Search found 416 matches

by Sleepwalker
February 12th, 2013, 6:52 pm
Forum: Art Development
Topic: Sleepwalker Animation Commissions WIP - Dwarves
Replies: 223
Views: 219609

Re: Sleepwalker Animation Commissions WIP - Dwarves

Ok that's the thunderguard wrapped up. :) Once again I have tested it all and as far as I can tell it works well. I made some tiny tweaks to the offsets of the thunderers muzzle flash too. The thunderers recoil looks kind of weak now to me, as I have been staring at the thunderguard for quite a whil...
by Sleepwalker
February 11th, 2013, 3:36 pm
Forum: Art Development
Topic: rhyging5 animation comission - trolls
Replies: 27
Views: 36485

Re: rhyging5 animation comission - trolls

The units move fast across the battlefield, so I'd go with style2. I'm afraid style1 might look like he glides or if played fast it might be too jittery. yeah, i thought that is more adequate for advanced status like hero or chaman. Fair enough for the whelp. Past lvl1 all the portraits are depicted...
by Sleepwalker
February 8th, 2013, 4:28 pm
Forum: Art Development
Topic: Sleepwalker Animation Commissions WIP - Dwarves
Replies: 223
Views: 219609

Re: Sleepwalker Animation Commissions WIP - Dwarves

Well, that is what I meant with avoiding ridiculousness, going overboard like having the dragonguard fly into the neighboring hex or something. :wink: I feel a backflip might be a bit too acrobatic for a dwarf... The way I want to do it will take into account a dwarven trait. That is being tough, to...
by Sleepwalker
February 7th, 2013, 4:40 pm
Forum: Art Development
Topic: rhyging5 animation comission - trolls
Replies: 27
Views: 36485

Re: rhyging5 animation comission - trolls

It looks very nice, but here's some thoughts: I don't think running in an upright position is OK. In the lore the whelp can't walk properly and shambles around on all fours... Running I imagine is harder than walking. A monkey kind of run would suit more... I couldn't find a better reference than th...
by Sleepwalker
February 6th, 2013, 3:26 pm
Forum: Art Contributions
Topic: LordBob's commissionned work
Replies: 683
Views: 230340

Re: LordBob's commissionned work

For the record I'm not personally agreeing with the critique posted here. For me it was instantly recognizable as male and I know the value of strong pose. The suggestion to flare out the robe and/or cape could maybe improve it but I'm not sure. The colors I presume are going to be a bi effect from ...
by Sleepwalker
February 5th, 2013, 10:19 pm
Forum: Art Development
Topic: Sleepwalker Animation Commissions WIP - Dwarves
Replies: 223
Views: 219609

Re: Sleepwalker Animation Commissions WIP - Dwarves

Blam

When I do the dragonguard I'll try to avoid making it ridiculous.
by Sleepwalker
February 3rd, 2013, 4:59 pm
Forum: Art Development
Topic: Sleepwalker Animation Commissions WIP - Dwarves
Replies: 223
Views: 219609

Re: Sleepwalker Animation Commissions WIP - Dwarves

Moving on to the thunderguard... I want to make each level up to show that they have a more powerful gun so the recoil is quite stronger now. I haven't made a light effect yet.

I was thinking of giving the gun a smoke trail too after firing for all 3 levels.
by Sleepwalker
February 2nd, 2013, 4:35 pm
Forum: Art Workshop
Topic: Gallery of One's Failures
Replies: 69
Views: 30880

Re: Gallery of One's Failure

Put features on the head and in general learn human anatomy if you don't know it. If you want to make the head similar to the reference pic you need to look at the forms of it. Right now it is kind of like a balloon with eyes and mouth painted on. Can you draw/paint a reasonably realistic person? If...
by Sleepwalker
February 2nd, 2013, 2:07 pm
Forum: Art Workshop
Topic: Crow's Artwork *Wizard and Orc Lieutenant
Replies: 37
Views: 17687

Re: Crow's Artwork (was "new" unit idea: golem)

Sorry but you made it worse, here's why: I would move the arm further down instead of adding stuff on top. The stuff on top also don't really look like any recognizable muscle groups and is too noisy. Why remove muscle definition from the torso and forearms? Why did you remove the top of the head? T...
by Sleepwalker
February 2nd, 2013, 1:43 pm
Forum: Art Workshop
Topic: Imperial Era Art Project (Workin' on Orcin')
Replies: 148
Views: 61824

Re: Imperial Era Art Project (Workin' on Orcin')

Amorphous: One could exaggerate the net of the piscator even more. Otherwise the the unit looks good. The Paegenarius look like a nice concept, you should finish it. The animation could have a little more windup with the body rearing back with lifting the front leg maybe. It's also lacking frames fo...
by Sleepwalker
February 2nd, 2013, 1:05 pm
Forum: Art Contributions
Topic: Khalifate facelift: Redux
Replies: 387
Views: 153046

Re: Khalifate facelift: Redux

A small update with edits to most units. Some unfinished stuff.

I was thinking of giving the naffat line a sling with naphtha grenades instead for fire arrows for a ranged attack... I like that idea more.
by Sleepwalker
February 2nd, 2013, 11:55 am
Forum: Art Workshop
Topic: Sleepwalker's randomness
Replies: 86
Views: 37711

Re: Sleepwalker's randomness, current - IftU Demon portraits

Sorry for slow reply, yeah the timing is better there. :) I might adapt it into the .cfg if I get around to it. Unless you feel like doing so.
by Sleepwalker
February 2nd, 2013, 11:46 am
Forum: Coder’s Corner
Topic: Simplifying animation frame wml
Replies: 41
Views: 16718

Re: Simplifying animation frame wml

Reading this through multiple times to get it through my thick skull I now understand everything proposed here. I'm not sure what way would be the best. It would be nice to be able to put multiple brackets as Boucman put in the 1st suggestion. Could sounds like hit and miss in the case of attacks ha...
by Sleepwalker
January 30th, 2013, 2:38 pm
Forum: Art Development
Topic: rhyging5 animation comission - trolls
Replies: 27
Views: 36485

Re: rhyging5 animation comission - trolls

Flipping the image is something I do often (every 20-30 minutes or so) and it's very useful. I'm surprised you haven't earlier. I'd also mention you might want to be careful with adding the highlights right next to the outline... visually, it implies that the light source is behind the unit, as oppo...
by Sleepwalker
January 29th, 2013, 3:52 pm
Forum: Art Workshop
Topic: Unit sprites for After the Storm
Replies: 117
Views: 46462

Re: Unit sprites for After the Storm

Well it's similar to the lvl 4 unit. If going with this I think a "human with cut off nose" style would work better (be more menacing) rather than a snout similar to a pig. And generally the unit could have a more deformed look maybe. Tiny useless wings might be cool if the head was smalle...