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Latest Eye Candy Shots
https://img222.imageshack.us/img222/3626/build1zp9.jpg
New build cards for the Tomb Kings ... looking OK.
Next up, we have the Dwarven Hammerers. Heavier armour than the regular warriors...and with Hammers. Naturally!
https://img222.imageshack.us/img222/...mmerer1ve6.jpg
Next, the heavy warriors in battle.
https://img222.imageshack.us/img222/4206/battledw7.jpg
Next, we have the longbeards. Have some issues with the rigging as far as the beards are concerned...but they just about work OK as I have them now. The damn beards REALLY get in the way!
https://img222.imageshack.us/img222/...gbeardsyn1.jpg
Finally for today, another shot of the heavy troops ready for a fight
https://img222.imageshack.us/img222/...ytroopssn4.jpg
Spent the rest of the weekend clearing out all the stock models from the modeldb and export_descr_unit to make them a bit tidier, and struggling with the animations for the crew. For some reason, the animations for the crew are scattered over several directories ... just to make it really awkward.....
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Good to see some progress on on the mod after a short brake (in the showcase that is :P)
I like most of the dwarf, but i think there is some issues. firstly, i dont like the scalemail for some reason, it dont look as good as the other armours i've seen you make. in a normal mod, this wuld not have been an issue, but your other works have set the standards too high for this one..
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The screenshots don't show it very well. The scale-mail does look OK when you see it 'firsthand' as it were!
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Make the mallet heads smaller, these are Dwarven Warriors with iron/steel hammers going to war, not Dwarves with rubber mallets playing WHACKAMOLE...
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That would be the ones on the Longbeards....
Yup..could be you are right. They didn't look that big in MS3D...but now I come to think of it :oops:
Mind you..it's not Whackamole .... it's Whackanorc :smash: :smash: :smash:
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Great units, especially lovely axe blade textures.
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Hmm, looks awesome.. Just one thing bugs me, and that is that all the dwarves hands seems too small compared to the rest of the body. Maybe it's some issue with animations or something, but I really think you should scale the hands up, and then also scale up the "handles"/"shafts"/whatever (if you know what I mean) of the axes and hammers.
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i´ve been lurking around this part of the forum along time, though i never posted before, just wanted to say good work, i love the dwarves, and i can´t see a problem with the hands, though i agree about the handles of the hammers, especially the ones the longbeards have, maybe they should be scaled up a bit, to fit the massive hammer, seems like it would brake quite easily under that weight...or as you said yourself scale down the hammer itself...anyway it looks wicked, good luck with the mod bwian!
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was wondering when we would get some more screnies, dwarfs looking very nice though the weapons look a bit big
Quote:
Originally Posted by Bwian
Mind you..it's not Whackamole .... it's Whackanorc :smash: :smash: :smash:
i loled :laugh4:
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The Longbeard hammers ( the big mallet one ) has been made smaller and more in proportion. It looks a lot better now. Hands wise, they were in proportionas far as I can see. The arms and armour on the Dwarves does bulk things up quite a bit, and I don't really see them as being oversize.
What do others think? I am trying to get the look spot on, but don't want to fall into the 'Citadel Trap' where things get steadily bigger, bulkier and generally more caricatured with each successive change. If the consensus is that the hands should be bigger, then I will change it. It's quite a lot of work ( 9 units..4 lods ...though I would probably not bother with the lower detail versions in truth) so I don;t want to change it really... but I will if I have to!
Next shots will be of the new siege gear. Which is proving to be a pain! Lots of fiddly bits on the Ballista, and I have to work to the stock bones pattern.
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As i see it, those dwarfs look supreeme. My issues were with the scalemail and the big hammer (wich the latter did not make it into my comment arbove for some reason ;P) If you think the scalemail is fine, and the hammers are toned down, i am perfecly happy with the dwarfs the way they are.
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Yeah, as always, great work! I think it's all right with hands. There is no need to recreate base dwarf models. :yes:
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the hands look fine to me
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ohh God,bwian very nice work,they look amazing,they can smash everything in there way with those big hammers,keep it up....:egypt:
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acctiualy, I have changed my mind, sorry. The hand is a problem. I think they are too thin, and look a bit odd. It is my opinion that if it is not too time demanding, I think you shuld make the hands broader.
