Search found 340 matches

by Redeth
December 25th, 2009, 4:40 am
Forum: Art Workshop
Topic: Dwarf Humans
Replies: 71
Views: 12854

Re: Dwarf Humans

Aethaeryn wrote:Why is the "dwarf human" bigger than a regular human? :?
You have a dwarf, you add him a human, you get a being taller than a plain human. Quite simple really :P


(j/k, I have no idea what the heck a dwarf human is supposed to be)
by Redeth
December 24th, 2009, 12:36 pm
Forum: Art Contributions
Topic: Justinoperable- Rise of Wesnoth
Replies: 52
Views: 14310

Re: Justinoperable- Rise of Wesnoth

Redeth: Sharpening is always a good idea for metallic stuff, but apart from that, just making the darks darker isn't the key :P And I wouldn't desaturate the skin at all - I like the tint very, very much! It is a bit shiney, but to me that reads as sweaty in a warm environment that allows to go wit...
by Redeth
December 24th, 2009, 11:01 am
Forum: Art Contributions
Topic: Justinoperable- Rise of Wesnoth
Replies: 52
Views: 14310

Re: Justinoperable- Rise of Wesnoth

I think you're doing a pretty fine job with all of these. About the complains regarding the metallic look on the skin/armor, I tried running a couple of filters in order to differentiate some more the materials we are looking at. Sharpened, -20 brightness +30 contrast on the armor, desaturated the s...
by Redeth
December 24th, 2009, 3:06 am
Forum: Game Development
Topic: Maeglin's Design Point Roundup
Replies: 20
Views: 4830

Re: Maeglin's Design Point Roundup

Didn't try to be 'gritty', you mean? (Remember, kids. Realism is brown!) They just try too hard nowadays, they overdo it almost to the point where that's all there's to it. And then some more. I have no problem watching realistic violence, blood and gore on the screen, as in, say, "First Blood...
by Redeth
December 24th, 2009, 12:25 am
Forum: Game Development
Topic: Maeglin's Design Point Roundup
Replies: 20
Views: 4830

Re: Maeglin's Design Point Roundup

Those games didn't take themselves seriously, neither in the art department nor gameplay wise. I kind of miss that.
by Redeth
December 24th, 2009, 12:02 am
Forum: Art Contributions
Topic: Standing and idle animations?
Replies: 1143
Views: 361942

Re: Standing and idle animations?

Is it just me or does it seem that the spearman is hanging forward for a fraction of a second to long? In real life it'd be uncomfortable to be leaning forward like that without heavy armor and stiff metal boots for even a small amount of time. I had completely forgotten about this :shock: Now that...
by Redeth
December 23rd, 2009, 12:00 am
Forum: Art Workshop
Topic: artisticdude's Art
Replies: 1136
Views: 207187

Re: Anyone want to give me a try?

Artisticdude, your perseverance is most commendable! At this point I'd advice you to focus on a couple of key frames rather than trying to pull off a complex multiple-frames animation. Also, as silly as it may sound, try to think as if you were the actual unit you're animating, rather than seeing it...
by Redeth
November 9th, 2009, 12:50 am
Forum: Music & Sound Development
Topic: New Toys = New Music
Replies: 6
Views: 3225

Re: New Toys = New Music

Quite feisty! Me likes :D
by Redeth
May 27th, 2009, 10:32 pm
Forum: Art Workshop
Topic: Franken-Pack
Replies: 195
Views: 117735

Re: Franken-Pack

Re-organized and cleaned up a bit furioso's massive collection of frankenpacks.
by Redeth
May 23rd, 2009, 10:11 pm
Forum: Art Contributions
Topic: Standing and idle animations?
Replies: 1143
Views: 361942

Re: Standing and idle animations?

I tweaked his foot and added a simple frame in which the spearman seems to react to something (a noise perhaps) right before he turns around. It somehow de-robotizes the motion, if only slightly. I call it done, .zip below. Redeth, could I use your unmounted Grand Knight and... Paladin? You know, fr...
by Redeth
May 19th, 2009, 10:22 pm
Forum: Art Contributions
Topic: Standing and idle animations?
Replies: 1143
Views: 361942

Re: Standing and idle animations?

humm... :hmm: I'm looking for suggestions about this one, before I submit it to Jet.
by Redeth
March 27th, 2009, 10:10 pm
Forum: Art Contributions
Topic: Outlaws - Finished!
Replies: 295
Views: 74148

Re: Outlaws! Trapper

Kitty, I think your portraits have reached the point where they are no longer a representation of the game units on a "bigger scale"... they ARE the units, just as much as the sprites themselves, both in artistic value and spirit. The impression I get is that sprite and portrait become an ...
by Redeth
March 23rd, 2009, 10:08 pm
Forum: Art Contributions
Topic: Ideas for a UI facelift
Replies: 123
Views: 49012

Re: Ideas for a UI facelift

I like this. :)
by Redeth
March 5th, 2009, 9:59 pm
Forum: Art Contributions
Topic: Thief Animation
Replies: 128
Views: 25724

Re: Thief Animation

The animation is not bad per se, but it doesn't represent what it's supposed to. Instead of a guy jumping backwards, you have a guy being pulled abruptly by an invisible string attached to the back of his head. The marionette effect. The act of jumping is not simply "move body upwards". In...
by Redeth
February 23rd, 2009, 10:23 pm
Forum: Art Contributions
Topic: New animations
Replies: 1490
Views: 470577

Re: New animations

Keep working on it, wood, you're making progress. Think not of it as a puppet that you must move around, nor as a robot that is commanded to move, but as a small living creature that usually stands still but you suddenly manage to catch while it makes a move. You're not an "animator", you'...