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 H3SW: Dwelling Development

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Orzie
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PostSubject: Re: H3SW: Dwelling Development   2016-06-17, 04:32

Love them all! They will need some treatment before putting them in the game, but they are already delicious, especially the Homestead. Can't wait to adjust them a little - damn exams.

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PostSubject: Re: H3SW: Dwelling Development   2016-06-19, 11:52

Something at nightfall .. will have to then think again.
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PostSubject: Re: H3SW: Dwelling Development   2016-06-19, 22:40

Very nice! We need to polish the second version and срочно в номер. Probably, the first version can also be of use somehow.

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PostSubject: Re: H3SW: Dwelling Development   2016-06-20, 04:00

A variation of Agar's artwork.
Roofs exactly as in Necropolis: opened on sides and supported (perhaps) from inner part.
A wall with the gate is shifted 1 pixel back.

I'm not sure about "bones" above the gate, so I also have a pic without them. But this object definitely "requests" to have something there.
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PostSubject: Re: H3SW: Dwelling Development   2016-06-23, 06:02

After all, alternative view.
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PostSubject: Re: H3SW: Dwelling Development   2016-06-23, 06:14

Very cool. I would suggest to try darkening the wood pixels a little, to make the building look more "evil". But it might not be necessary.

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PostSubject: Re: H3SW: Dwelling Development   2016-06-23, 07:30

Very nice!
May you try a different door?
Like this...

...or, I don't know.
Maybe just make it higher.
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PostSubject: Re: H3SW: Dwelling Development   2016-06-23, 07:37

It would be worthwhile. I was in a hurry, do not bother with doors. If sundry, you can experiment)
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PostSubject: Re: H3SW: Dwelling Development   2016-06-26, 00:45

My version again.
Some shadow/pixel fixes and decorated front part mainly.

Maybe you will like some of its features.
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PostSubject: Re: H3SW: Dwelling Development   2016-08-03, 04:35

New Gnome dwelling - fortified mushroom Very Happy

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PostSubject: Re: H3SW: Dwelling Development   2016-08-03, 07:55

Nicely done. But this more in the style of sorceresses than wizards. In my opinion.
and seems to me that there is not enough shadows. As if even lighting on all sides by diffused light.

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PostSubject: Re: H3SW: Dwelling Development   2016-08-03, 15:38

I still think fortification suits more to the Wizard than the Sorceress, so good job man!

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PostSubject: Re: H3SW: Dwelling Development   2016-08-03, 19:52

I like it!
Though the little window in the bottom is barely visible and that's a pity because it's really cute.
and secondly, the grey building blocks don't really fit in with all the white building blocks the wizard has... I think.
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PostSubject: Re: H3SW: Dwelling Development   2016-08-03, 19:53

It probably won't hurt to change the brick colors to a more Wizard-like one.

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PostSubject: Re: H3SW: Dwelling Development   2016-08-03, 20:26

Quote :
I still think fortification suits more to the Wizard than the Sorceress
I about the mushroom theme. Which would look strange on wizards wasteland screen. And I would not say that this is very similar to the fortification. More to semi-basement.
Well, OK
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PostSubject: Re: H3SW: Dwelling Development   2016-08-04, 00:18

We don't have to reproduce Mushroom on a townscreen, it can be completely different from the dwelling on an adventure map Wink I am still experimenting with shading, it's my third creation only Razz

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PostSubject: Re: H3SW: Dwelling Development   2016-08-05, 02:15

Uhm wrote:
We don't have to reproduce Mushroom on a townscreen, it can be completely different from the dwelling on an adventure map  Wink I am still experimenting with shading, it's my third creation only Razz


It's really cozy I like it alot
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PostSubject: Re: H3SW: Dwelling Development   2017-01-08, 03:54

I'm planning a major update of this thread today to integrate it in the development process.

