- Joined
- Jun 17, 2007
- Messages
- 3,837
The mage needs... It needs a bit of work.
YEAH, I MADE IT IN A HURRY AND I TRIED TO FIX HIS LEGS IN ATTACK ANIMATIONS, BU SO MANY BONES WERE THERE THAT I MESSED THEM UP. I TRIED TO TRANSFER FOOTMAN'S STANCE IN ATTACK ANIMATIONS BUT IT LOOKED WIERD AND I COULD'T FIND OUT WHICH BONES ARE WHICH.The mage needs... It needs a bit of work.
Thanks for a big 'review'. I kind of had so much ideas about this model but didn't have time nor skills to do that. About the walking animations, yeah, it doesn't fit very well, but as I find MK's animations that were attacking with both hands I used them. It didn't turn out as I wanted in the end.Alrighty.
So I'm really glad you finished, because while you won't be winning any points for "MOST CREATIVE EVAR", having a Knight/Mage combo is simply required, In My Humble Opinion. I'm honestly surprised no one has made one in all these years of modding, and having one is really cool. Simple, standard, sublime.
Your Knight & Mage are both pretty cool; neither steals the show, though in detail they seem somewhere between Unit and Hero. The TC is plentiful with this one (perhaps a bit too plentiful on the Mage), and the animations are simple but fluid. I like how the Death anim has them dying differently/separately. Walk seems a bit odd (the poor Mage is loping along all athletically).
I really like to see them attacking in concert, but what concerns is me: what exactly did you expect that to look like? Unfortunately, AFAIK, the limitations of the system are such that there's no way to have a sword-slash and simultaneous fire-blast... One or the other (see PROXY's Boom Squad) but both? That worries me for it's ultimate use. Portrait Talk has them speaking in unison, which is funny to me. Overall, this is a pretty nifty model.
Also funny to me is that the Spell anim is conspicuously absent SFX. Like, the one anim that needed it most! : ) Probably just a time-issue, I'll bet. (personally, I'd also love to see the Knight hunkering down behind his shield & directing the Spell-casting, while the Mage leans over his shoulder to lob whatever-it-is, but that's probably way too much work for the time you had)
Good luck in the Contest!
Absolutely. I hope I didn't sound too harsh; I totally understand that time was the killer in this Contest, and honestly there's a reason people don't just make multi-unit models all the time; it's not easy. : )Thanks for a big 'review'. I kind of had so much ideas about this model but didn't have time nor skills to do that. About the walking animations, yeah, it doesn't fit very well, but as I find MK's animations that were attacking with both hands I used them. It didn't turn out as I wanted in the end.
For attack animations my plan was for the footman to attack while the mage behind is giving him support by creating holy barrier around him, that could work with some abilities in game.
As for the others things you mentioned, as I said, the lack of time and skills got me. I am satisfied just by finishing the model. I had little time to update it, but animating is killing me, I'll have to learn it as soon as possible.
As I wrote to Kyrbi0, the model is made in a hurry and I didn't had much time and knowlegde to make it like I thought I would.The biggest problem with a majority of contest models is that it lacks real game-play implementability. You see, if you set this guys attack to ranged then the footman will swing his sword in vain. If you go for meele then what's the point in mage doing his magic thing? As an option, you could separate the attacks or turn the footman into a defender of sorts for this mage. You know, the mage casts his fire spell while the footman sticks to him and covers him up with a shield. Right now they could just be separate units all-together.
I also don't quiet get why they talk simultaneously in portrait. With some clever sound-reimporting one could get a real mage\footman duo (just like the mortrar squad) if they had animations like the classic wc3 dwarf duo. Also, i think there is a room for improvements regarding the mage's face. It's kinda weird right now. But this is still a very nice model. I especially like the guard's mesh and texturing.
As I wrote to Kyrbi0, the model is made in a hurry and I didn't had much time and knowlegde to make it like I thought I would.
You're right about every flaw you mentioned, but eh, I know it won't get any vote on contest, but I just wanted to participate this time, last time I changed 3 models and didn't had entry..
SURE, IF I FEEL MOTIVATED ENOUGH, I WILL UPDATE THE MODEL. BUT WORTHY OF DC? THAT'S TOO MUCH, REALLY. I DON'T THINK I CAN GET TO THAT LEVEL..Indeed the contest might be close to over, but it doesn't mean that you won't be able to perfect the model once it's overI think the model has all the potential to become worthy of DC, it just needs a little bit more polishing and thought put into it. I'm also sure that you will get some votes and i'm glad that you now can erase entering a contest on THW from your bucket list.
Yeah, although people need to use triggers to make it work like I imagened. As I said earlier, it didn't turned like I wanted, the animations are what I am not satisfied with the most.A very useful addition,there aren't enough models of more than 1 unit together
Similar in what way? Yeah, I am aware that the animations are quite wierd and not good looking. I'm not sure about the stand hit.Stand 2 is too similar for both.
The problem with the attack animations is that the mage cannot reach the target the footman reaches unless he shoots from a range.
Stand hit seems buggy/convulsive (model viewer issue?)
4/5.