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Quote:
Originally Posted by A Norseman
acctiualy, I have changed my mind, sorry. The hand is a problem. I think they are too thin, and look a bit odd. It is my opinion that if it is not too time demanding, I think you shuld make the hands broader.
Exactly what I think too.
But seriously, that's just a small thing, don't bother change them if you don't think they're too small, Bwian ;)
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We could always settle it with a show of hands .... ( sorry!)
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This is the most interesting mod for M2tw for sure. Probably teh most awaited. Congratulations for teh mod.
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https://img218.imageshack.us/img218/3373/flamerys7.jpg
Small thing.... but I figured I had better get this working before I built a flame cannon for the Dwarves. Just need to improve the 'flow' of the flames, so there are fewer gaps in the stream. Flames look about how I want them, and they will be looking good when they are done.
Would also help if I didn't mess up the screengrab too!
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Damn... wish I knew how to get such flame effects into my mod.
Looks very nice though :)
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Very nice Bwian, it's been quite a while since your last drooler.
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wow
only wish the screen grab was better quality
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Looking sharp as always chief :2thumbsup:
I don't really mind the giant hammers, but it's probably better for the overall aesthetic to tone them down a smidgen. The hands could do with being a *bit* bigger, but I don't know if it's worth going through all the models to change them. Maybe just make the armoured hands bigger and leave the unarmoured/gloved ones.
It's a shame CA took out that 2h animation from the previews where the attacker thwacks the foe in the face, trips him up, and smacks him twice in the chest. That would be brilliant for the Longbeards' and Hammerers' tenderizers!
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I'd say the dwarves are perfect. Good job.
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https://img171.imageshack.us/img171/4286/flameonfe7.jpg
Took a leaf out of the Kingdoms book, and now have a flame-cannon that looks like it really should do!
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wow, just wow :yes: :yes: :yes: :yes: :yes:
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That's what I calling "The Amazing Work"!!! Holy shit! Just can't wait do throw my orcs in all-out assault against such a machine! :yes:
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Yea, But you havent made the acctual machine yet? Or are the dwarfs using some ingenius balista engine ;P
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The mesh is being built :clown: and since I am basing it on a Ballista, it seemed the simplest way of working. No point in making a fancy machine model if I can't make the flames work!!!!
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Is nice. Is very nice. :2thumbsup:
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Inteligent.. :P
No serusly, this mod gets better and better!, But dont you need kingdoms to see the flames?
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...thought so too...
Doesn´t it run from the kingdoms.exe? (boiling oil effects)
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i guess he copied out the effect so it works with METW2.exe
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Kingdoms is definitely NOT required to get the effects. All the required particle effects etc. have been around since RTW, and the stock M2TW engine works just fine for producing flames. All I needed was to find out the right settings to get the smoothness and flow rates right, and you get FLAMES. The effects for people burning etc. are all there in M2TW as well for use when troops are hit by flaming ballista or catapult shots. Whatever they changed for the Kingdoms exe, it was not related to the particle effects!
I looked at the kingdoms particle stream effects to get an idea of how they did them for the greek fire, layering 3 on top of each other, where I was trying to do it with a single one. Once I saw that, the rest was easy!
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The flames look a little white atm, but the effect looks awe inspiring.
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I think they are suposed to be white.. Its actualy burning fluid, not flames..
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Nice but are the Dwarves praying for the Ballista to move?
Also the Flame is looking very cool Bwian.:yes:
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Quote:
Originally Posted by Eufarius
Nice but are the Dwarves praying for the Ballista to move?
Uhm, so you mean it looks good in vanilla medieval when they move siege equipment or what? Making animations takes time, and making that animation look perfect is almost impossible.
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How cool :P
Not the most awe inspiering thing you've made, but realy impressing seen as it is a sige engine not a unit, with i take for beeing harder. Cant wait for the cannon! (is it possible to add to the number of cannons so that you got 1 or 3 or 4 in one unit? i yust did it in rome, but are uncertan if it works in medieval)
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The problem with the dwarves pushing in the right place was easy to solve in RTW...the push points were defined in descr_engines. In M2TW, they have gven them some odd file type I can't read or change....GGrrrr
Once I find out how to do this, I will set them right. I also need to change the position for the flame cannon. Right now, the Dwarves standing out front tend to get fried by their own gun every time it fires.... not nice at all!
And yes...siege gear is a lot more complicated! You have seperate damage models, as well as a collision model and a more complicated set of text files to mess with. Units are much more fun and a lot easier to do.
