New Dire-Wolf image?
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- Posts: 55
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New Dire-Wolf image?
Hi,
I'm still learning quite a bit about creating unit images. I'm not learning enough about how to make animated GIFs (so that the images retain their transparency etc).
Here are the images I've come up with so far for the various required animations.
(I know the goblin seems small, but given the size of the wolf [larger than a horse] and the size of a goblin, I opted to draw it pretty small. I'm not at all sure I like it. Please let me know what you think.)
I'm still learning quite a bit about creating unit images. I'm not learning enough about how to make animated GIFs (so that the images retain their transparency etc).
Here are the images I've come up with so far for the various required animations.
(I know the goblin seems small, but given the size of the wolf [larger than a horse] and the size of a goblin, I opted to draw it pretty small. I'm not at all sure I like it. Please let me know what you think.)
- Attachments
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- Walking North
- walk-north.gif (6.76 KiB) Viewed 3865 times
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- Walking North-East
- walk-northEast.gif (8.7 KiB) Viewed 3865 times
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- walking South-East
- walk-southEast.gif (8.67 KiB) Viewed 3865 times
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- Posts: 55
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attack 1
Here are the clawing attacks
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- claw attack north
- attack-claw-north.gif (7.25 KiB) Viewed 3855 times
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- claw attack north east
- attack-claw-northEast.gif (7.67 KiB) Viewed 3855 times
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- claw attack south east
- attack-claw-southEast.gif (7.06 KiB) Viewed 3855 times
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- Posts: 55
- Joined: December 27th, 2005, 11:24 pm
attack 2
Here are the images for the biting attacks
I'm trying to make it look like the goblin is sliding forward. Not very convincing yet, I know. Just keep it simple?
I'm trying to make it look like the goblin is sliding forward. Not very convincing yet, I know. Just keep it simple?
- Attachments
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- biting north
- attack-bite-north.gif (5.72 KiB) Viewed 3849 times
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- biting north east
- attack-bite-northEast.gif (6.73 KiB) Viewed 3849 times
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- biting south east
- attack-bite-southEast.gif (6.93 KiB) Viewed 3849 times
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- Posts: 55
- Joined: December 27th, 2005, 11:24 pm
Defenses and death.
defenses for melee, ranged and, eventually, death.
I mean the wolf to duck and look back up in the ranged defense. Right now the wolf looks like it's turning into a porpoise. Porpoise transformation, it turns out, is not such a great defense.
I mean the wolf to duck and look back up in the ranged defense. Right now the wolf looks like it's turning into a porpoise. Porpoise transformation, it turns out, is not such a great defense.
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- defend melee
- defend-melee.gif (7.58 KiB) Viewed 3836 times
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- defend ranged
- defend-ranged.gif (7.72 KiB) Viewed 3836 times
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- death.
- death.gif (6.6 KiB) Viewed 3836 times
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finally the southerly animations
I apologize if this is redundant.
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- biting south
- attack-bite-south.gif (5.97 KiB) Viewed 3834 times
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- clawing south
- attack-claw-south.gif (5.95 KiB) Viewed 3828 times
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- walking south
- walk-south.gif (6.54 KiB) Viewed 3828 times
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- Posts: 55
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running, by request.
And finally, I'm only going to give you three of my running animations right now. I suppose it's a choice between running and walking, and I'm inclined toward the walking animations. Please let me know what you think, though. I haven't placed the goblin or shadow on these yet because I'm not sure if I like them.
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- running north
- run-north.gif (4.91 KiB) Viewed 3829 times
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- running north east
- run-northEast.gif (6.52 KiB) Viewed 3829 times
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- running south east
- run-southEast.gif (5.29 KiB) Viewed 3829 times
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- Posts: 55
- Joined: December 27th, 2005, 11:24 pm
Concerns
I almost forgot: I'm very concerned about the eventual style of the graphics. It's easy enough to add outlines or paint them up in GIMP, but when I do that I lose a lot of detail (especially around the ears). Even when I do that, they may not match the Wesnoth style quite enough. If I had to I could redraw these images based on the pictures already existing in the game. This would take a lot more time...but it might be worth it and even necessary.
Please let me know what you think. I'm only going to post one of the outlined drawings I've done to give you an idea of the detail lost and how close outlining gets the wolves to the Wesnoth style. If I'm posting too much stuff or would be more helpful working on something else, let me know. I'm very excited about the game and being able to do something for it.
Thanks,
Matt
Please let me know what you think. I'm only going to post one of the outlined drawings I've done to give you an idea of the detail lost and how close outlining gets the wolves to the Wesnoth style. If I'm posting too much stuff or would be more helpful working on something else, let me know. I'm very excited about the game and being able to do something for it.
