Author Topic: Animation instructions for Dark Magic  (Read 29706 times)

modman

  • Guest
Re: Animation instructions for Dark Magic
« Reply #50 on: 9 June 2009, 01:07:32 »
These are new units I will be needing.

Wicca ring.  I think it would be cool if it floated in midair and rotated!


Grag.  Is an evil worker/mage in the late game.  The body is good, but get rid of the knife.
Code: [Select]
[img]http://theartofzac.com/goul800.jpg[/img]
Baphomet.  Is also a mage, and is slow.
Code: [Select]
[img]http://arckangel.com/db3/00257/arckangel.com/_uimages/baphomet6.gif[/img]
Bahamut.  This is the most powerful unit in Dark Magic!
« Last Edit: 8 October 2016, 07:51:28 by filux »

Hectate

  • Guest
Re: Animation instructions for Dark Magic
« Reply #51 on: 9 June 2009, 01:21:23 »
wicca ring not visible above...

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: Animation instructions for Dark Magic
« Reply #52 on: 9 June 2009, 01:32:31 »
I think we should avoid calling it a Wicca ring.  No need to step on the toes of any real-world religions.  Also, what does Bahamut have to do with Dark Magic?  Bahamut is either the giant fish upon which the world rests in Arabic lore, or the god of good dragons in D&D.  Neither of these have anything to do with Dark Magic as far as I can tell.

Possible magic summoning circle
Code: [Select]
[url=http://upload.wikimedia.org/wikipedia/en/0/0c/Circletriangle.gif]here[/url]?
« Last Edit: 8 October 2016, 07:51:57 by filux »

modman

  • Guest
Re: Animation instructions for Dark Magic
« Reply #53 on: 9 June 2009, 02:12:26 »
OK it is a real religion, but that of witchcraft and sorcery!  It's not like they should be ashamed of us for using their name.  But I'm open to suggestions for renaming.

And if the Bahamut has nothing to do with Dark Magic, then I need another unit to replace it!

Also, I will be able to finish the faction diagram sooner than expected.  I'll have it up tonight.  It will not have these revisions you just mentioned in it.

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: Animation instructions for Dark Magic
« Reply #54 on: 9 June 2009, 02:46:02 »
For the Wicca ring, I'd call it a Circle of Power or something like that.  I'm currently reading up on demonology and related topics, so hopefully I can glean some ideas from that.  As for replacing Bahamut, maybe a Balrog or similar giant demonic thing?

gameboy

  • Guest
Re: Animation instructions for Dark Magic
« Reply #55 on: 9 June 2009, 06:24:30 »
For the "Wicca Ring" how about calling it "Gate of the Underworld" or something, maybe like the oblivion portal, 'cause we might have to use a similar thing for Magic, "the summoner's circle".

modman

  • Guest
Re: Animation instructions for Dark Magic
« Reply #56 on: 9 June 2009, 19:44:11 »
Oblivion portal sounds cool.

gameboy

  • Guest
Re: Animation instructions for Dark Magic
« Reply #57 on: 11 June 2009, 09:20:25 »
here's the dark mage model fully textured, it still needs team color though. well, off to animating.


EDIT:
Wciow, Hectate and archmage101, how are those models coming up? when do u think they will be done?
i don't how how long away the deadline is supposed to be but will till nxt saturday, that's the 20th, be enough? wciow, u get another week because ur texturing and animating, if u want some more days pls ask the czar.
« Last Edit: 11 June 2009, 12:04:02 by gAMeboy »

Hectate

  • Guest
Re: Animation instructions for Dark Magic
« Reply #58 on: 12 June 2009, 00:43:19 »
Unfortunately my boss has taken vacation for half of last week and all this week - which means the Assistant Manager (myself) does both jobs. I've not done anything since the Imp's style change.
if you need the 20th as a deadline I probably won't make it, but I'll try. I have a couple of extra days off for working a 6-day week. That'll be next Monday and Tuesday. We'll see what happens.

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
Re: Animation instructions for Dark Magic
« Reply #59 on: 12 June 2009, 15:03:26 »
I finished modeling the wyvern a few days ago but haven't got very far with the texture. Also i've modelled and textured the imp. I'll post some screenies when i find my usb stick.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

gameboy

  • Guest
Re: Animation instructions for Dark Magic
« Reply #60 on: 12 June 2009, 15:29:48 »
cool! i can't wait to see it. And Hectate since wciow has done the Imp could u do something else? the reaper is free and so is the treant or whatever it's called and pls. inform me when ur free.

BTW hows the dark mage? its my first humanoid model and the texture is made completely from scratch.

modman

  • Guest
Re: Animation instructions for Dark Magic
« Reply #61 on: 12 June 2009, 15:40:46 »
I hope you guys understand that you are not obligated to fully texture anything unless you are a 2D artist.  But more work is always better, though.

The model looks great, Gameboy!  I really like it!

But you guys should definitely check the latest version of the faction diagram on the Dark Magic topic to make sure a model you are doing is not obsolete!  For example, the Treant is obsolete.

gameboy

  • Guest
Re: Animation instructions for Dark Magic
« Reply #62 on: 12 June 2009, 15:44:11 »
well wciow volunteered to everything himself, is there anything wrong with that?
oh and sorry for not checking the new version of the tech tree.

modman

  • Guest
Re: Animation instructions for Dark Magic
« Reply #63 on: 12 June 2009, 15:47:14 »
Of course there's nothing wrong with it!

