Help needed defining team rgb values for unit graphics

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Eternal
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Re: Help needed defining team rgb values for unit graphics

Post by Eternal »

Ah, I see it now. Yes.
It's just that the blues and greens get a bit mixed up. It's ok.
I wish I had more time in my hands.
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Re: Help needed defining team rgb values for unit graphics

Post by thespaceinvader »

Maybe you could do with darkening the facial hair a bit - it currently blends a lot with the face itself, and making it darker might help to avoid Eternal's original issue.
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kitty
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Re: Help needed defining team rgb values for unit graphics

Post by kitty »

Jetrel wrote:Nearly the last of the mermen edits; hopefully this has arrived before kitty's started on any portraits for the line.
Oh, you've still got time to fiddle with them as far as I am concerned - the rest of the merman portraits are only part of my last milestone. No hurry at all.
Jetrel wrote:We've changed the netcasters to use a whalebone club as their melee weapon. It's much thinner than it is wide; it's shaped something like a cricket-bat. Maori used such a weapon, historically, and this is what theirs looked like (the ones the mermen use have some carving on the club-body where the maori ones are smooth):
http://www.teara.govt.nz/EarthSeaAndSky ... ndard/1/en
Those are so cool! Some really interesting weapons you've got there - I look forward to drawing them!

My only concern are the netcaster line's bandanas. I know you said that you love those guys' heads... But they look really, really cheesy to me. They don't fit the roman/atlantian style of the rest of the species at all. And giving water creatures pirate-like bandanas feels just wrong. I understand that you want a big tc spot on the part of the unit that stays above the water, but still... Hmpf, I guess I'll live with it. (But I really like the facial hair style for them, I immediately get some nice and catfish-like ideas for them!)
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Re: Help needed defining team rgb values for unit graphics

Post by Jetrel »

:augh: I was about to commit the thug animation yesterday, but it wasn't sitting right with me, and I ended up giving it some open-heart surgery. It bled into two additional frames, which I'm not so keen on, but the new animation works a lot better.

I also found out I had to update the idle animation, which I actually did this time around (I need to do that for the orc archer, still).

This has been committed.
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Jetrel
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Re: Help needed defining team rgb values for unit graphics

Post by Jetrel »

:annoyed: New merfolk frames have finally been committed.
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Eternal
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Re: Help needed defining team rgb values for unit graphics

Post by Eternal »

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Guess where I got the helmet.
Guess where I got the helmet.
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Blarumyrran
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Re: Help needed defining team rgb values for unit graphics

Post by Blarumyrran »

It looks like an alien
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Re: Help needed defining team rgb values for unit graphics

Post by thespaceinvader »

It feels a little... over the top, so far, to me. The draug for my mind should be big, heavy and bulky - thisd is looking a little carnival...
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Re: Help needed defining team rgb values for unit graphics

Post by Jetrel »

thespaceinvader wrote:It feels a little... over the top, so far, to me. The draug for my mind should be big, heavy and bulky - thisd is looking a little carnival...
I really don't understand what you find wrong with the current one - I think it looks great. I'm always open to suggestions, but I really think you're trying to fix something that isn't broken. What you're offering as a replacement isn't a bad concept, but it's a 'sideways' move to a different style. It's not really an improvement, it's just different, and I think a lot of people could argue that it's a bit too 'warcraftish', with the large shoulderpads and such.

You might personally feel something is off about the current draug, but I warn you that that's probably a sort of 'observer bias', because I for example literally see nothing wrong with it - not one bit of awkwardness.

I have no problems with you finishing this; I think it'd make an excellent special hero unit for the undead (like the ancient lich), and we do have room for that. I really don't think, though, that this should replace the draug. This could maybe be a L4 death knight?


Also, I can think of some undead units that could unequivocally use replacement:
- the ancient lich (I had wanted to claim this myself, but honestly I shouldn't; anyone who can do an awesome concept is welcome)
- L2 death knight (this is definitely going mainline as soon as we have a good graphic)
- liberty's horse-mounted skeletons (these might become mainline)
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Eternal
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Re: Help needed defining team rgb values for unit graphics

Post by Eternal »

Ok then, I'll finish turn this one into a L4 Death Knight and tackle something from that list.
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Neoskel
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Re: Help needed defining team rgb values for unit graphics

Post by Neoskel »

Cloned over the melee and defend animation from the Thug to the Bandit. I've sent the frames to Jetrel for committing.

Soon he will be seen by players in all his muscly glory! :D
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Re: Help needed defining team rgb values for unit graphics

Post by thespaceinvader »

Awesome, great work =)

I'm really pleased to see you making inroads into animation cloning =D
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Re: Help needed defining team rgb values for unit graphics

Post by Jetrel »

Slight touchup, all done and committed. I had been meaning to do this for a while, now, but never got around to it.

I gave neoskel the assignment of upgrading the archer's idle animation, and I'll probably be working on cleaning up the xbowman's melee animation which I blocked earlier, very soon now.
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Re: Help needed defining team rgb values for unit graphics

Post by thespaceinvader »

I like this - the slightly wider head makes him feel less bulky, which agrees more closely with the portrait LB is currently doing.

Nice work =)
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Re: Help needed defining team rgb values for unit graphics

Post by Neoskel »

Jetrel wrote:I gave neoskel the assignment of upgrading the archer's idle animation
Helmet hitting > helmet scratching.

*clunk clunk*
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Stop hitting yourself!
Stop hitting yourself!
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