What d'ya think/Remake of the Barbarians

Contribute art for mainline Wesnoth.

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What d'ya think?

Great.
10
19%
Good but needs a little work.
21
39%
Ok but needs a lot of work.
20
37%
Bad but needs tons and tons of work.
2
4%
Very Bad and is unsaveable.
1
2%
 
Total votes: 54

Disto
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Post by Disto »

Ok i've had a go at animating, i'm going to leave the death animations to last as i don't know how to do those(well i do but i have no experience of doing them)

Well i've done the crusher
Attachments
marauder-crusher-attack-alt.png
marauder-crusher-attack-alt.png (2.73 KiB) Viewed 2749 times
marauder-crusher-alt-defend.png
marauder-crusher-alt-defend.png (3.01 KiB) Viewed 2749 times
marauder-crusher-alt.gif
marauder-crusher-alt.gif (3.33 KiB) Viewed 2749 times
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Jetrel
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Post by Jetrel »

The second and third frame of the crusher animation are fine, but he needs to raise the mace up a hell of a lot more in the first frame. It needs to be much further above his body than it is now.
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Ankka
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Post by Ankka »

Jetryl wrote:The second and third frame of the crusher animation are fine, but he needs to raise the mace up a hell of a lot more in the first frame. It needs to be much further above his body than it is now.
Yeah, now he looks like he's cuttin firewood that's lying on the ground.

IMvHO the whole hit should be directed higher, all the way from the beginning to the end.
Disto
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Post by Disto »

Ankka wrote:
Jetryl wrote:The second and third frame of the crusher animation are fine, but he needs to raise the mace up a hell of a lot more in the first frame. It needs to be much further above his body than it is now.
Yeah, now he looks like he's cuttin firewood that's lying on the ground.

IMvHO the whole hit should be directed higher, all the way from the beginning to the end.
I can do that.
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Disto
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Post by Disto »

Ok put it a bit higher now.
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marauder-crusher-alt-defend.png
marauder-crusher-alt-defend.png (3.27 KiB) Viewed 2703 times
marauder-crusher-alt.gif
marauder-crusher-alt.gif (3.41 KiB) Viewed 2702 times
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Jetrel
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Post by Jetrel »

I didn't say a bit higher, I said a LOT higher. His hands and arms will need to be raised, and they might be in front of his face.

There is a very common psychological barrier for artists, and that is that they are often afraid of hiding/obscuring parts of the thing they are drawing - you'll need to overcome this.

I've attached a picture that shows where the head of the mace should be - it's not an edit, by any means, because I don't have the time to do it right, but I just wanted you to see where the mace-head should go.
Disto
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Post by Disto »

Ok
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Disto
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Post by Disto »

Ok, fixed (hopefully)
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marauder-crusher-defend.png
marauder-crusher-defend.png (3.7 KiB) Viewed 2682 times
marauder-crusher-alt.gif
marauder-crusher-alt.gif (3.39 KiB) Viewed 2680 times
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Quensul
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Post by Quensul »

Hrm, sorry to be nit-picky, but his hands shift in all three frames, from a grip at the end of the mace to a very widely-spaced grip, to a more centered grip. If he's swinging the mace from overhead, he's not going to be able to do that without losing a lot of power on the swing. I would suggest keeping his hands near the end of the mace, and keeping his arms relatively straight in the last two frames. Grab something long, and swing it downwards from over your head like an axe, and you'll see what I mean. I think the third attack frame would be fine if you just slide the mace out a bit, and move his left hand closer to his right. The second frame isn't as easy of an edit, tho. Clear as mud?
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Disto
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Post by Disto »

Well in the base frame that is how he carries it, and that would be the easiest and it looks good so i'm not changing it, the one above his head, as you say has them tight together, and the 3rd he's bringing it up next so he needs it too be the best lifting position.
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Boucman
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Post by Boucman »

Don't forget that units are moving while attacking...

your legs move during the animation, but I'm afraid the unit will have an overall "sliding" feel to it if you don't turn it more sidewise during the animation...
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Disto
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Post by Disto »

Boucman wrote:Don't forget that units are moving while attacking...

your legs move during the animation, but I'm afraid the unit will have an overall "sliding" feel to it if you don't turn it more sidewise during the animation...
That would mean sodding the animation and redoing the animation from scratch which i have neither the time or the complusion to do, anyway if you look at the other animations in the game they do not do to that much extent, at least nomore than i have.
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Darth Fool
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Post by Darth Fool »

Disto wrote:
Boucman wrote:Don't forget that units are moving while attacking...

your legs move during the animation, but I'm afraid the unit will have an overall "sliding" feel to it if you don't turn it more sidewise during the animation...
That would mean sodding the animation and redoing the animation from scratch which i have neither the time or the complusion to do, anyway if you look at the other animations in the game they do not do to that much extent, at least nomore than i have.
uhm. consider the skeleton or the javelineer. Ok, so I am partial to them since I did the animation, but they definately move their feet.
Attachments
undead-skeleton-attackb.png
undead-skeleton-attackb.png (3.97 KiB) Viewed 2600 times
undead-skeleton-attack.png
undead-skeleton-attack.png (1.73 KiB) Viewed 2600 times
undead-skeleton.png
undead-skeleton.png (1012 Bytes) Viewed 2600 times
Disto
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Post by Disto »

Fine sod it then. I'll have a go when i feel like it.
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Disto
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Location: Cambridge, UK

Post by Disto »

Actually thinking about it sod the entire thing, i might get on with in a few weeks if i still do wesnoth, otherwise sod it.
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