| Ragoon's Graphics For HoMM3SW | |
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+23robizeratul Tibor0803 szaman xxswwxx AkuAkuIslands Aescule Uhm Sir Albe Orzie Ragoon buffkaz Baronus Abekat Saki feanor djenic GodRage NikitaTheTanner Radagast82 dude BoseDrache Kivo Orothin 27 posters |
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Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-20, 15:39 | |
| Amazing attack animation, my friend. Not sure about the head trajectory during the movement and the tail trajectory during the attack, but it's already enough for v0.8 and it's up to you when you get better. The Wyvern is truly the hardest creature to animate (and that is why I didn't start it because I would lose dozens of hours), so consider it as 3 creatures at once. ________________________ | |
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Ragoon Minotaur
Messages : 358 Quality Points : 352 Registration Date : 2016-05-30 Age : 27 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-21, 02:59 | |
| Werewolf design for the witch: Lineups: PS Death knight anims are coming later today hopefuly PS2 Thanks for your concern about me :p It is not conncected to modding so you have no reason to worry //EDIT Naked: ________________________ https://www.facebook.com/ragoongraphics/
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Uhm Vampire
Messages : 446 Quality Points : 477 Registration Date : 2015-07-17 Age : 29 Location : Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-21, 03:26 | |
| Now Witch has a claw I would have never thought, that her line-up can look so cool! ________________________ Well, Roland, it seems I've won our little contest. But don't worry. Not only have I decided to spare your life, but I am appointing you monarch of the Western Tower. Perhaps I will come and visit your splendid court, when you are not entertaining important rats and spiders.
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Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-21, 03:48 | |
| That has some style. Yet, the concept definitely should be improved somehow. For now the Toad looks too alien on level 5, so we should think a little more about the lineup shift.
What about narrowing the Werewolf's body a little bit? Now it looks too strong and probably it's not the best way to make it 2-hexed. ________________________ | |
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Agar Elf
Messages : 101 Quality Points : 161 Registration Date : 2015-07-21 Location : Russia
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-21, 06:02 | |
| Well, why not? okay, not very good muzzle turned. | |
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Ragoon Minotaur
Messages : 358 Quality Points : 352 Registration Date : 2016-05-30 Age : 27 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-21, 06:33 | |
| I like what you did there Agar, especially his head! But I dont really like his new hands (nor old ones). I will try to fit it into one hex and fix front heavy problem (probably leg position should help). //EDIT Here it is: Also brown variant/upgrade (maybe "Old Werewolf" ? ): ________________________ https://www.facebook.com/ragoongraphics/
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feanor Master Modder
Messages : 55 Quality Points : 65 Registration Date : 2015-06-30 Location : Arkhangel'sk, Russia
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-21, 12:04 | |
| I'd prefer first variant of head - it looks less canine, so unit does less interaction with Wolf and Anubite. And, I think, it needs loincloth to be separated from animals, for intelligence showing purposes | |
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Dr Slash Nomad
Messages : 90 Quality Points : 106 Registration Date : 2015-07-21 Age : 30
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-21, 13:20 | |
| Just a quick rough sketch illustrating my personal vision of a Heroes 2 werewolf: Maybe you'll draw some ideas or inspiration from it Great job on the sprites so far! Too bad I'm too busy preparing content for HotA 1.5.0 and can't help with animations for TSW myself right now. | |
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NikitaTheTanner Nomad
Messages : 55 Quality Points : 12 Registration Date : 2015-10-15 Location : Toronto
| Subject: Werewolf 2017-01-21, 17:46 | |
| Of all the heads so far, I think that I personally prefer original head by Ragoon. It really is different from the wolf and Anubite, but also fitting. Dr Slash version is really unique and interesting, but way over the top! Agar's head is really nice, but maybe too similar to the wolf. Werewolf's head doesn't have to be too wolfish, it can be more monstrous or even somewhat human-like. - Classic wolfman:
Brown variant looks really nice actually and I would love to have it as a downgrade. Brown - Wolfman (Tier 4) Black - Werewolf (Tier 4 Upgrade) Names are straight from MM6, though the look is slightly different. | |
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Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-21, 18:41 | |
| Not interested in the Wolfman. Let it be un-upgradeable. ________________________ | |
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NikitaTheTanner Nomad
Messages : 55 Quality Points : 12 Registration Date : 2015-10-15 Location : Toronto
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-21, 19:02 | |
| I am not talking about changing the head, only color for the upgrade. I mean come on, upgrades are already somewhat lacking in the new towns. Only warlock had so few upgrades in vanilla. For the beta it's okay, but for the final version - why not?
