New Dire-Wolf image?
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perspective again
That may certainly be true of the current wolf rider unit.
Jetryl has said:
I'm not exactly trying to make images that are totally consistent with the current direwolf rider image--much larger wolf, as is in the unit description, different colors, etc--though I intend the end product to look pretty similar.
I'm not really sure whose instructions to follow as to the angle. For my part, a 45 degree angle makes more sense considering the angle of the movement. The units will be moving up and down at about 30 and 90 degrees off the x axis. At 15 degrees off the ground plane I think the unit would look like it was climbing down a steep hill when it went S, SE. Imagine how far down each step would have to travel if the unit is being viewed at 15 degrees.
please let me know as this would mean redoing what I'm currently working on.
Jetryl has said:
It would certainly be possible to change the angle to around 15 degrees, but I am under the impression that the graphics are supposed to be at a 45 degree angle.These are exactly the perspective and foreshortening that we are looking for! Perfect!
I'm not exactly trying to make images that are totally consistent with the current direwolf rider image--much larger wolf, as is in the unit description, different colors, etc--though I intend the end product to look pretty similar.
I'm not really sure whose instructions to follow as to the angle. For my part, a 45 degree angle makes more sense considering the angle of the movement. The units will be moving up and down at about 30 and 90 degrees off the x axis. At 15 degrees off the ground plane I think the unit would look like it was climbing down a steep hill when it went S, SE. Imagine how far down each step would have to travel if the unit is being viewed at 15 degrees.
please let me know as this would mean redoing what I'm currently working on.
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Here's a stab at a little more consistency. I'm borrowing both of the heads and did a really shoddy job of darkening the fur. At best it might look like the fur is rippling with movement. It just looks crappy to me, but this technique could still work with a little more time than I've spent.
This is just an example of where I think I'm headed. The heads and body will be more integrated, or completely redrawn together.
Do you think I will need to do my own 2d animation of the heads?
Any other suggestions, comments?
This is just an example of where I think I'm headed. The heads and body will be more integrated, or completely redrawn together.
Do you think I will need to do my own 2d animation of the heads?
Any other suggestions, comments?
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- SE consistent (more)
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The goblin head definitely needs to be redone. It is looking in the wrong direction, after all..
The direwolf head is better, but I would still advise redoing it.
Good work, all around.
The direwolf head is better, but I would still advise redoing it.
Good work, all around.
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Don't listen to me for directions on perspective. The buildings are at 45°, but I honestly don't think that's the case with the sprites. However, usually Jetryl either knows what he's talking about or has something in mind.
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From looking at the standing human images, I don't think 45 degrees is right. Where did you get it from?It would certainly be possible to change the angle to around 15 degrees, but I am under the impression that the graphics are supposed to be at a 45 degree angle.
I took a look at the existing images for, e.g., the human loyalists or mages to try to figure out their proportions, but they seem to be somewhat ill-proportioned. The Mage image, for instance, is only about 4 heads high, while the average human is about 7 heads high. Maybe this helps make the cartoony look.
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Again, I just got this from Jetryl. If you look at page 16 of the New Animations topic Jetryl tells me:
Of course I don't have any idea, but for the purposes of movement, it really does make more sense to keep it at around 45 degrees. I'm going to start a new topic to discuss this.
This is in response to my first attempt at the wolf unit.45° Above the ground plane is our perspective.
Of course I don't have any idea, but for the purposes of movement, it really does make more sense to keep it at around 45 degrees. I'm going to start a new topic to discuss this.
Listen to Jetryl. He is the man. I would personally take his advice over anyone's here on the forums when it concerns art.Creative Mechanism wrote:Again, I just got this from Jetryl. If you look at page 16 of the New Animations topic Jetryl tells me:45° Above the ground plane is our perspective.
I'm still waiting to see this pic that Dave promised of saddling up on his dog. That would be the most realistic version, IMO.
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South.
Hmm...I'm having such trouble...
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- South with new faces
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Re: South.
This one looks pretty darn good too other than the wolf's head and its shadow.Creative Mechanism wrote:Hmm...I'm having such trouble...
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No, most of the buildings are drawn more from the side than the top, (45º would show the top and front sides both equally)scott wrote:Don't listen to me for directions on perspective. The buildings are at 45°, but I honestly don't think that's the case with the sprites. However, usually Jetryl either knows what he's talking about or has something in mind.
Jetryls is the man, but not infallible. Here i explain why i believe units should still be drawn from a 0º <-> 15º angle.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
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this is only because it looks like he should be moving forward, but is standing still--optical illusion.deonjo wrote:doesn't anybody think the last animation makes it look like the wolf is walking backwards?
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott
this goes for they're/their/there as well
this goes for they're/their/there as well
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