CONCENTRATION THREAD - Tulimshar, phase 1
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This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.
Its current use is for the continued development of the server and game it has always served: TMW Classic.
- ElvenProgrammer
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I really like that sword and that mount. For the people that haven't been around that long and haven't read the old docs: The strongest swordsmanship skills and swords would come from this region and hence this would be the kingdom, whose strenght would always have laid in its legendary swordmen.Mkael wrote:Nomad sketches: http://origin.defines.us/concepts/nomad.jpg
Not sure about the glasses: they look kinda modern. Also the clothing is a bit too Peruvian. (Resembles the traditional outfits of Southern American mountain indians, doesn't it?)
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Here's another pic of the Nomad's sword and a field bottle. I'll add some other relevant things later + some new sword/cleaver/axe/dagger models.Rotonen wrote:I really like that sword and that mount. For the people that haven't been around that long and haven't read the old docs: The strongest swordsmanship skills and swords would come from this region and hence this would be the kingdom, whose strenght would always have laid in its legendary swordmen.Mkael wrote:Nomad sketches: http://origin.defines.us/concepts/nomad.jpg
Not sure about the glasses: they look kinda modern. Also the clothing is a bit too Peruvian. (Resembles the traditional outfits of Southern American mountain indians, doesn't it?)
- ElvenProgrammer
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I sincerely like everything in Mkael's nomads concept art. They have their nice particular style. We don't have to go for real nomads, we can just adopt our style so I guess the clothes could fit without problems, well that's my opinion at least.
The sword and field bottle are wonderful, I'd really like to pixelate them, but I'm sure some other pixel artist could do a better job. Everyone feel free to give it a try.
iru: I've already seen most of the tiles, but I like the sand, the small rock and the columns (trunks?). I think sand could use more variation, maybe something like small dunes, some vegetation, more rocks or whatever else you can think of. I know you're working on the tents, Mkael should be working on some concept art of them, maybe you'd want to wait for it.
Anyway I'm glad to see summer's holidays are over and everyone is back to work with very nice results Go on this way people.
The sword and field bottle are wonderful, I'd really like to pixelate them, but I'm sure some other pixel artist could do a better job. Everyone feel free to give it a try.
iru: I've already seen most of the tiles, but I like the sand, the small rock and the columns (trunks?). I think sand could use more variation, maybe something like small dunes, some vegetation, more rocks or whatever else you can think of. I know you're working on the tents, Mkael should be working on some concept art of them, maybe you'd want to wait for it.
Anyway I'm glad to see summer's holidays are over and everyone is back to work with very nice results Go on this way people.
Thumbs up on everything!
Irukard: Really good all around, the only potential issue is that the perspective at the base of the trees is side-on, rather than from an upward "45?" angle. The pillars/statues are great, in fact I would go so far as to say they may well be the equal of professional nintendo art.
The trees would be too, save for that perspective issue I mentioned - you can fix it by having some roots stretch out from the base point at an angle.
The "highlight the facing edge" trick is a large part of what makes those pillars look good. You've learnt it well - do keep using it.
Mkael: Nice work on that line art, there. You have a good eye for creature shaping and costuming, and I think your style fits a game like this very, very well.
Irukard: Really good all around, the only potential issue is that the perspective at the base of the trees is side-on, rather than from an upward "45?" angle. The pillars/statues are great, in fact I would go so far as to say they may well be the equal of professional nintendo art.
The trees would be too, save for that perspective issue I mentioned - you can fix it by having some roots stretch out from the base point at an angle.
The "highlight the facing edge" trick is a large part of what makes those pillars look good. You've learnt it well - do keep using it.
Mkael: Nice work on that line art, there. You have a good eye for creature shaping and costuming, and I think your style fits a game like this very, very well.
I'll try to impove that. thnx for hints ;PJetryl wrote:Thumbs up on everything!
Irukard: Really good all around, the only potential issue is that the perspective at the base of the trees is side-on, rather than from an upward "45?" angle. The pillars/statues are great, in fact I would go so far as to say they may well be the equal of professional nintendo art.
EDIT: I uploaded to tiles tent concept art. It's out of style, a bitt odd, and too blured in some places. I used dynamic lightening, so shaders can look a bit strange.
and here is my question: Are shape and size fit to game?
In real life tents aren't really extendable. The smaller tent shown in I's tileset wouldn't make sense if it got much bigger. The structure wouldn't be believable. Consider the differing structures of the biggest tents you've ever seen, circus bigtops, medium sized ones like I's, and the smallest, camping tents. When the size is changed too much the whole structure changes.
P.S.- When you highlight the facing edge, you're making the light source, the player's view, and the object in a straight line. Therefore... shouldn't there be no visible shadow because it's behind the object?
P.S.- When you highlight the facing edge, you're making the light source, the player's view, and the object in a straight line. Therefore... shouldn't there be no visible shadow because it's behind the object?
I'm talking about constructing a more complex tent out of the same building blocks, for example an octagonial ceremonial tent..
And that applies to everything we have, for example the desert cliffs that are in use at the moment aren't really interjunctionable and a person cannot be very creative with them. But I agree, the post shouldn've been directed at the tent, it was a bad example. This has been a long and exhausting day for me.
And that applies to everything we have, for example the desert cliffs that are in use at the moment aren't really interjunctionable and a person cannot be very creative with them. But I agree, the post shouldn've been directed at the tent, it was a bad example. This has been a long and exhausting day for me.
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- ElvenProgrammer
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Here are some tent concept art by Mkael again:
http://origin.defines.us/concepts/nomadTent1.jpg
http://origin.defines.us/concepts/nomadTent2.jpg
I sincerely like a lot the first one, even if someone told it looks a bit orc-ish and wow-ish.
http://origin.defines.us/concepts/nomadTent1.jpg
http://origin.defines.us/concepts/nomadTent2.jpg
I sincerely like a lot the first one, even if someone told it looks a bit orc-ish and wow-ish.