LordBob's random stuff : Nagas

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LordBob
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Re: LordBob's random stuff : Nagas

Post by LordBob »

I'm still working on those nagas. Extending the detour to some anatomy research though, which let's admit I'm doing mostly for fun. I'm sure most of ya folks can live without knowing what's on their backs, but I swear, it helps with the design ! :mrgreen:

A few notes : the larger scales on their back will be connected to the main backplates of the tail. Head and shoulders ought to get a sprinkling of those pointed scales that work rather well in the original portraits.
And of course there'll be the thin crest-like band of skin in between the dorsal spikes. I imagine that those spikes, much like a porcupine's, can be either hanging low when at rest or raised if the naga is tensed / aggressive.
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shevegen
Posts: 286
Joined: June 3rd, 2004, 4:35 pm

Re: LordBob's random stuff : Nagas

Post by shevegen »

I like the artwork. I am not sure how Naga "should" look in Wesnoth. Perhaps they tend
to be a bit bulkier than on the portrait? Scales and stilts a bit less profound? But I have
to admit that I really don't know - my only impression is from sea-units within the
game itself.

This could always become a hero or main protagonist so the anatomy may not matter
that much if it is not the "average" naga per se. (I have no idea how the average
naga would look like either, though.)

The scales look a bit strange, but you explained that this is not done yet, so ok.

There is only one small-ish thing that confuses me a bit - the area between the
torso, and the head... it looks as if it is a human, with another head. Again, I
can not say how naga SHOULD look like, but if there are scales then perhaps
these should be a bit more profound on the upper body and arms too? But
as said, that is just an impression I have. Feel free to ignore that. :)
Pilauli
Posts: 40
Joined: August 18th, 2020, 12:56 pm

Re: LordBob's random stuff : Nagas

Post by Pilauli »

That's a good point. The existing sprites (especially the Naga Fighter) appear to have plates running most of the way up their fronts, and scales all over their arms, which presents a unified appearance.

The Naga Hunter's portrait bugs me a bit because it does exactly what these models appear to be tending toward; the humanoid torso flows nicely with the snakey lower part, but the head looks like it's sort of grafted on there because the chest is a sort of skin-texture, and then the neck suddenly switches to having the belly-plates on the bottom and the large, bright green scales on the topside. I think a more gradual transition would look better.

(I also think the Naga sprites' round faces and large, red eyes are cute, although those, like the round-faced-with-large-eyes human sprites, are probably mostly an art style thing. The forward-facing eyes might be justified if they use tools (you have to be able to see what you're working on) and missile weapons, though...)
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Kylix
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Re: LordBob's random stuff : Nagas

Post by Kylix »

LordBob wrote:
September 2nd, 2020, 1:55 pm
I'm still working on those nagas. Extending the detour to some anatomy research though, which let's admit I'm doing mostly for fun. I'm sure most of ya folks can live without knowing what's on their backs, but I swear, it helps with the design ! :mrgreen:

A few notes : the larger scales on their back will be connected to the main backplates of the tail. Head and shoulders ought to get a sprinkling of those pointed scales that work rather well in the original portraits.
And of course there'll be the thin crest-like band of skin in between the dorsal spikes. I imagine that those spikes, much like a porcupine's, can be either hanging low when at rest or raised if the naga is tensed / aggressive.
Remember that naginis have neither avatars nor sprites on their own, while the naga needs only the Warrior portrait.
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