Frankensteined versions of ordinary units to Campaign heroes

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Monroid
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Frankensteined versions of ordinary units to Campaign heroes

Post by Monroid »

I figured this could be a "job" nobody would want to spend time on, and that could be of some aesthetical use for developers, so if it could be ok, I'd like to start making these to maybe be applied in the campaigns for the unique characters with special portraits.

I don't know if I am any good at doing it, but I can improve, animations won't be a problem. Heck, I don't even know if they would be useful. I mean, you can identify the leader or special character by the little crown on the jewel, yet if possible, I'd like to try this.

This is my first attempt at Rugnur, It'd be nice if you guys told me how it's going.
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Last edited by Monroid on June 3rd, 2012, 1:44 pm, edited 1 time in total.
william150
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Re: Frankensteined versions of ordinary units to Campaign he

Post by william150 »

I think a very nice idea. I always thought interesting sprites for special campaigns.
the sprite looks good but needs some improvements as at the height it looks more to top of a dwarf. he must be kind of hump.
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Adamant14
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Re: Frankensteined versions of ordinary units to Campaign he

Post by Adamant14 »

Looks great. :)
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Shinobody
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Re: Frankensteined versions of ordinary units to Campaign he

Post by Shinobody »

AFAIK, Frankensteins aren't very desired in mainline. OTOH, this one looks really cool, and fits the portrait, too.
Still it has some problems with consistency (broken axe handle) and the shading (everything is lit from right and above, apart from parts of chainmail.)
To illustrate:
Image
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Monroid
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Re: Frankensteined versions of ordinary units to Campaign he

Post by Monroid »

Thanks for the feedback, I'm half-way throgh the animations and thankfuly I'll apply the changes I made to the remaining frames.

I tried remaking the chainmail hood, is it any better?
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Monroid
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Re: Frankensteined versions of ordinary units to Campaign he

Post by Monroid »

Will soon finish detailing the frames and will begin making a hammer animation.

I guess I'll start making the Steelclad and Lord forms after that. If this isn't to be implemented in the campaign, I guess someone might find any use for it.
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alluton
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Re: Frankensteined versions of ordinary units to Campaign he

Post by alluton »

That dwarf is on berserker mode :) And it look rather cool aswell. Idea of frankenstaining units for UMC purposes is cool aswell. (tought frankenstained level 3 troll hero could be something ?)
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Monroid
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Re: Frankensteined versions of ordinary units to Campaign he

Post by Monroid »

I got all the frames looking better now, I suppose, and here's also an idea for the lv2 sprite.

Almost done with the hammer animation for the lv1 Rugnur, I'll will post it soon.
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homunculus
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Re: Frankensteined versions of ordinary units to Campaign he

Post by homunculus »

Shinobody wrote:AFAIK, Frankensteins aren't very desired in mainline. OTOH, this one looks really cool, and fits the portrait, too.
Still it has some problems with consistency (broken axe handle) and the shading (everything is lit from right and above, apart from parts of chainmail.)
To illustrate:
Image
i guess that this one was trying to point out that the coif is not shaded from the south-east above direction.
and, i am bit doubtful about the deep black on the axe.

edit: thought that maybe chainmail does not get reflection highlight so much on the viewer side of the head (like a solid helmet would), and revised the suggestion image a bit to have highlight where light hits most.
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Iris
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Re: Frankensteined versions of ordinary units to Campaign he

Post by Iris »

Shinobody wrote:AFAIK, Frankensteins aren't very desired in mainline.
IIRC, only when they look bad and inconsistent, like most copy & paste frankensteins. It is possible to make a proper baseframe through that method, but it may require some manual reshading/reshaping depending on the case.
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beetlenaut
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Re: Frankensteined versions of ordinary units to Campaign he

Post by beetlenaut »

This is a good idea, and the sprite looks pretty good too. Keep in mind that the game is going to slide the unit during an attack, so he needs to take a step or two while he swings his weapon. (I realize this would be a lot of extra work at this point, but this is why we suggest blocking the animation before shading it all.)
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