- Joined
- Dec 29, 2014
- Messages
- 2,031
(15 ratings)
Yup, simply reanimating his hand to be rested on his shoulder all the time would work wonders here, or have his arm slightly angled so the axe is resting on the ground and not glitching through.<Have someone> animate this character, so the tip of his axe doesn't pierce the ground so much.
Armor looks rocky, i think dear Stefan is doing some experiments, the reference artwork looks really cool honestly, but i don't think it would hinder this version if it became more classically metalic.I'm definitely down for the classic 'hooded executioner' thing, but I'm not quite feeling this one, and I'm not entirely sure why... Maybe in part the textures used on the metal spiky armor (seems kinda dull in comparison to the skin)? A lot of detail on the armor as well.
Tillinghast's Executioner is sort of the other end of the spectrum; much less detailed but kinda in that Warcraft-y way, which I think is more preferable for Classic. His could use a more interesting weapon (something yours excels at), and while the guy is masked it's not the classic spoopy pointy hood like yours. Hm.
Like I said in the description, this model was made for fun. There is always a place for improvements, of course.Armor looks rocky, i think dear Stefan is doing some experiments, the reference artwork looks really cool honestly, but i don't think it would hinder this version if it became more classically metalic.
I'm not sure how does Stand 1 work, i didn't test it ingame but through this viewer it kind of feels like the axe will go straight under ground. though Stand 2 would be perfectly fine if it was the only stand animation.
The model is supposed to have undead dissipate animation. I just forgot to include the object that spawns in the undead dissipate animations. It's fixed now.As a hero model, please add a proper Dissipate animation. Also, please reduce/remove the unused tracks in the model so that it's optimized.
You may use Sanity Check to see the problems.