For now, here comes the week of pyramids: the amount of pyramids has increased. Smile



I have a suggestion though. I noticed that Uhm placed the dwelling flags in different various ways, while it may be not so neat in the long run. Probably, it's better to keep the flag position/direction more or less similar for every dwelling, to provide more neatness for the maps and to provide difference between dwellings and other flagged map objects (e.g. Garrisons or any other objects we may design in future).

Our flags look generally heavier than classic monotone H3 flags because of the tones and the resulting volume. A bunch of flagged objects on the map may cause total bedlam if the flags are looking where they want and stand where they want; it would be better to put some order there.

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PostSubject: Re: H3SW: Dwelling Development   2017-01-09, 05:54

Current situation with the Barbarian dwellings. Any suggestions/help is very appreciated.


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PostSubject: Re: H3SW: Dwelling Development   2017-01-09, 06:03

Orzie wrote:
Current situation with the Barbarian dwellings. Any suggestions/help is very appreciated.

Goblin is good as it is.
Orc must be smoother.
Wolf is ok.
Harpy needs to be redone.
Ogre is too light, could use of some damage too.
Dont know what is that black thing under the bridge, but there should be a cave imo.
Pyramid has really f***** angles now, like down part is facing other direction than upper one.

I can do ogre and orc today/tomorrow
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PostSubject: Re: H3SW: Dwelling Development   2017-01-09, 07:05

Can't get what you mean about the pyramid though. Care to elaborate?

For me it suits to the game perfectly, if put on H2 terrains.

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PostSubject: Re: H3SW: Dwelling Development   2017-01-09, 07:36





So:
The lines (red and green) should be parallel and the yellow line I marked should be the same height.
Townscreen pyramid contains of 3 parts, every next part is just LOWERED, other angles are the same.
In that work there are 2 parts (not so important but still) and they're at diferent angle.
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PostSubject: Re: H3SW: Dwelling Development   2017-01-11, 03:18

Okay, I'll do something to that.

I would advise though to not use such expressions as "f*****". Not only it's impolite to my work, but also it is not a case where the whole impression of an asset is ruined. Heroes 2 in fact features much more diversity for map objects and other aspects, including obviously crude mistakes.






On my part, I should note that the more important aspect is sometimes not the broken perspective (which is present a lot in H2), but the proper color transitions and correct outlines which in fact form the specific Heroes 2 graphic style we all love.




I can fix it all myself, however - probably, some things only after the v0.8 release. Your skills and time are more valuable at other frontiers, because such fixing still requires hours and hours of work sometimes.

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PostSubject: Re: H3SW: Dwelling Development   2017-01-11, 04:32

Sorry about that, bad day.

And can you explain what have you marked exacly on the pictures above?
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PostSubject: Re: H3SW: Dwelling Development   2017-01-12, 03:49

The color transitions and outline, just like I mentioned above. In Heroes 2 there is little room for contrasting midtones; usually the color tones are changing smoothly. You have probably seen that with the Tribal. I put roughly 7 hours to make it looking more or less smooth.


In fact, these are the improvements which help the asset to fit to the Heroes 2 style more. Very often there are arguments with skilled artists like Docent Picolan on DF2 forum who provides a lot of critique on the color transitions.

In short, Heroes 2 features more "standard" and "simple" elements without pixel ladders, doubled pixels, sharp angles and all that stuff which often comes as a result of hand drawing (on a tablet). Usually an asset requires several more hours of treatment with mouse clicks anyway. The color transitions, like I said above, usually tend to be more smooth:



Quick 10 min example. Some decisions might not have been final in the long run (I would probably change some stuff after 1-2 hours of looking at the same image), but here is just an example of work I did for dozens of hours, because Agar sometimes is lazy and prefers leaving that job to me Smile



Anyhow, that's just for your interest. We don't have much time for polishment anymore ( at least for v0.8 ), and I admit that I also don't have enough morale to continue with such kind of work, because project coordination currently takes all my free time and inspiration. I still didn't respond to a guy who came to help with 3D; thinking and writing in English has its limits for me sometimes.

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