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Daimonin Forum  |  Project News  |  Official announcements  |  Artists' blogs  |  Topic: Torchwood's artwork « previous next »
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Topic: Torchwood's artwork  (Read 18438 times)
smacky
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« Reply #15 on: July 19, 2007, 10:30:49 am »

Nice. Smiley

You should have seen the miniatures I painted when I were a lad -- they were not nice. :lol:

I think they'd all be good bases for arches, except 24 and 22. I like the tubby paladin (12). He makes me giggle.

The very important thing is while (as above) you photos provide excellent rotations of a single non-animated pose, this is only a base to build on. The ingame images would need someone skilled at such things to animate them in some way and create appropriate image sets for different states before they'd be useable.

Great start though. Smiley
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Torchwood
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« Reply #16 on: July 19, 2007, 11:28:55 am »

Tubby Paladin - lol!  Yes, I suppose the image does make him look tubby, but that is just an artifact of the photo!

I agree with your point on the animation / fighting images.  I'm going to pick one of the models and do 2 or 3 directions and then see if I can modify them to get reasonable animation frames using the various GIMP tools.  Although I'm not artistic enough to ever draw some thing like that from scratch, I'm hoping I will be able to cut/copy/paste/clone/blend/etc. an existing image.

I might start with #23 as that is one of my favourites ... and is a relatively simple model ... but I'm open to suggestions.
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smacky
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« Reply #17 on: July 19, 2007, 02:11:22 pm »

Yes 23 is nice.

Personally I would like some fully-animated town guards. AFAIK no-one wants to complete the existing image sets so maybe this is a way to fire up interest. 16 and 04 wouold work well.

Or 12. Then Grommit could script the Mahewa Occasional Parade of Portly Paladins. (That'd draw in the crowds to load your map, Grommit). Cheesy
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Unislash
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« Reply #18 on: July 20, 2007, 07:54:47 am »

Smacky: i tried with the guards... it took me like 2 hours to make him facing away from me. I don't think it's going to happen from me... but if anyone wants to try, give me a shout and i'll give them my work so far (all of 1 image Tongue)

Torchwood: Nice models Smiley.

Cheers,
Unislash
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Torchwood
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« Reply #19 on: July 20, 2007, 08:24:11 am »

Sad Sad Sad

Well, as the more experienced artists might have guessed, scaling down the photos of my models to guard/human size didn't really work.  Scaling down to about 30 pixels tall gave a really blurry image - I could tell what it was if a squinted a bit (and it helped knowing what the original unscaled image looked like!), but it wasn't good enough to put into the game.

Quite disappointing really, as I thought my attempts at the horned demon above were quite promising ... but then those were scaled to about 75 pixels tall - and that makes all the difference obviously!  It would appear I could only use this technique for larger images - which really means mobs.

So, looking through my figures again, I think I could come up with a "Giant Skeleton" mob quite easily.  I did a quick test on #19 scaled to 75 pixels tall and it looked good - you could see the detail and it didn't look fuzzy.  Next week (I'm away this w/e) I'll have a go at animating a couple of images for one direction and see how it turns out.
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Unislash
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« Reply #20 on: July 21, 2007, 04:58:55 am »

Kk Smiley

Animating is always the easy part Wink

Cheers,
Unislash
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Ellwoodblues
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« Reply #21 on: July 21, 2007, 08:01:37 pm »

Quote from: "Torchwood"

...
Quite disappointing really, as I thought my attempts at the horned demon above were quite promising ... but then those were scaled to about 75 pixels tall - and that makes all the difference obviously!  It would appear I could only use this technique for larger images - which really means mobs.

...


Have you tried taking a picture of the model at a much closer range?  Does your camera (if its digital) have a micro/macro setting? or a zoom function?
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Torchwood
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« Reply #22 on: July 21, 2007, 09:32:29 pm »

Yes - the pics were taken at a distance of about 75mm, using the macro setting ...
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Jac_Err
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« Reply #23 on: July 22, 2007, 12:53:55 am »

I've got a bunch of minatures I could post or something...I don't have the GIMP program, but if I were to post them and if they were good enough, would someone else maybe consider doing them...?

Thanks, and great job, Torch! :wink:
(I wanted to put an applauding smilie.... Sad )
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Ellwoodblues
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« Reply #24 on: July 22, 2007, 02:03:34 am »

If you don't have gimp and want it, you can download it free from www.gimp.org
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Jac_Err
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« Reply #25 on: July 22, 2007, 03:23:24 am »

the problem is downloading it...I can't download anything...stupid family comp!!! I'm trying to get around it, though...and I'm gonna get a new comp, so when I do, I will get gimp, and this game will probably be one of the first thing I put on there...Cheesy
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Ellwoodblues
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« Reply #26 on: July 22, 2007, 03:58:00 am »

hmm.. Well if you have access to a friends computer, library computer (that allows downloading to media), school computer you can try that route.  

Is there a firewall or a netfilter, or the security settings on the browser maxed out on your computer?  If its a netfilter issue you can try to work with your parents and show them the GIMP website and explain why you want to download it (or try to find out what program it is and Im sure somebody around here can help you find a way around it Wink ).
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Torchwood
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« Reply #27 on: July 22, 2007, 09:31:05 am »

Haha ... they could have chosen a better name for the GIMP ... after I downloaded it and my misses saw the shortcut on the desktop for the first time there were a few eyebrows raised lol!

@Jac_Err:  Problem for me is always getting the time to do this stuff.  Let me get my skeleton giant started and finished ... and we'll see how well it works (or not) before thinking about further miniatures!!! Wink
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smacky
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« Reply #28 on: July 22, 2007, 02:32:43 pm »

LOL That just proves the GIMP is perfectly named. Smiley

What else would you call the Gnu Image Manipulation Program?
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Torchwood
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« Reply #29 on: August 01, 2007, 05:37:09 pm »

So, here's an attempt at an animated skeleton ...



Not sure I'm totally happy with it, but its a start ... not really sure how I'm going to make him run/fight, but still ...

As discussed above, I can't reduce the size too much more without it going fuzzy, so this is more of a 'Skeleton Giant'.
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