Search found 512 matches

by Cloud
July 7th, 2010, 7:53 pm
Forum: Art Contributions
Topic: Goblin Pillager
Replies: 34
Views: 9667

Re: Goblin Pillager

Please read the thread before posting. If you had you would know that this has already been discussed in detail and that the solutions discussed there are more favorable.
by Cloud
July 4th, 2010, 8:42 pm
Forum: Art Workshop
Topic: Elvish Treehouses
Replies: 17
Views: 5152

Re: Elvish Treehouses

If you are to make a "treehouse", make it more than just a house in a tree. Imagination is a wonderful thing, so use it - I'm sure there's plenty of designs that feel Elvish but are fairly original.
by Cloud
July 4th, 2010, 6:36 pm
Forum: Art Contributions
Topic: A horse template
Replies: 13
Views: 4983

Re: A horse template

I can see two fairly small problems.

First off I think the horse is at slightly the wrong angle, it should be facing slightly more south.
Second the mane looks more like a mohawk. That might be a problem that sorts is out during shading.
by Cloud
July 2nd, 2010, 8:06 pm
Forum: Art Contributions
Topic: TSG, sprites reedition
Replies: 111
Views: 31892

Re: TSG, sprites reedition

Urs wrote:The blurring used on the glaive doesn't really work, IMO... it looks like a camera is focusing and unfocusing on it. Pixel art should remain sharp, especially since your style is very sharp and clear.
Agreed, same thing for the shield too.
by Cloud
July 1st, 2010, 4:41 pm
Forum: Art Contributions
Topic: Goblin Pillager
Replies: 34
Views: 9667

Re: Goblin Pillager

Rather than a sticky, I added it to the wiki ([wiki]Fire Animation[/wiki]). It's exactly the sort of thing I feel should be put there. I also tidied it up a touch (I hope you don't mind rhyging5, you have very good English considering it's not your native language, all I did was fix a few words here...
by Cloud
June 30th, 2010, 1:19 pm
Forum: Art Workshop
Topic: Drake Arbiter die animation
Replies: 7
Views: 3027

Re: Drake Arbiter die animation

Read this. Block out the animation. It helps you get the motion right and, if you post it up, gives us a chance to give crit Now you can start shading. Also a little further reading reguarding death animations What I will say is don't limit yourself to what's already been done, there's plenty of ch...
by Cloud
June 30th, 2010, 2:04 am
Forum: Game Development
Topic: Super Mario Crossover
Replies: 16
Views: 3765

Re: Super Mario Crossover

One future-example I'm really hoping does not get crushed, is this fighter game in the works. All of the sprite-art in this is amazing; it's all original spriting, none of it ripped (they're building the game using MUGEN - although MUGEN is usually detestable, they're obviating the one prime flaw o...
by Cloud
June 28th, 2010, 11:43 pm
Forum: Art Contributions
Topic: Troll Lobber and Warrior Profiles
Replies: 22
Views: 6976

Re: Troll Lobber and Warrior Profiles

I'm sad about Cloud's comment. I always think action/movement poses give more of the sense of character. With the exception of the first lobber sketch, I don't think the other five are combat-poses. Aggressive maybe... But, if that's Wesnoth's thing then I'll rework my logic. I wasn't trying to put...
by Cloud
June 28th, 2010, 10:23 pm
Forum: Art Contributions
Topic: Troll Lobber and Warrior Profiles
Replies: 22
Views: 6976

Re: Troll Lobber and Warrior Profiles

I'm not going to talk about the style, that's for our resident directors to handle (though I would pretty much echo what Valkier said despite being a Spriter). What I will say is the portraits are genrally used to depict units away from actual combat (that's not to say they don't have weapons ready;...
by Cloud
June 28th, 2010, 10:16 pm
Forum: Art Contributions
Topic: Goblin Pillager
Replies: 34
Views: 9667

Re: Goblin Pillager

Q1.: Yes, you can move him outside the hex, though iirc it make it much easier* if you extend the frame by the same amount the other side: see the drake animations for an example. Q2.: Don't worry about the baseframe, I'm going to address that. I'm mostly concerned about him getting the body motion ...
by Cloud
June 26th, 2010, 6:38 pm
Forum: Art Contributions
Topic: Goblin Pillager
Replies: 34
Views: 9667

Re: Goblin Pillager

First off... I advise you to block it out, you'll get a feel for what the animation feels like before wasting your time shading. I'll admit it's not an easy unit to animate, but there's a lot of freedom with two active beings. Use your imagination; the wolf could turn towards the camera as the Gobl...
by Cloud
June 25th, 2010, 8:06 pm
Forum: Off-Topic
Topic: How do I make an image's background transparent?
Replies: 8
Views: 2733

Re: How do I make an image's background transparent?

Something to do with indexing all the colours in the images (or merging very similar colours) to reduce the size of the image. .gifs I know use indexing. As an aside - GIMP 2.4 (and I assume it's similar in later versions) has the option to change the mode in image->mode->(RGB, Greyscale or Indexed)...
by Cloud
June 25th, 2010, 3:34 pm
Forum: Art Contributions
Topic: Cloud's animations
Replies: 216
Views: 49931

Re: Cloud's animations

I was aiming for something a little like this: http://i34.photobucket.com/albums/d134/ffs_team/mountandbladejavelinref.png?t=1277479724 (taken from Mount&Blade) Points up as it'd be easier to quickly get one out and throw it. In a quiver again for ease of access. Both because it's easy to portra...
by Cloud
June 25th, 2010, 2:59 am
Forum: Art Contributions
Topic: Cloud's animations
Replies: 216
Views: 49931

Re: Cloud's animations

That's because I'm not working on the grip at the moment. I'm just putting the javelin in front of the hand to make sure it's aligned properly - something I'll fix once I'm happy with the blocking. I probably should have explained that earlier but totally forgot I was doing it :roll:
by Cloud
June 24th, 2010, 10:21 pm
Forum: Art Contributions
Topic: Cloud's animations
Replies: 216
Views: 49931

Re: Cloud's animations

Indeed, though it's a minor issue which I'll deal with after everything in the mainline dwarf department is done. It'll be easier and probably more convinient just to do them in bulk rather than as and when I finish an animation. To be honest a lot of campaign art needs a look at but because mainlin...