HOME | DD

UdonCrew — Character Select- Chun-Li

Published: 2008-05-23 02:21:52 +0000 UTC; Views: 72220; Favourites: 1850; Downloads: 17271
Redirect to original
Description Line Art: Alvin Lee
Colours: Espen Grundetjern

This is the character select portrait of Chun-Li for the upcoming Super Street Fighter II Turbo HD Remix game coming out on XBox Live and the Playstation network.

Capcom has announced a Beta version of the game that you can participate in if you purchase Commando 3 coming out on XBox Live.

We'll have more artwork (and hopefully a release date) for you soon.

Street Fighter and all related characters copyright © CAPCOM
Image copyright © UDON Entertainment
Related content
Comments: 107

Adeptus-Noctem In reply to ??? [2008-05-23 17:13:17 +0000 UTC]

Also, Wii is not Hi-def enough. This game has a 1080p resolution, while Wii's maximum resolution output is 480p. The game would lose all of it's glamour at such a low res. And yes, I'm another disappointed (but proud nonetheless) Wii owner.

As for the artwork, it's absolutely amazing! Maybe the eyes are just a little too small, making her look less feminine, but it's a great piece of art

👍: 0 ⏩: 1

Kazuam In reply to Adeptus-Noctem [2008-06-02 15:23:10 +0000 UTC]

"Hi def" has nothing to do with it. They're just sprites

👍: 0 ⏩: 1

Adeptus-Noctem In reply to Kazuam [2008-06-03 14:58:55 +0000 UTC]

Precisely. Hi-def res has more to do with sprites than with polygons. With a 3D polygonal environment, what you got is just vertex coordinates, face orientations, UV texture coordinates, etc. You can render them in real time at ANY resolution you please (provided the machine is capable of handle it). Of course, a full HD machine will show 'em with a lot more detail, but in every case you'll see every element on screen at the same relative size. With raster graphics the story is quite different, 'cause every element of them (including backgrounds and sprites) has a FIXED, ABSOLUTE size, so when you use a 1920 x 1080 px background in a 480p machine (such as the Wii), you'll be able to show less than a quarter of the background at once on the screen, unless you scale it down to 512 x 480 or 640 x 480, losing a lot of detail. The same principle applies to sprites. If you got a sprite with a 512 px height, you can only show part of it in a 480p machine, but in a 1080p machine you can show it completely, and using less than half the height of the screen.

Hope this explanation helps

👍: 0 ⏩: 1

Kazuam In reply to Adeptus-Noctem [2008-06-04 13:47:50 +0000 UTC]

Thanks for the info, but I know all that already. I'm a games programmer, I understand what you're trying to say but certain scaling methods wouldn't reduce the quality of the sprite.
Also if things couldn't be scaled then you'd have to develop everything for a certain screen resolution and I'm pretty sure most gamers don't have a TV that can output 1080p. If things weren't scalable then for everyone that didn't have this TV everything would be cut off at the sides, and that my friend is totally insane.
Probably the main reason SF II HD isn't coming to the Wii is because Wiiware titles have to be under 50mb or something like that, and I'm pretty sure that'd be close to impossible to archive. Also the obvious thing that Capcom and Nintendo didn't make a deal on it either.

👍: 0 ⏩: 0

bannanabasher [2008-05-23 02:24:30 +0000 UTC]

excellent, can't wait for the game

👍: 0 ⏩: 0

LavenderBlade [2008-05-23 02:24:13 +0000 UTC]

Beautiful work indeed!

👍: 0 ⏩: 0


<= Prev |