Rise of the Orcs - artwork on page 3

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

Post by dipseydoodle » February 28th, 2014, 3:09 pm

I'll take that all into note. Thanks for your post.
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Re: WesMod Part I art work (pre-history)

Post by dipseydoodle » March 21st, 2014, 2:05 am

Here are some sprites I've been working on. These will be the main units in the campaign.
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scavenger.png
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royal-assassin.png
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Rise of the Orcs Unit Artwork - open for discussion!!!

Post by dipseydoodle » March 22nd, 2014, 1:33 pm

With RotO Preview now on the add-ons server I plan on creating the units which you will now play as. As allways, these are open to critique and comment.
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this should give me some practice in animating.
this should give me some practice in animating.
scavenger-idle-3.png (2.51 KiB) Viewed 5907 times
scavenger-idle-2.png
scavenger-idle-2.png (2.44 KiB) Viewed 5907 times
scavenger-idle-1.png
scavenger-idle-1.png (2.39 KiB) Viewed 5907 times
scavenger-deffend.png
scavenger-deffend.png (2.68 KiB) Viewed 5907 times
scavenger.png
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Re: Rise of the Orcs - artwork on page 3

Post by dipseydoodle » March 22nd, 2014, 2:20 pm

continued... dart gun attack.
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scavenger-ranged-4.png
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scavenger-ranged-3.png
scavenger-ranged-3.png (2.49 KiB) Viewed 5895 times
scavenger-ranged-2.png
scavenger-ranged-2.png (2.47 KiB) Viewed 5895 times
scavenger-ranged-1.png
scavenger-ranged-1.png (2.45 KiB) Viewed 5895 times
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Re: Rise of the Orcs - artwork on page 3

Post by dipseydoodle » March 22nd, 2014, 3:55 pm

Last set of frames besides maybe a death anim in the future - a stone knife attack.

(Sorry shadowmaster for all the double posts :P)
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scavenger-melee-3.png
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scavenger-melee-2.png
scavenger-melee-2.png (2.42 KiB) Viewed 5889 times
scavenger-melee-1.png
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Re: Rise of the Orcs - artwork on page 3

Post by dipseydoodle » April 5th, 2014, 2:24 pm

Troll Faeri for a late scenario I have planned.
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Re: Rise of the Orcs - artwork on page 3

Post by dipseydoodle » April 18th, 2014, 3:06 am

First in the swordsman line of the Task Force.

EDIT: Added the Infantry Soldier
EDIT: Pull goblin! Pull!!! :lol:
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Vericks Caravan
Vericks Caravan
caravan.png (6.27 KiB) Viewed 5658 times
infantry-soldier.png
infantry-soldier.png (2.64 KiB) Viewed 5692 times
initiate.png
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Re: Rise of the Orcs - artwork on page 3

Post by dipseydoodle » May 3rd, 2014, 4:43 pm

No replies... Oh well :cry:

Working on a portrait for Verick. It's just a rough sketch right now, but I love Wacom tablets now!
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Re: Rise of the Orcs - artwork on page 3

Post by ChaosRider » May 5th, 2014, 5:16 pm

I think you should try spend more time on your arts, i mean dont stop creating your unit art on base image, you should try also show how they fight, defend, move, die. Units animations im sure will have higher chances to catch other attention, what in consequence maybe will give you some replies.

Btw, lol troll faeri... what did you drink before you come up with this idea? Its kinda crazy heh, atleast not typical idea.
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Re: Rise of the Orcs - artwork on page 3

Post by dipseydoodle » May 6th, 2014, 2:25 am

Thanks. I intend to create animations, however they are not my strong point to say the least. :P Troll faeri are not that far fetched, elves, according to their inventors the Norse were pretty much trolls (known as Alfyr), and so were dwarves.

edit: verick's sprite, just 2 units (or so) left to go and perhaps I will start animation.
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orcish-king.png
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Re: Rise of the Orcs - artwork on page 3

Post by homunculus » May 8th, 2014, 7:12 pm

Maybe the lack of comments was because almost all sprites being just some black silhouettes with almost nonexistent lights. Is it true that the forum become more inactive lately or is it just my impression?
And you have some serious pillow-shading in the troll faery where there are some lighter colors (probably also elsewhere but it is not visible in the uniformly dark sprites).
And some of the shading looks a bit like chaotic noise to fill in some cloth area. Shading is a valuable tool to give things the apparent shape that you want them to have, try to not waste it.

Also, I think it is better to get at least a few base frames right before starting animating.
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Re: Rise of the Orcs - artwork on page 3

Post by dipseydoodle » May 9th, 2014, 3:21 am

Thank you. I do feel the forums have been slow recently, but eh. Sorry if my sprites are too dark, however right now I have my laptop rigged up to a dull flat screen because the screen went out on my laptop. The contrast is rather heavy and resetting the colors only worsens it. On a side note. The initiate was inentionally dark.
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Re: Rise of the Orcs - artwork on page 3

Post by homunculus » May 9th, 2014, 7:02 am

The standard example of a dark sprite is the human assassin, routinely given as an example over the last few years, to people who have drawn dark things so uniformly dark. But I also meant sprites like the scavenger.
dipseydoodle wrote:right now I have my laptop rigged up to a dull flat screen because the screen went out on my laptop
I guess this must be what they call karma or punishment from the god, for drawing such dark sprites.

Or maybe it was the monitor problem in the first place?
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Re: Rise of the Orcs - artwork on page 3

Post by dipseydoodle » May 9th, 2014, 3:17 pm

homunculus wrote:I guess this must be what they call karma or punishment from the god, for drawing such dark sprites.

Or maybe it was the monitor problem in the first place?
Lolz, maybe so. You find the scavenger to be too dark? I meant it to look akin to the typical Australian Aboriginal, but could also be all the dark outlines also. Is dark bad? I find it expresionate.

Thank you. Oh and I'm not too sure what you are refering to as the pillow shading on the troll faeri. I did want to edit it further anyway, are you refering to the shoulder bit? I know the toga is very undefined.
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Re: Rise of the Orcs - artwork on page 3

Post by beetlenaut » May 10th, 2014, 12:37 am

dipseydoodle wrote:You find the scavenger to be too dark?
They are all too dark. Like homunculus said, take a look at the assassin, the darkest unit in mainline. You see the unit as being dressed in black, but the highlights on the sprite's costume are actually at 60% brightness! I looked at some images of Australian Aborigines, and the highlights on their skin were typically around 85% brightness. The skin on your units doesn't even have highlights as far as I can tell. The initiate's costume only gets as high as 16%, so it can't be read at all.
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