vultraz's art (The dragons are coming!)

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Shinobody
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Re: vultraz's art

Post by Shinobody »

Terribly blurry. Lacks contrast and readability - if you'll compare it with any other weapon icon, you'll see it looks like if skull was submerged couple inches deep in some weird purple pudding. It'd take a good couple seconds for someone who doesn't know what it is to recognise a skull.
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vultraz
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Re: vultraz's art

Post by vultraz »

Hm....yes, but the skull is supposed to be behind the mist, which would make it blurry. Plus mist itself is blurry...hm... :hmm:

EDIT: ok, thinned the mist in front of the skull to make it more immediately recognizable.
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vultraz
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Re: vultraz's art

Post by vultraz »

Increased the brightness and contrast and tweaked it a little. Hopefully that helps.

EDIT: improved the mist.
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better mist
better mist
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mist_skull.png
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vultraz
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Re: vultraz's art

Post by vultraz »

Something I made with Gimp layer magicks (didn't draw it). Anyone want to use it? :D
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vultraz
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Re: vultraz's art

Post by vultraz »

The latest Northguard updates, a WIP sprite for the Nightshaft (dude in red box). I'm having some problems with the arms and the bow he's supposed to be holding, though. His left (our right) arm is supposed to be holding the bow at arm's length, with his right (our left) arm drawing the bowstring back, with an arrow fitted. I'm no good at foreshortening, though, so I was wondering of anyone could help me here.

Thanks :)
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Kanzil
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Re: vultraz's art

Post by Kanzil »

I like the basic sprite but he looks like he's leaning to the right- maybe deliberate? Perhaps the addition of a bow will solve it.
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vultraz
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Re: vultraz's art

Post by vultraz »

Yes, it's deliberate. He's supposed to be leaning to the right and forward a bit. And the addition of the bow is what I couldn't do, so was wondering if some talented pixel pusher could add it for me :mrgreen:
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Amorphous
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Re: vultraz's art

Post by Amorphous »

Very nice sprites. :)
I'll fiddle around with the bow and see what I can come up with. I can't guarantee much, though; foreshortening is something I've struggled with, too.
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Zerovirus
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Re: vultraz's art

Post by Zerovirus »

ideas ideas ideas. The guy is way too tall, get his proportions back to conventional wesnoth.
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vultraz
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Re: vultraz's art

Post by vultraz »

Hey there, internet.

Shadowmaster asked me to make an engraved floor sigil for him, using a shape he provided. I got this far, but he says it looks raised and not sunken. To me it looks fine, but I'm wondering if anyone could point out why it appears raised. Thanks.

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Alarantalara
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Re: vultraz's art

Post by Alarantalara »

It looks raised because of where you placed the light and dark edges. Shadows in Wesnoth typically extend up and left, so the bottom right of a sunken area should be the area that is dark and shadowed, while the top left should be bright.
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vultraz
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Re: vultraz's art

Post by vultraz »

Hm...but that's how Gimp's Bump Map function does it, and I don't know how to reverse the direction. :(
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Alarantalara
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Re: vultraz's art

Post by Alarantalara »

Rotate 180°, apply map, rotate again
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homunculus
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Re: vultraz's art

Post by homunculus »

it's the black-and white image used for the height map?
invert the image, maybe?
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artisticdude
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Re: vultraz's art

Post by artisticdude »

Yeah, exactly what Alarantalara said. I'm afraid extrude filters won't really fit the task here (although depending on the level of customization settings the filter provides, you might eventually manage to get something that works). You can use filters to get the general idea of a shape, but in the end you'll almost always have to go in and edit it by hand it correct it/make it look more natural.

I think I mentioned this on Twitter earlier, but I'm not sure I was able to be clear enough with the 140 char limit: for me, the shadows currently read as way too dark and thick to work as an engraving. I'd lighten them up and thin them out a bit. :)
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