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Thread: Grey Elves 3D -> Archer

  1. #1
    Developer Marcin3D's Avatar
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    Grey Elves 3D -> Archer

    Hey guys.

    Take a look at this new ranged elven unit. Elf Archer at your service.


  2. #2
    Looks awesome!
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

  3. #3
    Sorcerer of the Lesser Tower Wraithstalker's Avatar
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    Very nice.

    The gold wings on the bow seem a bit too big though.

  4. #4
    Archmage of the Central Tower Happerry's Avatar
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    Looks nice and fancy.

  5. #5
    Sorcerer of the Lesser Tower
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    I like the model very much!
    I agree, the wings are a bit big, but they could be there for recognition when you have several small models on the map. To me the oversized hilt looks much more ugly...

  6. #6
    Archmage of the Central Tower Happerry's Avatar
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    How is the hilt oversized? It looks about normal to me.. That kind is supposed to completely cover someone's hand so no one else can run their blade up your sword and stab you there..

    And it looks about the same size as what a fist would be, given the size of the sprite.

  7. #7
    THE GRAND BACKER zdsdead's Avatar
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    I like it
    Elder Dragon, Grand Chancellor x 2, Conjurer x 2, and some other type of Backer

  8. #8
    Quote Originally Posted by Wraithstalker View Post
    Very nice.

    The gold wings on the bow seem a bit too big though.
    They have to be big you won't see them in-game.
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

  9. #9
    Developer Marcin3D's Avatar
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    Troy and The_Jackson are almost right
    In WoM, the units are almost always visible from a very far camera. What is more, there are up to 4 units on one tile on the battlemap. All of these causes them to look really small. The player should be able to identify each unit easily. Not only for strategic reasons, but also for aesthetic. WoM models have plenty of saturated colors, and they lets the player to identify units, but not always. High Men have lots of blue, the elves got lots of green, and when they are close to each other they may be hard to distinguish. The silhouette is the answer here. Each unit should have some characteristic features. The best example are the characters from DOTA2. Look at this image:



    It shows the silhouette of heroes completely blackened. Each of them has a very characteristic "something". Sometimes it's a giant sword/pick/staff/whatever, sometimes it's an armor, giant hands, wings, and so on. These units are also small in the game.
    That's why sometimes we shouldn't create very realistic scale of some objects and weapons. Maybe they would look OK on a close screenshot which I give you from time to time, but there would be a problem in a game.

    Hope I made it a bit more clearer
    Last edited by Marcin3D; 01-18-2014 at 03:51 PM.

  10. #10
    Those. Are. AWESOME!!!
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

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