Rise of the Orcs - artwork on page 3

Make art for user-made content.

Moderators: Forum Moderators, Developers

Forum rules
Before posting critique in this forum, you must read the following thread:
User avatar
dipseydoodle
Posts: 872
Joined: September 16th, 2008, 10:26 pm
Location: The United States of America

Rise of the Orcs - artwork on page 3

Post by dipseydoodle » November 22nd, 2013, 4:41 pm

EDIT: these sprites are no longer used, check page 3
Attachments
imperial assassin copy.png
imperial assassin copy.png (2.09 KiB) Viewed 4709 times
Replaces the default orcish assassin
Replaces the default orcish assassin
imperial assassin.png (2.13 KiB) Viewed 4758 times
Last edited by dipseydoodle on March 22nd, 2014, 1:36 pm, edited 1 time in total.
- Dipsey

User avatar
Chief_Chasso
Posts: 132
Joined: December 15th, 2012, 2:36 am

Re: WesMod Part I art work (pre-history)

Post by Chief_Chasso » November 23rd, 2013, 5:37 pm

These are pretty good sprites- nice work. I would think the "skirt" option would be more suitable for an assassin type unit. Having a long flowing cape would impede the unit's movement/agility or at least hinder the unit's stealthiness. I would think it would be difficult to sneak up on foes and/or hide in waiting for the killing strike with all the extra fabric of a cape.
SP Campaign: Rally For Roanic

User avatar
dipseydoodle
Posts: 872
Joined: September 16th, 2008, 10:26 pm
Location: The United States of America

Re: WesMod Part I art work (pre-history)

Post by dipseydoodle » November 23rd, 2013, 7:53 pm

Thank you very much. I figured the skirt would be a better option.
- Dipsey

User avatar
Dugi
Posts: 4925
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: WesMod Part I art work (pre-history)

Post by Dugi » November 23rd, 2013, 8:48 pm

The armour texture, the leader's pose and the silken cape look quite good. But the legs look unfinished (I guess that you're already finishing them) and his head looks like a mummy's head. Seriously, when I was looking at the sprite without reading that it was supposed to be an orc, I thought that mummy looks quite well. Maybe you could make a mummy faction, that would be cool...

User avatar
dipseydoodle
Posts: 872
Joined: September 16th, 2008, 10:26 pm
Location: The United States of America

Re: WesMod Part I art work (pre-history)

Post by dipseydoodle » November 23rd, 2013, 10:01 pm

I too thought of a mummy after I did work on the head. That is a desert-wrap/turban because this era/campaign will take place in the desert (after the fall). Other orcs will have skin shown tho. Thanks!

Also working on some camel riding orcs.

***EDIT***

Advancement for the Imperial Assassin added --- Orcish Hero
Attachments
orcish hero.png
orcish hero.png (3.05 KiB) Viewed 4527 times
camel.png
camel.png (735 Bytes) Viewed 4633 times
- Dipsey

User avatar
dipseydoodle
Posts: 872
Joined: September 16th, 2008, 10:26 pm
Location: The United States of America

Re: WesMod Part I art work (pre-history)

Post by dipseydoodle » December 11th, 2013, 5:48 pm

Rework of the hero and assassin to make them look more in-line.
Attachments
orcish hero.png
orcish hero.png (3.16 KiB) Viewed 4494 times
imperial assassin copy 2.png
imperial assassin copy 2.png (2.13 KiB) Viewed 4494 times
- Dipsey

User avatar
Dugi
Posts: 4925
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: WesMod Part I art work (pre-history)

Post by Dugi » December 11th, 2013, 6:03 pm

Oh, that Darth Vader guy looks cool. Overall, it looks good, but there are some small details that aren't quite perfect, like the strange shape of the left hand (the one with the clenched fist), the shoulder is a bit disfigured. Also, the torso is a bit too short, his legs are longer than legs of a fashion model after three aesthetic surgeries for leg-lengthening. The bracer on his right leg is quite on a strange side, I think that it might be turned a bit counter-clockwise (around the leg's length). I am not quite sure about the thing that is supposed to be his footwear, what's it supposed to be?

User avatar
dipseydoodle
Posts: 872
Joined: September 16th, 2008, 10:26 pm
Location: The United States of America

Re: WesMod Part I art work (pre-history)

Post by dipseydoodle » December 11th, 2013, 7:42 pm

Do over, here's the new hero then.
Attachments
imperial assassin copy 2.png
imperial assassin copy 2.png (2.13 KiB) Viewed 4471 times
with some comparison to the assassin
with some comparison to the assassin
orcish hero.png (2.24 KiB) Viewed 4471 times
- Dipsey

User avatar
Dugi
Posts: 4925
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: WesMod Part I art work (pre-history)

Post by Dugi » December 11th, 2013, 8:06 pm

Wow, that Darth Vader Orcish Hero is pretty cool now. Brilliant pose. I found two small errors, first is the weird position of the hand that holds the sabre and the second is quite a strange position of his helmet, maybe the helmet could be moved 1-2 pixels to the right.

User avatar
dipseydoodle
Posts: 872
Joined: September 16th, 2008, 10:26 pm
Location: The United States of America

Re: WesMod Part I art work (pre-history)

Post by dipseydoodle » December 11th, 2013, 8:21 pm

Thanks Dugi. I too noticed the head and hand after you mentioned it. Is this any better?

PS: Google images is your best friend for poses :P
Attachments
orcish hero.png
orcish hero.png (2.25 KiB) Viewed 4456 times
- Dipsey

User avatar
Dugi
Posts: 4925
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: WesMod Part I art work (pre-history)

Post by Dugi » December 11th, 2013, 8:31 pm

Yeah, better. The sword wielding hand is still quite weirdly positioned (but less than before), but otherwise it's really good.

User avatar
dipseydoodle
Posts: 872
Joined: September 16th, 2008, 10:26 pm
Location: The United States of America

Re: WesMod Part I art work (pre-history)

Post by dipseydoodle » December 11th, 2013, 8:38 pm

what exactly do you mean by weirdly positioned?
- Dipsey

User avatar
Dugi
Posts: 4925
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: WesMod Part I art work (pre-history)

Post by Dugi » December 11th, 2013, 8:50 pm

Hard to say. It just looks somewhat... uncanny. That's just the feeling that something isn't okay, but you can't say what specifically. I think that the forearm is a bit too short and the shoulder is a bit too light, but I can't say if changing that will fix that.

User avatar
Paulomat4
Moderator Emeritus
Posts: 715
Joined: October 16th, 2012, 3:32 pm
Location: Wesmere library, probably summoning Zhangor

Re: WesMod Part I art work (pre-history)

Post by Paulomat4 » December 11th, 2013, 8:53 pm

I think it has something to do with the legs. they seem to face left, but the rest of the body faces right
Creator of Dawn of Thunder and Global Unitmarkers

"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl

User avatar
dipseydoodle
Posts: 872
Joined: September 16th, 2008, 10:26 pm
Location: The United States of America

Re: WesMod Part I art work (pre-history)

Post by dipseydoodle » December 12th, 2013, 3:37 am

I can't say I agree with that Paulomat4, I think facing the legs right would mess up the whole "leaning into it" kind of feeling. Dugi you could be right about the lighting

Dugi, I think you were right though, I think this fixed it.

EDIT: Nope, no it didn't. I might just stick with the original and play around with it for a while.
Attachments
orcish hero.png
orcish hero.png (2.24 KiB) Viewed 4416 times
- Dipsey

Post Reply