find to be
the best to work in pixel art. Most of the techniques
used here should be interchangable with Adobe Photoshop.
First
thing I do is make my layers.
I
then floodfill the "white" layer with white
paint and reduce the transparency to about 50% or around
there.
I
then go to the "drawing" layer and sketch
out on top of the original portrait what I want. |
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I found in the previous image that i had made the helmet
tight to his head. To adjust this I moved the helmet
on the "drawing" layer out with the lasso
tool.
I
think added the rest of the body by guessing where it
may go and how i wanted it to look. |
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I've
opened up the War Machine portrait.
The
most obvious place to start to go shopping for pieces
for my Iron Lantern.
As
you can see, by using the lasso tool, I can select
elements from WM that I want and paste them on the
"copied elements" layer. This way I can
see what I selected and how it looks compared to what
I had drawn.
For
the most part, you'd usually just go about and find
eyes, noses, mouths and such to build your perfect
face. And what you can't build you'll have to make!
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I
continued with this process for only the elements
that matched what I was going for.
The
shine on the face I had to piece together different
sections and repeated parts in order to get the full
line that I had wanted.
Parts
of the top of the helmet and the "ear" pieces
were also taken.
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When
you turn off the "sketch" layer you'll be
left with what'll essentially be your final product
as it related to the original portrait.
The
hard part now is to finish the rest of the parts by
yourself.
No
one quite has the body I need for Iron Lantern, but
if you're making a normal person, bodies like Captain
America are a good standard.
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By
using the lasso tool, I can select a certain area
that I want to work in. Meaning that If i only want
to the drawing tool to only going in a certain area
without worrying about it going into others, this
is a good way to isolate the work space.
Here,
I'm redrawing and connecting the pieces of the helmet,
since WM's didn't quite look like this.
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Also
when in a lasso'd area, you can use a controlled flood
fill. So after I had finished the top of the helmet,
I used the paint bucket and flooded in the color of
the helmet in that area without it pouring out into
the rest of the image. |
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I
opened up the Megaman file too just to see if the
shines and what not on his helmet would be able to
help me with mine.
At
this point, I cleaned up my line work a bit. By holding
down the SHIFT button on the keyboard while clicking
you can create a straight line between points. An
easier way to make it look good if you're bad at freehanding.
I
also stared to finish up connecting the lines on the
top of the helmet and adding in more details I may
have missed before. I also took the top corner of
WM's shoulder to use for IL's shoulder. I also deleted
part of the neck where it wasn't needed under the
colar part of the armor by using the lasso tool.
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By
bringing your "white" layer back up to 100%
you'll be able to see what your final product will
look like.
But
these aren't the right colors!
The
colors you have are still War Machine colors. You
can go in manually and change all the colors via the
"color replacement" tool in PSP like you
would a character palette, but there's an easier way
if you're not too picky about colors.
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By
using your lasso tool again (it's a great tool isn't
it?) you can isolate the area you want to have be
the same set of colors.
By
going into your Colorization option in PSP or your
Color/Hue setting in PS, you can adjust what color
you want as well how saturated you want the colors
to be.
Here
I turned the blues into yellows and the greys into
greens.
While
the area is still selected, you can change things
like brightness, contrast, intensity, gamma correction
etc, to try to find the right set of colors you're
looking for.
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And
after that, this is what we're left with.
But
oh noes!
Our
background color has changed with the armor color.
Worry
not, and easy paint bucket flood fill with take care
of that. The colors should be isolated by the crisp
black outline that should surround the character.
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Ta
da~
Also
in PSP you can use the color replacement tool if you
right click on the color it is and turn the left click
into the color you want it to be. Make sure you're
tolerance is set to 0 and then double click the left
mouse button on the image.
Now...
turn off all your layers except the "drawing"
and "elements" layers. the right click on
a layer in the layer menu and choose an option called
"merge visible". This will combine the visible
layers on the image but keeping the transparency to
the other layers.
At
this point use your lasso tool to isolate areas that
aren't contained and flood fill in the remaining areas.
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Well
this is where the tutorial ends. Why?
Because
I started this awhile ago and didn't get this part
finished to where I wanted it due to other things
in life.
At
this point is just a matter of shading. Again using
the color replacement too to make a shade go only
on the base color is a handy trick, you can also use
the lasso tool to isolate sections you want shaded
and then flood fill them.
Remember,
Capcom tends to do a universal light source from directly
above the character.
Hope
all this helped and looking forward to what you all
will make.
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OH
NO! Where would I find the MvC portraits so I can start?
Right
here.
Please to DO NOT HOTLINK these images. Use photobucket or
imageshack or something.
I find there are people linking to these I WILL remove them.
  
    
    

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