Thanks,
Matt
- Attachments
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- Walking north--outlined. It's chunky because the shadow lost its transparency when I converted it to PNG.
- walk-north-outline.gif (5.22 KiB) Viewed 3820 times
- Eleazar
- Retired Terrain Art Director
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The movement is very fluid.
We haven't so far used 3D graphics in Wesnoth, and we're certainly not going for a 3D look. However a problem with graphics created in 2D is that complex motions are difficult.
If you could model in a more exagerated style (bigger feet, head, eyes ears) and do some toon rendering, we might have something. We need graphics that are more consistant with the rest of what's been completed, maybe with the right toon rendering and a little post-rendering touchup it would work...
We haven't so far used 3D graphics in Wesnoth, and we're certainly not going for a 3D look. However a problem with graphics created in 2D is that complex motions are difficult.
If you could model in a more exagerated style (bigger feet, head, eyes ears) and do some toon rendering, we might have something. We need graphics that are more consistant with the rest of what's been completed, maybe with the right toon rendering and a little post-rendering touchup it would work...
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
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Absolutely
I absolutely understand and agree. I didn't mean to suggest using these images, but that I would use them as a base for more Wesnoth consistant images. My last post (with outlines) isn't very well done, but is an example of what I'm thinking. Based on it, could you suggest what changes I should make in the style?
Wow, someone knows their 3d... If you're willing to work at this, this could be a very useful contribution right here...
Make the goblin just a bit bigger, and try and see if you can more clearly define the outlines relative to the interior. In fact, make the wolf a good deal bigger as well - probably about 20-30%. Another change to make would be to spread the ears of the wolf apart much more than they are now.
Post the results of that, for the last animation you had posted, and we'll work from there.
Make the goblin just a bit bigger, and try and see if you can more clearly define the outlines relative to the interior. In fact, make the wolf a good deal bigger as well - probably about 20-30%. Another change to make would be to spread the ears of the wolf apart much more than they are now.
Post the results of that, for the last animation you had posted, and we'll work from there.
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- Retired Developer
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Goblin bigger, perhaps, as that would fit the wesnoth goblin size, but I don't think that the wolf needs to be bigger. FCB!Jetryl wrote: Make the goblin just a bit bigger, and try and see if you can more clearly define the outlines relative to the interior. In fact, make the wolf a good deal bigger as well - probably about 20-30%.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
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- Posts: 55
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Example #2
Here is an example of the wolf with the suggestions.
I've made the wolf as big as I can for the walking image. At this size, though, some of the other animations will have to be changed in order to keep the wolf completely within the frame.
Thanks again for all of your help, and let me know how I should progress. I am eager to do the rest of them.
Also: yes, I'm using blender and, unfortunately, flash to put these animations together. You could probably do the whole thing in blender and GIMP. Depending on whether or not this works and if there are other people who are interested in using this technique, I'd be happy to help other people use the program.
I've made the wolf as big as I can for the walking image. At this size, though, some of the other animations will have to be changed in order to keep the wolf completely within the frame.
Thanks again for all of your help, and let me know how I should progress. I am eager to do the rest of them.
Also: yes, I'm using blender and, unfortunately, flash to put these animations together. You could probably do the whole thing in blender and GIMP. Depending on whether or not this works and if there are other people who are interested in using this technique, I'd be happy to help other people use the program.
- Attachments
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- Goblin wolf rider walking in a south-east direction
- walk-SE-a.gif (9.53 KiB) Viewed 3655 times
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a quick warning
just as a warning: I think a tutorial on how to make Wesnoth style images from blender would be do-able. The modeling and animation that goes into creating a model in blender, I think, would be a little too much for a Wesnoth tutorial. The skeleton creation and rigging alone would take pages and pages of text.
That being said, it would be unusual if I was not surprised and proven wrong by the creativity and skill of the open source community.
That being said, it would be unusual if I was not surprised and proven wrong by the creativity and skill of the open source community.
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This technique showes a lot of promise. Here are a few critiques:
-The wolf is much too long.
-The goblin should be riding higher.
-The snout of the wolf looks more like a pug or a hound than a wolf.
-The shadow of the head is too thin.
I think that a tutorial on how to make wesnoth-compatible graphics from a blender model would be a great thing to have. Even though I don't think we have many blender modeler's currently here, it might encourage a whole new set of 3d artists to join.
-The wolf is much too long.
-The goblin should be riding higher.
-The snout of the wolf looks more like a pug or a hound than a wolf.
-The shadow of the head is too thin.
I think that a tutorial on how to make wesnoth-compatible graphics from a blender model would be a great thing to have. Even though I don't think we have many blender modeler's currently here, it might encourage a whole new set of 3d artists to join.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358