画質 高画質

I think a huge part of why Capcom's 90s fighting game art was so appealing, innovative and influential is that instead of modelling the characters off of body builders, they modelled them off of FIGHTERS. They exaggerated the go muscles instead of the show muscles!

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When people think of "Capcom fighting games" they think of characters who are super swole everywhere. But actually, those characters tended to have proportionally small chests!

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One major difference between Bolo and Bengus/90s Capcom art was that while Bolo had MASSIVE chest muscles, Capcom actually intentionally downplayed the pectorals on their fighting game characters.

Incoming art analysis thread! ...

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そいやポイズン男だと思ってる方おる?現在は♀だけど…

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i used the inktober thing to draw some capcom sketches and an oc

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it is once more! I am a artist and promotional illustrator! I am enamored by the old school art of Capcom and Robots!

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Let's include the SEGA CD and see how it goes, again just out of curiosity and I'm simply an amateur studying

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Capcom's 2d animators were MASTERS at conveying shifting weight and momentum. This one frame of animation communicates SO MUCH. This is especially important for a fighting game where every frame counts and should serve both the aesthetics and gameplay.

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1998 promo art for Mega Man Legends by Capcom.

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SEGA and Capcom have announced a Monster Hunter collaboration for

The game will receive a free collaboration pack on Nov 14, featuring MH-inspired costumes and a meat-cooking mini game!

Screens below:

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ace attorney D&D AU ⚖️
if capcom won't give apollo a sword, then i will!

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