Dunefolk Rework - Base Units

Contribute art for mainline Wesnoth.

Moderator: Forum Moderators

Forum rules
Before posting critique in this forum, you must read the following thread:
Post Reply
User avatar
ghype
Posts: 1069
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Dunefolk Rework - Base Units

Post by ghype »

well to be fair, dwarf fighter too wields two different weapons (axe/hammer) but it is not clrear by the animatiin where the hammer suddenly comes from.
So i think i will take just as much liberties when animating.

concept wise, i would say i will use both version (3) and (5). depensing on which of the two blades was uses in the last attack/defense, thats going to be drawn and the orher will be holsteres
User avatar
ghype
Posts: 1069
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Dunefolk Rework - Base Units

Post by ghype »

shield very much WIP, but now you can read the second blade.
and because of the shield is a bit smaller, you can see that the holster on the back looks like the holster on front
so its no longer to be confused with quiver, right?


swordsman-new-12.png
swordsman-new-12.png (6.08 KiB) Viewed 6112 times
User avatar
EarthCake
Posts: 377
Joined: March 29th, 2019, 1:57 pm
Location: The Wall

Re: Dunefolk Rework - Base Units

Post by EarthCake »

Almost his whole chainmail is painted in green, but one small part under the head is gray. What is that part?
User avatar
ghype
Posts: 1069
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Dunefolk Rework - Base Units

Post by ghype »

that is what humans call facial hair
User avatar
EarthCake
Posts: 377
Joined: March 29th, 2019, 1:57 pm
Location: The Wall

Re: Dunefolk Rework - Base Units

Post by EarthCake »

ghype wrote: June 10th, 2019, 12:08 pm that is what humans call facial hair
Wow, that is the beard. But I meant that part that is left from the beard. (Beard is black and dark brown, but this part is gray)
User avatar
ghype
Posts: 1069
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Dunefolk Rework - Base Units

Post by ghype »

ah ok, that might be some error in the shadowing. will fix that
User avatar
ghype
Posts: 1069
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Dunefolk Rework - Base Units

Post by ghype »

I am trying to finally finish this project so I had a big session where I overworked all the the weapons and shields to be cohesive. New designs and new colouring. Here is the weapon overhaul. Thoughts?


soldier-new-9.png
soldier-new-9.png (54.45 KiB) Viewed 5706 times


This is all left to do for the base units.

Burner Lv1 Male - 5A
- adjust hair colour to female hair colour
- rework weird triangle on the hair

Sunderer Lv2 - 3F
- body and horse chain mail rework
- add saddle

Cataphrakt LV3 - 3G
- body and horse chain mail rework
- give spear/lance instead of mace
- redraw bow or hide bow + quiver
- add saddle

Switftrider Lv2 - 4F
- remove floating pixel
User avatar
Pentarctagon
Project Manager
Posts: 5531
Joined: March 22nd, 2009, 10:50 pm
Location: Earth (occasionally)

Re: Dunefolk Rework - Base Units

Post by Pentarctagon »

Looks fine to me :)
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
User avatar
The_Gnat
Posts: 2215
Joined: October 10th, 2016, 3:06 am
Contact:

Re: Dunefolk Rework - Base Units

Post by The_Gnat »

Looking awesome!!! So close to being done!!
User avatar
Celtic_Minstrel
Developer
Posts: 2166
Joined: August 3rd, 2012, 11:26 pm
Location: Canada
Contact:

Re: Dunefolk Rework - Base Units

Post by Celtic_Minstrel »

(By the way, this probably isn't the correct thread for it, but isn't the correct spelling "Cataphract"?)
Author of The Black Cross of Aleron campaign and Default++ era.
Former maintainer of Steelhive.
User avatar
josteph
Inactive Developer
Posts: 741
Joined: August 19th, 2017, 6:58 pm

Re: Dunefolk Rework - Base Units

Post by josteph »

@CelMin It's spelled that way ("Cataphract") in the actual addon.
User avatar
ghype
Posts: 1069
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Dunefolk Rework - Base Units

Post by ghype »

It's really just me. Not that careful when it comes to orthographic
User avatar
ghype
Posts: 1069
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Dunefolk Rework - Base Units

Post by ghype »

Small Update: Lordlewis improved the arms and stance of the Dune captain. Furthermore he also fixed that bow that gave me a headache. With that occasion I also removed that floating pixel on the Swiftrider but not gonna post that one.


skirmisher-new-13.png
skirmisher-new-13.png (5.52 KiB) Viewed 5313 times

cataphract-new-14.png
cataphract-new-14.png (7.99 KiB) Viewed 5313 times


That's all that really is left considering we are done with the Extra Units:

Burner Lv1 Male - 5A
- adjust hair colour to female hair colour
- rework weird triangle on the hair

Sunderer Lv2 - 3F
- body and horse chain mail rework
- add saddle

Cataphrakt LV3 - 3G
- body and horse chain mail rework
- give spear/lance instead of mace
- redraw bow or hide bow + quiver
- add saddle

Switftrider Lv2 - 4F
- remove floating pixel
User avatar
doofus-01
Art Director
Posts: 4122
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Dunefolk Rework - Base Units

Post by doofus-01 »

I'm taking a stab at some of these, before they have any animation frames. I don't have a good feel for them, but from looking at the unit files, I don't think my small changes ruin anything. The top are the current sprites, the bottom are revisions.
Attachments
dunefolks01.png
dunefolks01.png (170.56 KiB) Viewed 4755 times
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
User avatar
The_Gnat
Posts: 2215
Joined: October 10th, 2016, 3:06 am
Contact:

Re: Dunefolk Rework - Base Units

Post by The_Gnat »

Hi doofus-01! Looking great! I particularly like what you have done with the leadership unit. It looks really good now and the out raised fist is great!

Also I like the removal of the shield on the herbalist upgrades, they seem more appropriate for such units. I do wonder, though, if the lvl 3 Herbalist now looks too bulky?

Also I really like the changes to the Burner the new design looks much better shaded and the hair has been fixed. It also seems to have the correct amount of TC now!

However, I think the Strider's new posture might be a bit too dynamic for a standing pose?

Also I have a feeling that the lvl 3 Harrier:

Image

Is now wearing too much armour, considering it is a skirmisher.

Overall, undoubtedly awesome work!
Post Reply