Plus, you mentioned yourself that werewolf is closer to undead and most undead creatures are upgradeable. I don't see any harm here. | |
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Ragoon Minotaur
Messages : 358 Quality Points : 352 Registration Date : 2016-05-30 Age : 27 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-21, 19:53 | |
| Can we talk about it AFTER beta is out? For now I'm interested which version Orzie think fits :p Dr Slash, the head is too long now imo Your version looks like anubite even more NikitaTheTanner, well, undead are all people that can be trained one way or another PS I've got nice output about werewolf on polish acid cave 3 votes for yes ________________________ https://www.facebook.com/ragoongraphics/
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Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-22, 00:15 | |
| Some of these guys are okay with the Gipsy title, so I'd be cautious about their sense of beauty. I'll throw my suggestions in the thread soon. ________________________ | |
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Saki Skeleton
Messages : 8 Quality Points : 4 Registration Date : 2017-01-20
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-22, 04:13 | |
| - Orzie wrote:
- Some of these guys are okay with the Gipsy title, so I'd be cautious about their sense of beauty.
Meh, it's just a few and far between;p And I think it's mostly due to not-so-great English. Also, there's the romanticised context of the word, which is actually used sometimes to describe travelling peoples overall. I do think it's a poor choice, though - "Gypsy" doesn't seem to me like a good name for a leader of a warring nation;p Not much connection with foghting, not much connection with some mysticism or magic... Dervish isn't exactly that either, but it's way better - and has actual connection with the desert. As for the werewolf - I love Agar's one. Even though the head might be a bit too canine, it still looks just perfect - simple and not over the top yet intimidating. And although I'd love to see the brown one, I guess the black kinda ties in the ent with the rooster better. Great job, though! | |
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Abekat Gargoyle
Messages : 10 Quality Points : 1 Registration Date : 2016-11-07
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-22, 05:19 | |
| The wyvern looks very nice! Maybe its mouth should be a little more closed when its flying? Just a thought :-)
And the warewoolf is cool, i just get it, if its supposed to be a swamp based town? But you properly got some 'lore' to make it fit. With that in mind, shouldnt the tribal be more native Americanish? He looks a little african inspired right now, like the goblin. But again, just thoughts :-) | |
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Ragoon Minotaur
Messages : 358 Quality Points : 352 Registration Date : 2016-05-30 Age : 27 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-23, 01:55 | |
| Abekat, Witch faction is a voodoo theme town, so everything about native american, african cultures, curses and swamps/jungles ofc - Orzie wrote:
- I'd be cautious about their sense of beauty. Smile
I dont get how bad choice of faction name correspond to the sense of beauty, style and I find that a little offensive ________________________ https://www.facebook.com/ragoongraphics/
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Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-23, 03:32 | |
| My bad, no offense meant of course. Just was pointing out that for some people who are not so familiar with the project (i.e. not tracking its progress and all discussions every day) and, on the other side, people who didn't study Heroes 2 as a book, many options would seem rather fitting. And yeah, I agree that acceptance of the Gipsy word is more of a language-related topic. I myself was once more or less okay with that option left by the old team just because I couldn't offer a better name myself. Concerning the Werewolf, it seems that Ragoon's latest developments over Agar's concept are the best option because of the simplicity of form which is in fact obligatory for Heroes 2. Yes, it's really bad that it duplicates the Barbarian's Wolf, but this can be arranged in the future versions. For now, I'm dying in the choice between the brown and green underpants. UPD. Seems that green will fit more organically, if we imagine that we build the castle and buy the creatures subsequently in the process of the game. Naked is not an option definitely because there should be a combination of colors. The mane (hair on the head and back) should probably be darkened to more or less satisfy the Boar and provide color variety: ________________________ | |
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Saki Skeleton
Messages : 8 Quality Points : 4 Registration Date : 2017-01-20
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-23, 05:07 | |
| - Abekat wrote:
- And the warewoolf is cool, i just get it, if its supposed to be a swamp based town? But you properly got some 'lore' to make it fit.
