Please suggestions for my attempts in creating unit art :D
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Please suggestions for my attempts in creating unit art :D
Hey guys, I am working on my own campaign for about 2 months now. I have created some unit art (started with pretty much frankensteining only )
What's your opinion? Any critique, negative and positive, is highly appreciated! Thank you in advance!
Edit 1: Question: I have added the GNU v3 license on my GitHub repo, is that all right? Are these images licensed now?
Edit 2: BTW, these units are supposed to be a second advancement tree for the Skeleton Archer
What's your opinion? Any critique, negative and positive, is highly appreciated! Thank you in advance!
Edit 1: Question: I have added the GNU v3 license on my GitHub repo, is that all right? Are these images licensed now?
Edit 2: BTW, these units are supposed to be a second advancement tree for the Skeleton Archer
- Attachments
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- Skeleton Sniper (lvl 2) - Deathshooter (lvl 3)
- skeleton-archer-advancement.png (5.79 KiB) Viewed 5952 times
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- Sniper - Ranged
- sniper-ranged.gif (8.06 KiB) Viewed 5953 times
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- Sniper - Melee
- sniper-melee.gif (7.27 KiB) Viewed 5953 times
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- Deathshooter - Ranged
- deathshooter-ranged.gif (8.3 KiB) Viewed 5963 times
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- Deathshooter - Melee
- deathshooter-melee.gif (9.96 KiB) Viewed 5963 times
Re: Please suggestions for my attempts in creating unit art :D
The right arm of the deathshooter looks strange to me. Kinda like it's dislocated and dangling infront of the torso.
I'd suggest putting the bowstring behind the shoulder pat and making the breastplate a bit wider so the arm is partly covered by it
I'd suggest putting the bowstring behind the shoulder pat and making the breastplate a bit wider so the arm is partly covered by it
Re: Please suggestions for my attempts in creating unit art :D
@Vyncyn, thank you for the reply! I will try to adapt the deathshooter to your suggestion.
- Breastplate a bit wider, good idea
- Bowstring behind the shoulder pat, I am not sure whether i got it right, because as the unit is drawn currently, the bowstring is actually intended to cross the shoulder from the front but behind the chest. What's about turn the entire chest a bit, also for the ranged attack frames? I hope you get what I mean :/ I am not the best in expression such stuff in english
My next thought now is as follows... When the deathshooter lifts his left arm with the bow, its body turns towards the right (spectators view, not the units view), and when the bowstring is tensed, not only the right arm is pulled to the left, in addition to that, the entire body turns back towards the left, like the standing image is drawn atm. This would make it look more real I guess.
Opinions about my last thought?
- Breastplate a bit wider, good idea
- Bowstring behind the shoulder pat, I am not sure whether i got it right, because as the unit is drawn currently, the bowstring is actually intended to cross the shoulder from the front but behind the chest. What's about turn the entire chest a bit, also for the ranged attack frames? I hope you get what I mean :/ I am not the best in expression such stuff in english
My next thought now is as follows... When the deathshooter lifts his left arm with the bow, its body turns towards the right (spectators view, not the units view), and when the bowstring is tensed, not only the right arm is pulled to the left, in addition to that, the entire body turns back towards the left, like the standing image is drawn atm. This would make it look more real I guess.
Opinions about my last thought?
Re: Please suggestions for my attempts in creating unit art :D
i like the animations a lot, but the lv3 seems to be a bit thin for a lv3. yes it wears armour and has a different bow, but the lv2 is a bit thicker, something feels off.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Please suggestions for my attempts in creating unit art :D
@ghype, thanks for reply! I agree, it seems to be a bit thin for a lvl 3 unit.
Originally, my first thoughts were about adding a second advancement for the skeleton archer, like the usual skeletal axe fighter has (revenant and deathblade). In the beginning, the Skeleton Sniper was intended to be an AMLA unit, like deathblade. After the Sniper was finished, I thought about adding a lvl 3 advancement.
Since my first thoughts about the Deathshooter and since the beginnings of my attempts to draw the Deathshooter, it has been too tiny. I was thinking about making it bigger, but anything I did was just looking weird
I just spent few minutes in adjusting the bowstring.
