Dunefolk Rework - Base Units

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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype »

so I think my edit should have have fixed the issue. I reduced the width of the cape and added a sleeve hanging gown (because you know ... gravity) which should add more contrast the the hand/string situation. The hand itself should be more visible now.


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Caladbolg
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Re: Dunefolk Rework - Base Units

Post by Caladbolg »

Yup, that fixes it :D
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Re: Dunefolk Rework - Base Units

Post by beetlenaut »

I agree. It's clear now.
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Re: Dunefolk Rework - Base Units

Post by ghype »



so i worked on the horse armours/clothes respective to the references i posted. Here are the Swift/Windrider. I also worked on the Raider/Marauder horse armour but they are no finished. They will look more cohesive all together.+



I need either feedback or more references.


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windrider-new-11.png
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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype »

Now that a day passed, looking back to the Swift/Windrider, I am not quite sure about the horses headwear/mask. Everything else looks fine.
Any suggestions on how to improve the mask/headwears?

Furthermore, I finished the Raider and Marauder which all in all looks ready and much better then the ones from yesterday.
The horse armour was inspired by this and this.


raider-new-7.png
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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype »

nothing much new, just small fixed for the last mounted sprites. I didn't like the feather all too much so i took it off from the swift/windrider. as for the raider/marauder i deleted the white eyes socket as it didn seem normal for wesnoth sprites.


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windrider-new-13.png
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raider-new-8.png
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marauder-new-7.png
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Re: Dunefolk Rework - Base Units

Post by Pentarctagon »

The mask in general looks kind of weird on the Windrider - the white eyes are strange, and the head shape looks different as well.
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Re: Dunefolk Rework - Base Units

Post by Caladbolg »

I like all the revisions so far. The only nitpick I have is that Windrider's mask seems a bit like it's plastic and the eye is difficult to read. The golden strap(?) below his eye seems like it's the eye; alternatively, the eye looks like a shiny tc-colored marble. Maybe just a smidgen of texture or sth on the mask, and make the eye a bit darker and a bit more towards the front? On other horses both eyes are visible and closer together so I think you can get away with bringing his eye a bit more towards the center of his head.
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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype »

The mask will be reworked. That seems clear.
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Lerud
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Re: Dunefolk Rework - Base Units

Post by Lerud »

Awesome work! 8) Well done!
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Re: Dunefolk Rework - Base Units

Post by ghype »

Here are the final versions of these two paths.

final armour set up for horse, coloured mane for differentiating them to other default horses.
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marauder-new-8.png
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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype »

Here are some updates by The_Gnat
As we gave the SB spear a a more yellow-ish tint to the weapons, we decided to do the same for the other base units who do wield blades.

A subtle version for the Spearguard and a more vibrant version for the spearmaster.
Same goes for the Dune Emir i think is what he is called now. That one got a fixed handle as it was a bit off and some work on the left shoulder pad.
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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype »

This is the current state of development.

I updated the main page where I will from now on publicly keep track of whats left to do.
Any thoughts and feedback you have, will be included once expressed.

I did the same for the Extra Units.
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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype »



Raider Lv2
- add saddle
- recolour chain armour
- fix horse neck

Marauder Lv3
- recolour chain armour
- add saddle


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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype »

by The_Gnat and me


Poisoner Lv2
- make headwear more interesting
- a bit more TC



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