New art commission : Dunefolk

Contribute art for mainline Wesnoth.

Moderator: Forum Moderators

Forum rules
Before posting critique in this forum, you must read the following thread:
User avatar
LordBob
Portrait Director
Posts: 1329
Joined: December 8th, 2008, 8:18 pm
Location: Lille, France
Contact:

Re: New art commission : Dunefolk

Post by LordBob »

Last one for the captain / warmaster. I'll do group shots next time, it's easier to handle and we maybe don't need the full high-res cast every time.
Attachments
Dunefolk_Warmaster-M_HD.jpg
Dunefolk_Captain-M_HD.jpg
Want to see more of my art ? Visit my portfolio !
User avatar
Pentarctagon
Project Manager
Posts: 5833
Joined: March 22nd, 2009, 10:50 pm
Location: Earth (occasionally)

Re: New art commission : Dunefolk

Post by Pentarctagon »

It might just be me, but the Captain looks like he'd have quite a long neck?
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
Amorphous
Posts: 162
Joined: May 15th, 2012, 10:38 pm
Contact:

Re: New art commission : Dunefolk

Post by Amorphous »

I think the skin looks a lot more natural now. Also wanna reiterate about the designs, really do love the worldbuilding they're packed with (esp. burner line). Fighter line is very dynamic and I like the way you can feel the heft of their weapons.
Ko-fi | Bluesky | work inquiries: amorphouspixels(@)gmail.com
lostnumber
Posts: 199
Joined: September 23rd, 2008, 1:06 am

Re: New art commission : Dunefolk

Post by lostnumber »

I have nothing to add other than I'm coming back to this game after 10 years away and its so awesome to see that the game is still being actively developed and LordBob is still making portraits!

These all look amazing
User avatar
doofus-01
Art Director
Posts: 4203
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: New art commission : Dunefolk

Post by doofus-01 »

These look great, LordBob. The burner line fleshes out some details for their technology, and avoids being too Mad Max or steampunk. The soldiers have great poses. (In case anyone browsing needs to be reminded, be sure to click on the images, don't just look at the preview.)
Pentarctagon wrote: May 6th, 2026, 3:18 pm It might just be me, but the Captain looks like he'd have quite a long neck?
It's not just you, I also see something off about his neck/chest/shoulders. Between the cloak around his neck and the tunic sleeve of his left arm, and maybe the curvature of the strap across his chest, it looks like he's got a very sunken chest and long neck. It's probably a minor issue with shadows, possibly worth trying more light on the cloak folds going over his right shoulder, and more shadow on the left tunic sleeve?
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
ChaosRider
Posts: 1492
Joined: April 15th, 2012, 1:15 pm

Re: New art commission : Dunefolk

Post by ChaosRider »

LordBob wrote: May 6th, 2026, 12:14 pm Last one for the captain / warmaster. I'll do group shots next time, it's easier to handle and we maybe don't need the full high-res cast every time.
Great art work, but...
1st image is like "Am I dreaming or it is my hand?"
2nd image is like "Guys! Check this out! *Pointing with finger*.
Thats my thoughts when I see this two portaits!
But as I said, they look great!
Creator of WOTG (+6800 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.18 Wesnoth server.
User avatar
LordBob
Portrait Director
Posts: 1329
Joined: December 8th, 2008, 8:18 pm
Location: Lille, France
Contact:

Re: New art commission : Dunefolk

Post by LordBob »

Blerh, is it July already? Sorry about the delay, this is really taking forever. X_X
Fortunately, I've made progress on the Herbalist line in the meantime. Will leave them here a while so as to get feedback before I start to work on the final shading.

Re:soldier line, I do agree there's something about the captain's neck. Probably a mix of shading in the shoulder region that doesn't let the form read properly and some strong perspective distorsion in the picture I used as reference. I'll have it fixed soon.

As for the warmaster/captain poses, I intended them to give off a feeling of a commanding gesture so that we don't have the same boring neutral pose for every unit, but I guess I didn't quite hit the mark and there's only so much you can show with a lone character anyway. However, it's a bit late to make any drastic changes - especially since the linework had been lying around awaiting feedback for ages - so at this stage I'd rather move on to other unit lines.
Attachments
Dunefolk_HerbalistLine_ColorFlats_1.jpg
Want to see more of my art ? Visit my portfolio !
mctom
Posts: 32
Joined: June 7th, 2025, 2:44 pm
Location: Gdańsk, Poland

Re: New art commission : Dunefolk

Post by mctom »

I love them all.
User avatar
Pentarctagon
Project Manager
Posts: 5833
Joined: March 22nd, 2009, 10:50 pm
Location: Earth (occasionally)

Re: New art commission : Dunefolk

Post by Pentarctagon »

The Herbalist strikes me as a little off, since it's the only one that doesn't have any plants visible. I think it'd be good to see plants for example in his bag and under his belt.
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
lhybrideur
Posts: 553
Joined: July 9th, 2019, 1:46 pm

Re: New art commission : Dunefolk

Post by lhybrideur »

What is the Herbalist doing with his left hand?
Apart from that, very nice portraits as usual.
User avatar
doofus-01
Art Director
Posts: 4203
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: New art commission : Dunefolk

Post by doofus-01 »

LordBob wrote: July 21st, 2026, 3:01 pm As for the warmaster/captain poses, I intended them to give off a feeling of a commanding gesture so that we don't have the same boring neutral pose for every unit, but I guess I didn't quite hit the mark and there's only so much you can show with a lone character anyway. However, it's a bit late to make any drastic changes - especially since the linework had been lying around awaiting feedback for ages - so at this stage I'd rather move on to other unit lines.
The poses don't look like they'll be out of place in most situations, they'll be fine.
LordBob wrote: July 21st, 2026, 3:01 pm Fortunately, I've made progress on the Herbalist line in the meantime. Will leave them here a while so as to get feedback before I start to work on the final shading.
The new drawings look great. But I do agree that the herbalist could use some herbs. There's no way to tell from looking at the sprite, but that guy doesn't throw poison or acid or whatever, just heals and swings, so it isn't clear what he's doing with the vial in his hand. It's a good drawing, but it might need some tweaks to fit the unit better.

(Speaking of tweaks, we could adjust the sprites' puffer cloaks to better match these drawings.)
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
LordBob
Portrait Director
Posts: 1329
Joined: December 8th, 2008, 8:18 pm
Location: Lille, France
Contact:

Re: New art commission : Dunefolk

Post by LordBob »

Alright, thanks for the feedback on the Herbalist line. I've fixed the captain's upper body, he should be fine now, time to move on.

I will be on holiday the next 2 weeks, stay tuned late August for what comes next.
Attachments
Dunefolk_Captain-M_HD.jpg
Want to see more of my art ? Visit my portfolio !
User avatar
doofus-01
Art Director
Posts: 4203
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: New art commission : Dunefolk

Post by doofus-01 »

LordBob wrote: August 7th, 2026, 2:24 pm I've fixed the captain's upper body, he should be fine now, time to move on.
Understood that the critique phase is over, but depending on how you crop the final image, would you consider adding a lighter outline or some lighter streaks to the lower edge of the left/dark side of his beard? Just to emphasize a structure. If it's a tight enough crop, it wouldn't be worth mentioning, but based on the pose, I suspect it might help.

Looking forward to seeing the herbalists.
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
Post Reply