Villagerino's Work in Progress

Hello, peeps, I hope your holidays went well!
It's time to publish some stuff here, and my main current project is a Gnome Tinkerino 🔧
Here are some spoilerino:


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Gnome Tinker - How I made the 'Spell Slam' animation

Hey guys, long time no see! I gotta show you somethin':
gm_atk.gif

Here's an 'Attack' animation and for those who are interested in animation, you might like this topic. Yes, there's a also a 'Morph' animation that puts the Gnome into ranged combat mode but I'll keep a secret 🤫

The Gnome has an 'Attack Slam' animation for critical strikes and especially for bashes:
gm_atk_slam.gif

So I needed to create a new animation to highlight special attacks in the ranged mode but this is hard to do when you have a minigun shooting bullets 👌

Thus, I decided to work on a concept that involves a special move that emphasizes the power of the shot, and added a few details that make it more different from the normal 'Attack' sequence.

Step 1 - the concept:
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I lean the Gnome forward and then drag him back by using the 'root' bone. Here I just "draw" the concept of the move by dividing it into 3 phases: the start of the move, its continuation and the finishing part (when the model gets back to its initial position).

Step 2 - the jump:
gt3.gif

To more clearly indicate the start of the special move I added a jump, moving the model forward slightly after it.

Step 3 - the distance:
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Here I have roughly calculated the shift distance so that the model does not go too far beyond the selection circle in the game: after jumping the model ends up closer to the front edge of the selection circle than usual and then moves back. I also animated the return to its initial position. This can remind you of the Alchemist's 'Spell Channel'☝️

Step 4 - the shooting:
gt5.gif

Here I estimate how many whole shots will fit into a given period of time, looking at the attack animation with one eye. But I want the shots to look more powerful in order to justify the model sliding back from recoil 🔫 Thus, while the Strider's feet should remain in place, his hips should move forward and backward.

The amplitude of movement of the machine gun body, as well as the gnome's chest, should be more dynamic and "sweeping".

Step 5 - the chest, head and beard:
gt6.gif

Here I animated the vibrations of the mentioned body parts. It is important to understand from the concept that the huge force of recoil pushes the Gnome back, which is why his chin and neck seem to be pressed inward as well as his shoulders.

Step 6 - the shoulders, arms and gun:
gt8.gif

To make the recoil dynamics more expressive, I worked with the arms and also added a sweeping twitch of the shoulders. And in order to emphasize the special nature of the shots, I resorted to the technique of increasing and decreasing the size of the object 🤌

A good example would be the animation of the tank with healing liquid from the shown above Alchemist or the shot from the minigun in the 'Attack Slam' from the incredibly beautiful model by @Gluma.

Step 7 - the barrel and other small details:
gt9.gif

After I was happy with the movement of the torso and head, I finally "tied" the arms to the "steering wheel", animated the eyebrows and of course the barrel.

Step 8 - the polishing and fire:
gt10.gif

Here I polished the motion and added the fire which counts 6 powerful shots.

Step 9 - the secret clip:
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Here I added a secret clip and some comedy to its appearing to further highlight the move ☝️ Of course, I thought about the appearance of such a detail in advance and just wanted to surprise you a little 😉

It is amazing how just one detail can change the whole image. When creating animations or parts of your character's appearance, you can always think about what detail could become a cool icing on the cake.

Step 10 - the comparison:
gt16_atk.gif
gt15_spell_slam.gif

Why not an 'Attack Slam' but a 'Spell Slam'? Because it's hard to designate a special shot for ranged attacks but creating a special uninterruptible move using the 'Channel' ability is a very good thing! Just imagine how the Gnome locks on to the target and fires a whole series of powerful armor-piercing shots with beautiful glowing projectiles 😎

Bonus - the 'Stand 4' sequence:
gt14.gif

As a bonus, I decided to play with this additional detail once again and created another funny animation. (Well, a whole additional geoset doesn't have to go to waste!)



That's it! I hope you guys found it interesting to read!
See you soon 🙂

Regards!
 
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Level 39
Joined
Sep 18, 2007
Messages
1,951
Ah guys you nailed it! That was fun, we did it accidentally :cgrin:
Well, he started it, I did not know that you have imposter :cgrin: he provoked me and I could not resist!

Anyway, on a more serious note, Villagerino, this is good work man, I really like idea of that dwarf/human sitting on that walking machine using machine gun. I am getting ideas out of this. You could also add alternate or spell attack firing it once like rifle, so it can be used as single shot or artillery if needed. Good job man!
 
Ah guys you nailed it! That was fun, we did it accidentally :cgrin:
Well, he started it, I did not know that you have imposter :cgrin: he provoked me and I could not resist!

Anyway, on a more serious note, Villagerino, this is good work man, I really like idea of that dwarf/human sitting on that walking machine using machine gun. I am getting ideas out of this. You could also add alternate or spell attack firing it once like rifle, so it can be used as single shot or artillery if needed. Good job man!
This minigun's dynamic won't let me make a single shot firing so I made it repeat Blizzard's Marine when you put the damage point right in the middle of the shot or at the beginning. Anyways I'm planning to make other Gnomes that will use single shooting weapons 👍
 
Replaced the old technomode backpack for a new one with some drawings and ammo, just what he needs 🤌
gm44_backpack_3d.gif
gm45_backpack.gif

I kinda liked how the old turbine looked but the idea with a barrel-shaped backpack and a barometer is needed for someone else.

Let's see how one detail adds to the dynamic of the character:
gm46_backpack.gif

Now it feels that there's enough detail and this hero can stand on par even with the Alchemist and Tinker 👍

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A new content on the Gnome Mechanostrider has arrived!

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I'm planning to make this one use a flamethrower which will make him a dangerous melee fighter 🔥 He will be riding a rusty Mechanostrider (because its paint is constantly peeling due to high temperatures) and wear some fireproof clothing.

I'm going to use the Orc Cart's fancy texture:
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Units\Other\Orccar\OrcCar.blp

All gnomes kinda look alike but their facial hair gives them special charm. In addition to changes to his hair and glasses, the shape of his head was also changed. Before finishing the model I will come back to his portrait once again to make him more charismatic!
 
Ent Treasurer - Minecart skin

Skin_EntTreasurer_Minecart.gif


This is an Epic skin for the Ent Treasurer 💰
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"This greedy miser is already bathing in gold but it's still not enough for him!"

Added few details to the cart to improve the model's dynamic and added a second 'Walk' so that he jumps on bumps:
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Also reworked some of the animations to add more liveliness to the cart.

Was thinking on how to add TC to the model's back without touching the cart and decided to add a big spot to the backpack. It doesn't look elegant but, on the other hand, it's very noticeable and doesn't "eat" all the backpack.
 
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Ice Drain effects (drafts) for the Tower Survivors map

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These effects formed the basis for the Frost Ray weapon in TS.
Icons can be found here 👈


 

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A unit version for the Hero Geomancer by @Tranquil

DwarfGeo.gif


@Lefroit, I think I just changed the proportions to make him look more like a Dwarf, changed the mesh a bit and started working on the textures. This was very long ago. That's all I remember 🤔

P.S. Wait, I think I made a unit version.

BTNGeomancerIconForTranquil.png
 

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