Well, the vibe I get from the witch is fury of the wild and all that stuff - fierce, strong animals, murderous trees, not things you'd like to see at your everyday forest hike. Werewolf does seem to fit that theme pretty good. Also, they were mostly semi-wild monsters roaming the woods back in the day, so it kinda fits this darker side of nature Witch represents. Idk if werewolves in MM6 are connected to the undead, but if HoMM2's style is supposed to be fables and well-known legends, the wild monster should be more fitting. | |
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Ragoon Minotaur
Messages : 358 Quality Points : 352 Registration Date : 2016-05-30 Age : 27 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-23, 12:31 | |
| I've made v8 harpy waiting for inspiration for animating :p Still needs fixes, but after so many misses I would like to hit for the right design before putting finish to it Lineup comparison: //EDIT PS Death knight walk anim that I did recently, has to do for beta: ________________________ https://www.facebook.com/ragoongraphics/
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Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-23, 15:15 | |
| I still don't understand why you always try to switch the Harpy's shape towards a more ugly and malformed version, while the very first version you've presented was the most precise (yet, too small), proportional and the most polished at the same time. What we really needed here is just increasing the Harpy's size proportionally with some possible careful adjustments over the arms and legs to make her looking massive enough, plus the discussed correlation between leg and wing colors. I'll throw the picture when I'll come home from work. - Quote :
- PS Death knight walk anim that I did recently, has to do for beta:
Nice job, although I initially wanted to implement this kind of animation. The Death Knight would look lifeless but confident that way, having a straight posture. The current movement of the Death Knight reminds me of a turtle just a little bit, unfortunately. ________________________ | |
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Ragoon Minotaur
Messages : 358 Quality Points : 352 Registration Date : 2016-05-30 Age : 27 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-23, 15:36 | |
| Harpy is "ugly" in every Homm game + M&M6 :p I just dont see is as a pretty, wild angel but rather blood thirsty monster-woman About anim, I didn't changed posture, just legs + hair Will try to stabalize body more & we will see //EDIT Better? I will focus more on remaining ones for now ________________________ https://www.facebook.com/ragoongraphics/
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Abekat Gargoyle
Messages : 10 Quality Points : 1 Registration Date : 2016-11-07
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-24, 01:54 | |
| Regoon and Saki: i see your point, i can see how the warewolf dwells in a dark forrest. I like your new version of the harpy Ragoon - she looks more threathning now and fits the tier. Just a quick thought, to make the tribal more special, could you add a single shot to him, so he can throw one spear (without penalty)? In his lore, he could be some kind of hunter | |
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Sir Albe Mage
Messages : 874 Quality Points : 459 Registration Date : 2015-07-16 Age : 29 Location : Aalborg, Denmark
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-24, 03:40 | |
| - Abekat wrote:
- Just a quick thought, to make the tribal more special, could you add a single shot to him, so he can throw one spear (without penalty)? In his lore, he could be some kind of hunter
That is probably not going to happen for a number of reasons. 1. the Tribal is thought as a defensive, strong, but slow unit. That way he is very unique at the moment. 2. His sprite doesn't support that he throws spears, the spears are clearly not meant for throwing and he large shield doesn't help. 3. We would then have to redo animations/make new ones which is the least needed at the moment. 4. the gameplay of having a lvl 1 unit with 1 shot is very far from H2 and HoMM gameplay in general. No shooter should have less than 4 shots in my book. Don't take it personal, I just don't think it is a good idea | |
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Abekat Gargoyle
Messages : 10 Quality Points : 1 Registration Date : 2016-11-07
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-24, 03:56 | |
| Yeah i see, it was just an idea :-) np m8 | |
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Ragoon Minotaur
Messages : 358 Quality Points : 352 Registration Date : 2016-05-30 Age : 27 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-24, 16:43 | |
| Orzie, I'll wait for your version of the harpy then and will not touch it anymore, guess my visions will not satisfy you ¯\_(ツ)_/¯ Still think it fits better Secondly, I've managed to finish Death Knight and Wyvern animations for the beta, It was a horrible process though XD Sorry for some blurry frames too, I just tried to make it work and minimalize the loss in quality which can be fixed for next release NEW ANIMATIONS- Death Knight attack - Separate:
- Wyvern hit and death - Separate:
//EDIT PS I've also speed up tribal attack which looked lazy: (cut 1 frame lol) ________________________ https://www.facebook.com/ragoongraphics/
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