Search found 592 matches

by Eternal
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 ...
by Eternal
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...
by Eternal
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. :hmm: Did a little recolour.
by Eternal
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.
by Eternal
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.
by Eternal
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.
by Eternal
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! :D
by Eternal
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. :D

These units are easily the best in the art workshop right now.
I did a minor detail tweak to your carl. Here ya go:
by Eternal
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 ...
by Eternal
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...
by Eternal
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...
by Eternal
June 3rd, 2009, 5:36 pm
Forum: Art Contributions
Topic: Items
Replies: 135
Views: 57380

Re: Items

Golden does not equal yellow.
by Eternal
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. :hmm:
So that you can't see those walls just sticking out of the ground.