When you said too cartoonish for one of my ideas, I think you weren't interpreting the picture the way I was, I wasn't thinking cartoonish, I though it gave a good general look, it just needed to be made more serious, but the concept was just to show what he could look similar too.
Okay, I get what you're saying. I think for the sword, it looks really impractical, even if it were on a regular scale. There's a reason nobody ever made double-bladed swords in the real world. For the second one, I kinda like the armor on the torso and arms, but the helmet looks like it's trying too hard to be cool and just isn't succeeding.
Hey, too make a model go through things in Glest can't you make it an air unit, but put the model way lower in Blender, would that work..........?
He wouldn't be vulnerable to melee units then.
We want this shadow walker to be scary here right? and possibly WHAT could possibly make it scarier than Gleaming red eyes showing from a totally dark body background (it doesn't necessarily have to be black as such-it could even be dark violet
)?
I still feel as if that's a little cliche and I'm not sure that glowing eyes would really have that same effect in Glest with the zoomed out camera and such. Plus, while we can make the eyes much lighter than the rest of the texture and have them stand out by virtue of contrast, we really don't have a way to make them "glow" per se.
well I'd prefer a cape(is that what hangs down the back like what Dracula wears?) , large horns if possible coated with blood
,
dark armor
Now that I'm thinking... I don't like the spiked shoulder idea much now...it could do a lot better with the cape covering his shoulders and back too...
A cape and a cloak are pretty much the same thing. I think the only difference is that a cloak has a hood. I think when most gamers see a horned helmet, they immediately think of a) orcs, b) dwarves, or c) vikings (even if that's a false association), none of which really fit this unit. Plus, I would think anyone wearing heavy armor would want to avoid putting excessive ornamentation on his head, since it would put a lot of weight on his neck. This is where the shoulder spikes come in, looking wicked and deadly without being too over-the-top.
attack animation:
I'm thinking of the same concept whether he is holding the sword in one or both hands-
not a fast attack but an animations which bellows 'I'M THE BOSS HERE' with every blow - you get the idea?
I think so. Like the Iron Knuckle monsters is LoZ:OoT (I can hardly believe I didn't think of this comparison before!). It swings its axe wide and slow, putting all of its weight into it, and it destroys anything that gets in its way. Video example:
here. I'm thinking of something a little slower than that, though, because the Iron Knuckle actually swings surprisingly fast.
Hey, too make a model go through things in Glest can't you make it an air unit, but put the model way lower in Blender, would that work..........?
Yeah...ish. But then most ground melee units wouldn't be able to attack him, right?
Right
Is it possible to set the unit size to 0
I think that crashes the game, but I could be wrong.
OR set the unit size to 1 and have a cell map with that single cell empty?
That has the nasty side effect of making the unit impossible to target. I found this out the hard way when I made a building with a cell map of nothing but zeroes, and my workers couldn't even build it. They just set the foundation and then stood there looking dumb. I couldn't destroy the building either. I think I could select it, though. As far as I can think of, the only unit that would work properly with a cell map of 0 would be an invisible scouting unit that can't attack.
Ah, shoot! Class time! I'll address some more points when I get back.