Dunefolk Rework - Base Units
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Re: Dunefolk Rework - Base Units
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
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
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Base Units
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?
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?
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Base Units
Almost his whole chainmail is painted in green, but one small part under the head is gray. What is that part?
Re: Dunefolk Rework - Base Units
that is what humans call facial hair
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Base Units
ah ok, that might be some error in the shadowing. will fix that
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Base Units
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?
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
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
stuff I worked on: Dunefolk Rework - ghype's Daily Art
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Re: Dunefolk Rework - Base Units
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
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Dunefolk Rework - Base Units
Looking awesome!!! So close to being done!!
Creator of: The Reign of The Lords Era,The Gnats Franken Dungeon.
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Re: Dunefolk Rework - Base Units
(By the way, this probably isn't the correct thread for it, but isn't the correct spelling "Cataphract"?)
Re: Dunefolk Rework - Base Units
@CelMin It's spelled that way ("Cataphract") in the actual addon.
Re: Dunefolk Rework - Base Units
It's really just me. Not that careful when it comes to orthographic
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Base Units
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.
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
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
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Base Units
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
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- dunefolks01.png (170.56 KiB) Viewed 4887 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
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: Dunefolk Rework - Base Units
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:
Is now wearing too much armour, considering it is a skirmisher.
Overall, undoubtedly awesome work!
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:
Is now wearing too much armour, considering it is a skirmisher.
Overall, undoubtedly awesome work!
Creator of: The Reign of The Lords Era,The Gnats Franken Dungeon.