Oh, and BTW you also may want to check name changes, because generally the concept stays the same.

And the God's Bane, which used to be the Fury of the Tiki, needs a new concept.  I want to keep most of it the same, but just not a tiki.  It needs spikes too...  Gameboy, could you help me out a bit?

gameboy

  • Guest
Re: Animation instructions for Dark Magic
« Reply #64 on: 12 June 2009, 15:58:14 »
firstly i wanna know what a god's bane is, and second, what shape and size it should be.

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
Re: Animation instructions for Dark Magic
« Reply #65 on: 12 June 2009, 17:23:46 »
Oops i actually modeled the concept for the grag and not the imp:

Code: [Select]
[img]http://img195.imageshack.us/img195/3262/grag.jpg[/img]
also heres the basic mesh of the wyvern. Its roughly 800 polys:

Code: [Select]
[img]http://img194.imageshack.us/img194/6558/wyvernw.jpg[/img]
« Last Edit: 8 October 2016, 07:52:34 by filux »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: Animation instructions for Dark Magic
« Reply #66 on: 12 June 2009, 22:01:09 »
Oops i actually modeled the concept for the grag and not the imp
That's actually not far off from what the Morlock is supposed to look like, so we can probably use it for that with a little modification, like more fur and a club instead of a blade.

here's the dark mage model fully textured, it still needs team color though. well, off to animating.
I like it.  It's a little higher-poly than most of the regular Glest models (I think the Swordman has about 650) but it should be fine anyway.  If you want help with the animations, I'd be glad to do some of them.  I'm really starting to like animating.
« Last Edit: 12 June 2009, 22:26:11 by John.d.h »

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: Animation instructions for Dark Magic
« Reply #67 on: 12 June 2009, 22:46:31 »
nice models

as for my model... i'll try to finish it tonight
i've done a bit of work on it
Egypt Remastered!

Proof: Owner of glest@mail.com

modman

  • Guest
Re: Animation instructions for Dark Magic
« Reply #68 on: 13 June 2009, 00:14:07 »
The Morlock should look hairy!  That's the most important thing!  But giving it a club should be fine.  I like that idea, actually.

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: Animation instructions for Dark Magic
« Reply #69 on: 13 June 2009, 00:43:05 »
this is the best i can do
Code: [Select]
[url=http://files.filefront.com/13893677]shadow_walker[/url]
« Last Edit: 8 October 2016, 07:53:00 by filux »
Egypt Remastered!

Proof: Owner of glest@mail.com

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: Animation instructions for Dark Magic
« Reply #70 on: 13 June 2009, 02:43:43 »
I added some spikes (on his shoulders and knees), altered the sword a little bit, and changed his horns.

Screen shot: http://i42.tinypic.com/294s58y.jpg

File: http://files.filefront.com/shadow+walkerblend/;13893987;/fileinfo.html

Obviously you don't have to use these changes if you don't want to, but I think it fits the spike theme a little better.
« Last Edit: 8 October 2016, 07:53:28 by filux »

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: Animation instructions for Dark Magic
« Reply #71 on: 13 June 2009, 03:37:43 »
i like it, thanks for looking at mine ;D
Egypt Remastered!

Proof: Owner of glest@mail.com

gameboy

  • Guest
Re: Animation instructions for Dark Magic
« Reply #72 on: 13 June 2009, 12:01:12 »
wow, good work being done! keep it up archmage, your doing good.
here's a concept for the god's bane, which i thing we should rename to dark sentinel, which suit it better.


BTW. I turn 15 today and also celebrate a year on the forums. :D

Mark

  • Guest
Re: Animation instructions for Dark Magic
« Reply #73 on: 14 June 2009, 01:42:55 »
Happy birthday, gameboy!

here's a concept for the god's bane, which i thing we should rename to dark sentinel, which suit it better.

Actually, gameboy, i already have a new concept for the gods bane.  I think that yours is nice, but I will upload mine soon so you can see what i have.

About the shadow walker, the horns are supposed to be larger, and the arms and legs are made of bones.  It looks like you have the sword down well, and i can see that you have been working hard :)
« Last Edit: 14 June 2009, 01:55:13 by Mark »

modman

  • Guest
Re: Animation instructions for Dark Magic
« Reply #74 on: 14 June 2009, 02:29:15 »
I like my brother's concept for the God's Bane a lot.

BTW. I turn 15 today and also celebrate a year on the forums. :D

Congratulations on the year on the forums!  And happy birthday! ;D

here's a concept for the god's bane, which i thing we should rename to dark sentinel, which suit it better.

The new name is OK, but I think I want to keep the renaming to a minimum.  I have a final version of the faction diagram on the Dark Magic topic.  It utilizes a new building, doing away with the Ring of Power.  The new building is called the Beast Trap.  I like the concept because it will show all of the units it can produce chained to it.  I would like some concept art, but my brother could probably draw it if none of you do.  I think I would like some analyzing from the czar, but I think it's really good, myself.

Also, I thing it would be cool if the Shadow Walker had a flamberge.
« Last Edit: 8 October 2016, 07:53:54 by filux »