Scary new unit

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khamul
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Post by khamul »

Like the unit, FWIW.
One suggestion: shoulders.

The two 'lesser' arms at the back don't seem to be attached to the body in any kind of articulated way, but there are suitable 'humps' in the thing's back that could be articulation points.

Those arms are going to be a lot more effective if they're hooked into the skelature, rather than just hanging off the skin.
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JW
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Post by JW »

Just to post a slight improvement (IMO), I slid the primary left arm over a pixel and made the nexk area more slender, which also gave it the benefit of looking better I think, in addition to helping with the arm issue.

Also, I darkened (very slightly) parts of the primary right arm.

Basically, I'm just posting this to ask if this is a good enough fix for the arm or not? (But feel free to leave other comments as well. I am working on the notes Jet left me).
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zinder

Post by zinder »

Like the unit concept. I assume he has essentially two pairs of shoulders/arms with the upper ones as primary and well developed. And the lower ones as less developed secondary ones?

I think the problem with his upper left arm is, that to put it down he has to put the left shoulder forward and lower it. Now he also puts his head in front of that arm, but in that long, thick neck there is no bend to get around or over his left shoulder.

Have you tried keeping the head as is and flipping the body? That would make more of that arm visible and it would be a more easier to understand body stance, because then he looks in the same direction as the front of his body.
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JW
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Post by JW »

zinder wrote:Like the unit concept. I

...

Have you tried keeping the head as is and flipping the body?
Thank you. I haven't tried that and I doubt I will. I've done so much shading work that any change in the stance now would require me to duplicate much of it, which I don't intend to do.

In any case, I've continued to work on the shading, darkening parts and, admittedly, having some parts pillow shaded for now, simply to not look flat.

It will continue to improve, but who knows how quickly.
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Becephalus
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Post by Becephalus »

nice creature JW. Part of me things it would just look better with 4 limbs. Perhaps this means you should rework the other two?

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Last edited by Becephalus on December 19th, 2006, 10:11 am, edited 1 time in total.
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wnsk
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Post by wnsk »

Fiach Dubh wrote:Just a thought...I played around with it a bit while I was waiting for the kettle to boil, don't know if anyone will like it or not.
I'm not sure about this colouring, I think it might look better either midnight-blue, or near-white.

EDIT: Did it in dark blue and light purple too. The shadow looks too big, but I'm not sure what size it ought to be.
I like the bottom one (what colour? teal?); I think it really suits the creature -- brings concept of reptilian to mind =)

The other two look kinda off though.
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JW
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Post by JW »

Becephalus wrote:nice creature JW. Part of me things it would just look better with 4 limbs. Perhaps this means you should rework the other two?
In accordance with this request, I've removed the smaller 2 limbs, and it looks quite good! (beginning to AA also helps though (pixel-by-pixel!!) :wink: )

Thoughts?
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Krispos
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Post by Krispos »

I like it, but the head is still a bit funky with out eyes.
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Skizzaltix
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Post by Skizzaltix »

Nice work! I sure wouldn't want to meet one of those in a dark alley...
I think you should leave it white/very pale... it just looks good that way to me.

I can't really tell if this is an issue, but is it being viewed from the same angle as other Wesnoth units? it almost looks like it's being viewed from the front...
Also, the right arm looks like it's shorter than the left. i don't know whether this is my tired eyes or your art, though :)
Fiach Dubh
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Post by Fiach Dubh »

I actually liked it better with four arms, though the old secondary pair didn't quite look natural.
I also agree with whoever it was that suggested flipping the body and keeping the head the same (I know you won't do it, though, because it would mean re-doing all the shading)
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