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Quote:
Originally Posted by Bwian
The problem with the dwarves pushing in the right place was easy to solve in RTW...the push points were defined in descr_engines. In M2TW, they have gven them some odd file type I can't read or change....GGrrrr
Aren´t some of the siege machinery files encoded in python?
Think I read something about that. (haven´t tried changing them myself)
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I appreciate the humour Eufarius, Zapp is just a downer ;)
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Yay! thank you Spankfurt but Zapp is correct I know how hard it is to do animations to actually fit but it's all good.
And Bwian keep up the good work looking forward to it.:2thumbsup:
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Haha, I didn't mean to sound pessimistic or anything :) But yeah, it's hard.
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Quote:
Originally Posted by Bwian
Looks like a giant Super Soaker. :D
Good work dude. ;)
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Not been much eye-candy of late, since I have been working with KE to solve the Chariot problem, plus some other things that will bear fruit later on....
What I have done, though, is to finish off the Dwarf units. Aside from a general model, standard bearer and musician unit, the troops are all done now.
Iron Breakers:
https://img135.imageshack.us/img135/42/ib1os2.jpg
https://img135.imageshack.us/img135/3313/ib2yi9.jpg
Quite pleased with the way these guys have turned out.
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Great work on those little stunties... can´t wait to see them in action!
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Quote:
Originally Posted by Bwian
Verry nice my friend. BTW, who are they fighting in the second pic? Looks like some Orks.
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Nope those are Chaos warriors or marauders
and Bwian are shields like that? or will they be filled with emblems and stuff?
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They are indeed fighting Chaos Warriors :laugh4: Alletuin hasn't finished the Orcs, and I don't have them in the test build yet.
Shields are DEFINITELY NOT staying like that! I have just given them a solid block of colour on the texture since I have not decided exactly how the shields will be patterned. I also wanted to make sure that I didn't forget!
There are actually 3 variations of pattern in there...but all are just plain orange. I will decide the patterning soon when I do the standards and decide on a llogo for the faction.
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I Like the orange shields, kind of reminding me of the orangejuse my grandmom used to make on those hot summer holidays down south.. :P
No seriusly. Arent the ironbrakers lakking a bit in armor? Or does it come in a uppgraded armor version too? I dont see the tinncans i had imagened.
But i want to see the cannon!!
(PS That odd knight who show up on all your pictures out of context with everything is realy getting on my nerves:P)
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Plate mail from head to foot ... How much armour did you want on these guys! They still need to move :yes:
The shields will change shortly ( and mean I have to re-do some work, since I forgot to map the shield backs to the wooden texture :embarassed:
The dodgy Knight will go once I have general models in place for the Dwarves. The dodgy knight they are often seen killing will go when I replace all the OTHER general models!
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THAT is some impressiv work! really like the armour, hope we'll see something similary with bretonnia.
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yes i think that the armor is enough but the faces should be covered too,and a suggestion,i think that the veteran models like longbeards and iron breakers(or hammeres)should have white breads because they are old enough,and to finish they have plate armor in the torso,not chainmale.but they are still good.nice job bwian,keep it up,also i had post for suggestion the AI(darth mod should be very good)what do you think about that,finally you run the job here.it's your choice.Keep walking:egypt:
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i think alex is right when he ses they need there faces covered (even if just a few) as it will make them look a whole lot more menacing
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Yea, at closer look, i see now that my last comment was not true. They are armored. BUT (always a but) I think that it is the lack of the iron masks who make them look less armored than they actiualy are..
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Smashing Iron Breakers (in more ways than one!)
I agree with the concensus that there needs to be a Sutton-Hoo type mask there somewhere, but the goggle-helms look nice too. Maybe just add the mask on one of the existing heads, maybe the one that doesn't already have goggles or noseguards.
You could also try changing the face and beard of one so they look like they're sculpted metal.
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This is burning fluid :grin:
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I was looking , also, at the effect produced by the 'Crocodile' flame thrower mods done to Churchill and Sherman tanks in WW2. Range is limited, since the systems were pressurised with nitrogen, and there are limits to how high you can go before things get decidedly risky!
Interestingly enough such weapons were banned under the terms of the Geneva Convention, though all sides used them during the war!
