Heindals Art

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alex23
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Joined: October 27th, 2012, 5:54 pm

Re: Five Fates, Strange Legacy and Trapped Images

Post by alex23 » November 26th, 2012, 7:28 pm

ah i didnt know that you made trapped and five fates - really grate games, I enjoyed noth of them very much (and I used some of your blood elves in my own campaign, I hope you dont matter) :D

alex23
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Re: Five Fates, Strange Legacy and Trapped Images

Post by alex23 » November 26th, 2012, 8:15 pm

Hmm heres a new Zombiemaid (yours looked abit awkward^^) :D
Attachments
Zombiemaid.png
not really good but a bit better
Zombiemaid.png (2.62 KiB) Viewed 2674 times

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Heindal
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Re: Five Fates, Strange Legacy and Trapped Images

Post by Heindal » November 26th, 2012, 10:15 pm

Thanks for that, I cut the zombiemaid out of the icon I made earlier, thats why there are black borders.
(I really should save the base drawings not just the finals) I also made a portrait for her ^^.

Ah and of course you can use the death elven. The advantage is that I already made some portraits for them and that they are fully animated.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Heindal
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Re: Heindals Art

Post by Heindal » August 21st, 2013, 5:31 pm

Well now for the science fiction art. I made two factions which are completly animated. Due to the amount of images the quality has suffered a lot, as I did the animations alone. I know that I broke some rules concerning the animation guidelines, but I was happy to make the experience to really look into how unit animation is done.
Attachments
Free2.png
Free1.png
Syndicate.png
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Dugi
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Re: Heindals Art

Post by Dugi » August 21st, 2013, 7:02 pm

I think that there are some WML tricks you might want to learn. For example in the case of shadow_defend.png, you can add transparency using the WML code. In this case, extra arguments to the [frame] tag might do it even better, the alpha property (described in AnimationWML) can make the unit become transparent progressively.

Also, ImagePathFunctionWML might help you to create visually different units without making new unit types (just changed with [object], using the apply_to=image_mod effect). This is by the way the method I used to create the frankengenerator in World of Wesnoth, the image is constructed by putting body parts together using strings like the following as image name:

Code: Select all

misc/blank-hex.png~BLIT(character/base/base-female.png~BLIT(character/armor/robe-female.png~O(50%))~BLIT(character/base/human-female.png)~BLIT(character/weapons/sword.png~CS(-100,-100,-100))~BLIT(character/armor/shield.png~GS()))
Sorry if the stuff I wrote here is inappropriate for Art Worshop.

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Heindal
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Re: Heindals Art

Post by Heindal » August 22nd, 2013, 1:00 pm

Maybe its offtopic, but this is helpful. The main problem of these arguments is that it increases the trial and error effect, which means changing the code and loading a scenario again. With photoshop I can create an image that looks good and how I wanted it to look like. But I don't have some kind of preview concerning when using these functions.

However as ~blit seems to be able to generate an overlay I might use this for my inventory concept to show the images of an equipped item.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Dugi
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Re: Heindals Art

Post by Dugi » August 22nd, 2013, 2:32 pm

Heindal wrote:The main problem of these arguments is that it increases the trial and error effect, which means changing the code and loading a scenario again.
No. Well, maybe until now.

I have just made an add-on named Image loading tester that allows you to practice it with ease, just install it, turn on the debug mode and write lua wesnoth.image_test() into the console. It will open a nice window where you write image paths and it shows the result it produces.

Wussel
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Joined: July 28th, 2012, 5:58 am

Re: Heindals Art

Post by Wussel » September 1st, 2013, 9:30 am

Finally some recolor jobs! I like this idea. I would defintely recommend less saturation for the red and pink parts. Maybe more contrast and more light for the hair. Purpose would be to get the average lighter, the highlights much lighter and to keep a black outline.

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Heindal
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Re: Heindals Art

Post by Heindal » April 29th, 2019, 7:31 pm

Currently tried to make a portrait for the scarecrows. This is a frankensteined-recolor job.
Scarecrow.png
Scarecrow.png (171.83 KiB) Viewed 879 times
Scarecrow2.png
Scarecrow2.png (214.78 KiB) Viewed 879 times
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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