Dunefolk Rework - Base Units

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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype » June 9th, 2019, 2:19 pm

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
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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype » June 9th, 2019, 8:42 pm

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
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post sprites & stuff every day: ghype's Daily Art
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EarthCake
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Re: Dunefolk Rework - Base Units

Post by EarthCake » June 10th, 2019, 11:15 am

Almost his whole chainmail is painted in green, but one small part under the head is gray. What is that part?

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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype » June 10th, 2019, 12:08 pm

that is what humans call facial hair
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EarthCake
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Re: Dunefolk Rework - Base Units

Post by EarthCake » June 10th, 2019, 12:21 pm

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)

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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype » June 10th, 2019, 5:12 pm

ah ok, that might be some error in the shadowing. will fix that
post sprites & stuff every day: ghype's Daily Art
destroying enemy castle here: Orcish Castle - Destroyed - work in progress

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