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I'd say this is pretty creative and still has Sun Wukong feels.
(8 ratings)
I would prefer to use some of the modern tools, probably Blender, but I used mdlvis here.What program do you use for animating?
Finally, I'm kind of unclear as to whether this is supposed to be a Hero or a Unit; visually it has the complexity of a Unit (i.e. insufficient for a Hero), but you've given it Hero Glows so that makes me think 'Hero'. Having both is always great ; )... But you may want to lean one way or another.
Hm. While I understand the desire to make it thematically appropriate, I have to posit that gameplay concerns (like readability, visual cues, the silhouette) generally should trump aesthetic concerns. In this case, yeah he's a monk so he wouldn't have a lot of material possessions... But you need to jazz this guy up or he won't look like a Hero in-game.Well, updated, I added more wrinkles to the kasaya now and upped it to 128p.
I'm trying to keep to the traditional China's kasaya look, whilst with monks being monks they wouldn't have much of any "material possessions."
How's it?
I feel it is appropriate thematically, whilst speaking in wc3 hero's terms, it's not, something like that?
Now this is mystifying. What do you mean "it wouldn't work"? Does it glitch out or just fail to Morph at all (when you tested it)? Because normally those animations being named that way are precisely so people don't have to bother with triggers & systems to make things happen.Boaty said:The reason for them being spell rather than morph is because it wouldn't work as morph animations, it has to be triggered if anyone plans to use it. Unless I create the morphed animations itself, which would determine what he can or cannot morph to, but that wouldn't be too wukong now.
I figured that this is something that has to be tackled on the programming side, hence spell.
I would. I mean, again, only if you are trying to make a model fit for Warcraft 3. For another setting, or some kind of custom game? Sure, why not have instantaneous attack anims.Boaty said:As for the attacks, yeah, I was going for a look that seems more like how traditional 2D would look, but re-imagined in 3D.
And you're spot on, it's definitely instantaneous.
Perhaps I might add more inbetweens to make it look smoother rather than instantaneous.
I agree with all this... If he were to try & make it into more of a Hero.Yeah, the robe looks much better now. Some textures still need work, I would say - the weapon, golden pieces and teamcoloured parts all suffer from the same issues as the robe did before you updated it. Too bland and with too little detail. Wrinkles and shading in the TC can go a long way. The teddy bear proportions still bother me, and I agree with much of what Kyrbi0 said as well. A bead necklace (Blademaster style) would be neat. A more detailed weapon that stands out more would be another way to add interest to this model as a hero, rather than a simple unit. The golden bracelets and crown could be made a little bit more prominent, thicker, more distinct, more 3D, rather than the thin appearance they have right now. You could even go all the way and add animated textures, particles or some sort of animated glow to the golden parts, to further indicate the character's transcendence / godhood.