Unit Art

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Skizzaltix
Posts: 1114
Joined: December 9th, 2005, 2:38 am

Unit Art

Post by Skizzaltix »

Just my doodling... Should this be moved to another forum?

Behold, the oithwum. I guess it could be a creep or a monster in some dungeon or other. I am working on the blurriness.
Any comments and or critiscism, is more than welcome!
Attachments
All feaw the oithwum!
All feaw the oithwum!
oithwum.png (1.45 KiB) Viewed 6304 times
Skizzaltix
Posts: 1114
Joined: December 9th, 2005, 2:38 am

Post by Skizzaltix »

Did something about the blurrines, and added a shadow. but it still looks... Wrong to me. Especially the shadow.
Attachments
Oithwum Mark II
Oithwum Mark II
oithwum.png (1.62 KiB) Viewed 6287 times
wnsk
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Joined: November 21st, 2006, 12:49 pm
Location: SG

Post by wnsk »

The second one definitely is better, but it doesn't look very menacing (if such was the intention). Maybe a crawling posture might make it look more dynamic.
Skizzaltix
Posts: 1114
Joined: December 9th, 2005, 2:38 am

Post by Skizzaltix »

It's not meant to be menacing... But you're right, it does look kinda... Flat. And unemotional. I'll work on it, but I don't think this is going to go anywhere big, I'm fooling around in the hopes of improving my art. But thanks! I may end up redoing it in the future.

EDIT:
Is this better? Most of what I did was just anti aliasing, but I did change the head a little.
Attachments
Oithwum
Oithwum
oithwum.png (1.55 KiB) Viewed 6180 times
Sabata
Posts: 221
Joined: November 19th, 2006, 7:21 pm
Location: Passing by Wesnoth on time machine from Spacenoth.

Post by Sabata »

Hmmm... interesting, you need to work on shadows.
Skizzaltix
Posts: 1114
Joined: December 9th, 2005, 2:38 am

Post by Skizzaltix »

What should I do to the shadows?
Blarumyrran
Art Contributor
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Joined: December 7th, 2006, 8:08 pm

Post by Blarumyrran »

yes
Last edited by Blarumyrran on September 6th, 2013, 12:53 am, edited 1 time in total.
Skizzaltix
Posts: 1114
Joined: December 9th, 2005, 2:38 am

Post by Skizzaltix »

Hmm... Okay, that's pretty much what I did except for the keeping everything the same opacity. I'll do that. Thanks!

EDIT:

There, I did it. Does this look better?
Attachments
Oithwum
Oithwum
oithwum.png (1.37 KiB) Viewed 6120 times
Sabata
Posts: 221
Joined: November 19th, 2006, 7:21 pm
Location: Passing by Wesnoth on time machine from Spacenoth.

Post by Sabata »

Skizzaltix wrote:There, I did it. Does this look better?
Its better, here is my "oithwum" whit shadow, dont know if it better or not... but i liked your monster how about some leveling and animatins :P
Attachments
oithwum_127 shadow.png
oithwum_127 shadow.png (4.69 KiB) Viewed 6106 times
Skizzaltix
Posts: 1114
Joined: December 9th, 2005, 2:38 am

Post by Skizzaltix »

Hmm... Yeah, your's is definetaly better. I'll get it and work off of it, thanks!

Okay, animations and leveling...
Well, first I'll think up some stats to give myself something to work with:

Code: Select all

Oithwum
level=0
moves=4
movetype=scuttlefoot (Needs something better than this...)
ability=dig (Ambush only for dirt)
attacks:
wrap
3-3
impact
slows
So then...
Attachments
oithwum-attack.png
oithwum-attack.png (1.76 KiB) Viewed 6068 times
Oithwum defense.
Oithwum defense.
oithwum-defend.png (1.61 KiB) Viewed 6073 times
Sabata
Posts: 221
Joined: November 19th, 2006, 7:21 pm
Location: Passing by Wesnoth on time machine from Spacenoth.

Post by Sabata »

I liked the ability "dig" nice :wink: My idea is that you should make move frame, it would be better, and i saw that you didnt changed shadows in attack and defend frame... i did it but i dont know if it would be good in game, need to test it.

No need to fell bad about shadows they are not so important as art itself. :)
Attachments
oithwum_attack.png
oithwum_attack.png (5.18 KiB) Viewed 6042 times
oithwum_defend.png
oithwum_defend.png (4.84 KiB) Viewed 6039 times
Skizzaltix
Posts: 1114
Joined: December 9th, 2005, 2:38 am

Post by Skizzaltix »

Oh, thank you.. I'm always forgetting about the shadows :oops:

Hmm... Yeah, move frame or two would be good. I'll get to work on that.

EDIT:

Okay, here's a move animation thingy:
Attachments
Oithwum move!
Oithwum move!
oithwum-move.png (2.41 KiB) Viewed 6014 times
Sabata
Posts: 221
Joined: November 19th, 2006, 7:21 pm
Location: Passing by Wesnoth on time machine from Spacenoth.

Post by Sabata »

Nice and it has a shadow!! :D I think now oithwum is completed, i am going to test him in game, but how about level 1 any idea??
Skizzaltix
Posts: 1114
Joined: December 9th, 2005, 2:38 am

Post by Skizzaltix »

I don't know about a next level...

Would you test him? I stuck together a file for him:
Attachments
oithwum.cfg
Oithwum .cfg file!
(1.64 KiB) Downloaded 402 times
romnajin
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Joined: February 26th, 2005, 7:26 pm
Contact:

Post by romnajin »

The snake having ambush to make up for his relative lack of strength is a good idea, however it seems like grass would make a better terrain than dirt for this ability, due to the fact that snakes actually do hide in the grass, and they could do this much more effectively than burrowing into the ground.
Sorry for the meaningless post
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