Originally, my first thoughts were about adding a second advancement for the skeleton archer, like the usual skeletal axe fighter has (revenant and deathblade). In the beginning, the Skeleton Sniper was intended to be an AMLA unit, like deathblade. After the Sniper was finished, I thought about adding a lvl 3 advancement.
Since my first thoughts about the Deathshooter and since the beginnings of my attempts to draw the Deathshooter, it has been too tiny. I was thinking about making it bigger, but anything I did was just looking weird
I just spent few minutes in adjusting the bowstring.
- Attachments
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- Just adjusted bowstring, without quiver
- _deathshooter-new.png (10.8 KiB) Viewed 5852 times
Re: Please suggestions for my attempts in creating unit art :D
if you try to make an authentic 2nd advancement to default archer, then the biggest concern I'd have right now is the color palette of your skels armour.
it's armour looks very clean which, with the exception of the death knight sprite, all default skeleton armours are worn down and rusty.
I atached some examples.
you'd need to add much more brown/green colours for the rust. as for the size of the armour, i think the default armour parts are quit fitting too, because I
see your going for an armoured archer. maybe the lv2 could have a bit armour too. so the advancement looks much smoother.
I attached a skeleton archer line of my own, maybe you get a feeling a such a progression could look like, regarding the armour.
it's armour looks very clean which, with the exception of the death knight sprite, all default skeleton armours are worn down and rusty.
I atached some examples.
you'd need to add much more brown/green colours for the rust. as for the size of the armour, i think the default armour parts are quit fitting too, because I
see your going for an armoured archer. maybe the lv2 could have a bit armour too. so the advancement looks much smoother.
I attached a skeleton archer line of my own, maybe you get a feeling a such a progression could look like, regarding the armour.
default:
here are mine:
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Please suggestions for my attempts in creating unit art :D
i like the sniper but deathshooter looks a bit like rugby player, not sure if it could be changed by coloring.. sorry if I'm a bit critical.. =]
the ghypes skeletons look too dark not realistic to the protocol, I never seen real skeletons anyway.. so... I'm not experienced in the subject.
PS. but I agree that armor should match the other skeletons ideally of lvl3 to make them not too obviously out of line:)
the ghypes skeletons look too dark not realistic to the protocol, I never seen real skeletons anyway.. so... I'm not experienced in the subject.
PS. but I agree that armor should match the other skeletons ideally of lvl3 to make them not too obviously out of line:)
Last edited by enclave on June 11th, 2018, 4:46 pm, edited 1 time in total.
Re: Please suggestions for my attempts in creating unit art :D
that doesnt matter, the solely purpose of showing them was to see how an skeletal unit progression could look like armour and weapon wise.
showing how the armour could change in leveling up in comparison to his skeletons where I somehow miss a smooth unit progression
if you want to know it, these skeletons are so dark cause they are burned/necromantic like default walking corpses.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Please suggestions for my attempts in creating unit art :D
@ghype, Thank you so much for your advices and suggestions, I will give my best in the next days, though it will probably take a bit longer until I am posting my changed unit arts, because I am busy with other campaign development ATM.
@enclave, No worries for being critical - It's what I want and need! Any suggestions and notices of defects are welcome - I am not presenting my unit art work proudly. I came here for such comments. Thanks!
@enclave, No worries for being critical - It's what I want and need! Any suggestions and notices of defects are welcome - I am not presenting my unit art work proudly. I came here for such comments. Thanks!
Re: Please suggestions for my attempts in creating unit art :D
on a different note:
the sizes of the bows visually do not vary too much. the jump from the lv1 archer to your lv2 is very big, but the jump from lv2 bow size to lv3 is minimal.
I'd suggest to shorten lv2 bow a bit.
it looks like in the lv2 attack animation, the bow gets bigger and bigger with each frame. in the defense animation however, it looks like it becomes smaller, because you use in the final frame the default lv1 bow.
the sizes of the bows visually do not vary too much. the jump from the lv1 archer to your lv2 is very big, but the jump from lv2 bow size to lv3 is minimal.
I'd suggest to shorten lv2 bow a bit.
it looks like in the lv2 attack animation, the bow gets bigger and bigger with each frame. in the defense animation however, it looks like it becomes smaller, because you use in the final frame the default lv1 bow.
stuff I worked on: Dunefolk Rework - ghype's Daily Art