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Awesome dwarves bwian.
apologies for the slow down with the greenskins but i've been working on a tut:
http://www.twcenter.net/forums/showthread.php?t=127787
expect some goblins soon (well, not that soon)
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A big thank you for the guide, Alletun. Very helpful, and good looking too ;)
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Got a few new things ready for a show. Been trying without success to make a spectral horde for the Vampire Counts, but I also made these guys.
Wights:
https://img134.imageshack.us/img134/9660/new1ob0.jpg
Even the mighty warriors of old are allowed no rest. Summoned back to fight once more against the enemies of the Old Country.
Meanwhile...down in the hot deserts of the South, something deadly stirs...
https://img89.imageshack.us/img89/5679/new2ow5.jpg
Drawn from the mightiest of the Tomb King's servants, these warriors guard the resting places of the great ones. Tall and strong in life, they dwarf their lesser brethren in death. Deadly warriors to a man.
Even the mightiest of the enemy stand no chance against these undead horrors
https://img87.imageshack.us/img87/3622/new3hf6.jpg
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Wow... really love those screens.
One thing though... aren´t their armours a bit too "mint condition"?
If they have risen from proper burial sites, it should be fine, but if they have died in battle, their armour should have taken a beating, I think, resulting in some dents and holes etc.
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Well.. wights?
I dont find any wight units in the vampire count unit list
The only wights i could find, was the wight lord.
And if it is the wight lord you are drawing ispiration for, I assume this will be the absolute cream of the elite for the vamire counts. Soo.. I think they are a little to .. ordinary.. to do the job right. I mean, they are basicly grey feudal knights with skeleton faces. Not the most frightening thing on the battlefield. And realy not a unit who fitt the vampire counts elite.
I have a suggestion, Have you seen the wrights? My opinion is that those guys are one of the most awesome unit GW have ever made. And i think they wuld have made a perfect eite unit. Yust take the bodies of the folowers of perkunas and replace the heads with skeletons and make a bigger scythe .. And you have the wrights redy made.
However, the wrights are powerfull.. so a thing like the berserkers in viking invation (minimum unit size, maximum power) wuld work well..
Tomb guards.. Love them!! Realy skilled work.. You have a thing for tomb kings i guess..
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Wights ... page 27, just before the Ethereal units. Right next to Ghouls. Not sure which version of the armybook it is that I have, but they are definitely there. They would be the dead heroes and nobles, and I figured they would get a proper burial with all the gear.
In practice, when it comes to burial of war dead, the armour was too valuable an item to bury anyway. The victors would cart it off as spoils of war. The 'standard' undead units have a bare minimum of kit...but these guys are more 'elite'. The helmets need a bit more weathering though... something I need to do to quite a few of the undead VC units. Not such an issue for the Tomb Kings. They planned on bringing their armies back to un-life...so would naturally have made sure they were buried with full wargear, which would have been better preserved by the desert conditions.
And I will give you three guesses what army I used to have :egypt:
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dont like VC much but they look very nice, TK are brilliant as usually cant wait to crush some orc heads :egypt:
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wow! cool.
is it possible to make pigtails? (plait of hair)
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Good St. George that poor man being killed by the Undead.
Frikin wicked man keep it up!
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Pigtails... yes they can be done. Not on the undead though.....they don;t really suit!
Next project... Ssssskaven
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Woooh! Can't wait :jumping:
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Quote:
Originally Posted by Bwian
Pigtails... yes they can be done. Not on the undead though.....they don;t really suit!
Next project... Ssssskaven
boo dont like those little rat men though they will fun to crush with a bone giant :smash:
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Quote:
Originally Posted by A Norseman
Yes you do, but the name of the regiment is "tomb guard".
http://uk.games-workshop.com/vampire...re-gallery/16/
Read the description.
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Yea,... I think thats the wights i was looking for. But still, Bwians unit dont look anything like the grave guards on the GW site..
My opinion.. No offense bwian, is that they shuld be redone to the new "grave guards". and not be some grey feudal knight clone.
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Grave Guards are going to be a seperate unit. These are shown in the Armybooks as a unit in their own right, and basically form an elite undead unit. The Grave Guard are another step up, and are more 'personalised' and elaborate. I consider them to be the sort of unit you will find guarding a Vampire or acting as a 'command' unit. I kept the colours fairly muted as a deliberate choice.
If they don't fit, I can always drop them.
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Beautiful work Bwian!
Just a question... Why do the screenies look so... bad? What I mean is the screenshot quality seems very bad.