Search found 416 matches
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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.
When I do the dragonguard I'll try to avoid making it ridiculous.
- 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.
I was thinking of giving the gun a smoke trail too after firing for all 3 levels.
- 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...
- 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...
- 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...
- 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.
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.
- 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.
- 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...
- 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...
- 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...