Search found 592 matches
- July 28th, 2009, 8:46 pm
- Forum: Art Development
- Topic: fire dragon redo
- Replies: 66
- Views: 90216
Re: fire dragon redo
Alright. After a really fun football training session (american football, not soccer) I realized something. I've had plenty of free time, which I've used so fruitlessly, that it makes me feel ashamed. I could've wrapped this dragon a long time ago, if I had set my mind to it. :annoyed: I'm going to ...
- July 26th, 2009, 12:38 pm
- Forum: Art Contributions
- Topic: Dragon sprite
- Replies: 295
- Views: 117125
Re: Dragon sprite
Problem with using those limbs for impact damage is that they're clawed, which would raise questions concerning slash damage, even if the smack is made to look really impactey. Perhaps the dragon could have really impressive horns and headbutt for impact. Or where do you think those drakes gladiator...
- July 25th, 2009, 5:32 pm
- Forum: Art Development
- Topic: Help needed defining team rgb values for unit graphics
- Replies: 1045
- Views: 373979
Re: Help needed defining team rgb values for unit graphics
Glad to be of use.
- July 16th, 2009, 8:44 am
- Forum: Art Development
- Topic: Help needed defining team rgb values for unit graphics
- Replies: 1045
- Views: 373979
Re: Help needed defining team rgb values for unit graphics
It's still a bit too yellow IMO. Did a little recolour.
- July 15th, 2009, 7:10 am
- Forum: Art Contributions
- Topic: Kitty's random stuff: The South Guard
- Replies: 375
- Views: 143562
Re: Kitty's random stuff: Goblin Pillager!
In my opinion, the Pillager wolf is not cute enough.
- July 10th, 2009, 11:08 am
- Forum: Art Development
- Topic: Help needed defining team rgb values for unit graphics
- Replies: 1045
- Views: 373979
Re: Help needed defining team rgb values for unit graphics
Only changed a few pixels in the cavalryman helmet. I think it looks a bit nordic, but that's a plus as far as I'm concerned.
And what struck my eye while doing the cavalryman helm, was the horseman helms' awful, pre-renewal look. I changed that as well. Hopefully for the better.
And what struck my eye while doing the cavalryman helm, was the horseman helms' awful, pre-renewal look. I changed that as well. Hopefully for the better.
- July 10th, 2009, 9:38 am
- Forum: Art Development
- Topic: Help needed defining team rgb values for unit graphics
- Replies: 1045
- Views: 373979
Re: Help needed defining team rgb values for unit graphics
Y -> E
A good choice, mate.
Perhaps I should counter this by changing my nick to Yternal.
In any case, I'd say the cavalryman helmet is a bit confusing with the first look. After that I noticed what it was and what was making it looking so funky. I'll try to do an edit today.
A good choice, mate.
Perhaps I should counter this by changing my nick to Yternal.
In any case, I'd say the cavalryman helmet is a bit confusing with the first look. After that I noticed what it was and what was making it looking so funky. I'll try to do an edit today.
- July 8th, 2009, 9:07 am
- Forum: Art Contributions
- Topic: WSAS: Milestone Three
- Replies: 441
- Views: 103545
Re: WSAS: Making a start
Those halberd swings have so much reach that the unit shouldn't move when making melee attacks for it to look good.
I think it's possible with WML, but my knowledge is limited.
Stab anims could be a bit smoother though.
Great work overall!
I think it's possible with WML, but my knowledge is limited.
Stab anims could be a bit smoother though.
Great work overall!
- July 4th, 2009, 9:19 am
- Forum: Art Workshop
- Topic: Save us, oh Lord from the portraits and animations!
- Replies: 232
- Views: 59801
Re: Save us, oh Lord from the wrath of the mushroom-junkies!
Very, very nice.
These units are easily the best in the art workshop right now.
I did a minor detail tweak to your carl. Here ya go:
These units are easily the best in the art workshop right now.
I did a minor detail tweak to your carl. Here ya go:
- June 18th, 2009, 9:40 pm
- Forum: Art Development
- Topic: Loyalist Portrait Series
- Replies: 921
- Views: 258833
Re: Loyalist Portrait Series
The face looks strange to me. The nose does not look really human, and on the left side of the face there is an orange dot. Hmm? :hmm: It's looking perfectly fine to me. I've got a nose like that and the "orage dot" is light reflecting from the helmet. Can't wait for the paladin. :) This ...
- June 11th, 2009, 8:50 pm
- Forum: Art Contributions
- Topic: Items
- Replies: 135
- Views: 57380
Re: Items
But would it be laying on the ground sparking like that randomly? Why wouldn't it be? I thought the dummy was holding a mace in it's other 'hand'. It was holding a ball and a chain. I'm pretty sure recruits would be daunted if they'd break their bones in regular training. The change to a sack is go...
- June 11th, 2009, 8:45 pm
- Forum: Art Workshop
- Topic: Save us, oh Lord from the portraits and animations!
- Replies: 232
- Views: 59801
Re: Save us, oh Lord from the wrath of the mushroom-junkies!
It's quite dark.
- June 11th, 2009, 8:43 pm
- Forum: Art Development
- Topic: Help needed defining team rgb values for unit graphics
- Replies: 1045
- Views: 373979
Re: Help needed defining team rgb values for unit graphics
Lovin' the new thugs. :) One thing that especially bugged me with the old ones was the decrease in chest width between lvl 1 and 2. The new lvl 3's arms might need a bit something. You keep making muscled arms look like they're tilted exactly to the sides (caused by the dark line between the biceb a...
- June 3rd, 2009, 5:36 pm
- Forum: Art Contributions
- Topic: Items
- Replies: 135
- Views: 57380
Re: Items
Golden does not equal yellow.
- May 9th, 2009, 8:19 pm
- Forum: Art Contributions
- Topic: My Terrain (Mine!)
- Replies: 856
- Views: 300903
Re: Terrain: orc stuff
I wonder if it'd look better with smaller stones piled outside of the wooden parts.
So that you can't see those walls just sticking out of the ground.
So that you can't see those walls just sticking out of the ground.