New Dwarven 1 Hand Eagle Hammer-Axe
Featureing the following Coloring Options:
"Dwarf Gold" - "Bronze" - "Frost Ice"
Honestly I dunno yet if it will be possibe, but im looking for a decent way, to add a frost aura as vfx for the frocs ice one If someone can help me out on this one , it would be highly apriciated, as it would be nice to have weapons with auras for all classes in the future..
Let me know what you guys think about it
Reworked & New Weapons for RoR
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Re: Reworked & New Weapons for RoR
Almost like an axe-shaped hammer with the flat runed edge. I’d run the gold one, would go nicely with fort shield.
Re: Reworked & New Weapons for RoR
Flowson wrote: ↑Fri Dec 04, 2020 9:28 pm @Orgruk Thank you for your Feedback.
The Main Issue here is:
How "massive" / "Brutal" can or shall we SetUp new weapons without taking away the "shine" from their old ancestors? Its always a smal line between to much or to less. Ill leave a note, and see if i can do a slightly more agressive version in the future for comparison.
Imho if you want to rework something existing you can take the Bloodlord axe and remove the annoying horns on top of it (the skull is OK) and it would be perfect. Beside that I'm not a huge fan of Axes, I prefer by far choppas, like the ones I linked or these ones below already in game.
Spoiler:
Re: Reworked & New Weapons for RoR
@Orgruk I*ll give it a try
Heres the Renderung Shots of the new 1Hand dual Head Axe for da Green Skins. Featureing 4 new Colors:
Steel Grey, Mud Yellow, Orc Orange and Goblin Red
https://ibb.co/6FzFThB
https://ibb.co/Kzdn9s2
Further i added some Icons for easy implementation as well
https://ibb.co/kBQkSdy
Heres the Renderung Shots of the new 1Hand dual Head Axe for da Green Skins. Featureing 4 new Colors:
Steel Grey, Mud Yellow, Orc Orange and Goblin Red
https://ibb.co/6FzFThB
https://ibb.co/Kzdn9s2
Further i added some Icons for easy implementation as well
https://ibb.co/kBQkSdy
Re: Reworked & New Weapons for RoR
Very impressive work , nicely done and not over exaggerated fitting the overall original game aesthetics
However, i will more enthusiastic when you complete and showcase some Empire armaments, i made a post some moons ago about halberdier weaponry that can be implemented for Kobts , or crossbow for wh ( <3 plz do that ! ) in hopes that the dev team can allow their use as an alternative . Have a good one , keep up the good work, need more Order art now <3
However, i will more enthusiastic when you complete and showcase some Empire armaments, i made a post some moons ago about halberdier weaponry that can be implemented for Kobts , or crossbow for wh ( <3 plz do that ! ) in hopes that the dev team can allow their use as an alternative . Have a good one , keep up the good work, need more Order art now <3
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Re: Reworked & New Weapons for RoR
These look pretty cool!
I'm curious if you could show the reworked ones with the current in game version vs your take.
Are you reusing textures from existing assets?
I'd try to keep the handles consistent. Some are round, some are rectangles.
If you do use rectangles I'd suggest rotating them 45deg so you always see 2 faces from the side views. That way it sells the roundness a tad better.
What are your textures sizes atm? The textures are a bit inconsistent texel density wise (some parts are sharp, others blurry).
I'm curious if you could show the reworked ones with the current in game version vs your take.
Are you reusing textures from existing assets?
I'd try to keep the handles consistent. Some are round, some are rectangles.
If you do use rectangles I'd suggest rotating them 45deg so you always see 2 faces from the side views. That way it sells the roundness a tad better.
What are your textures sizes atm? The textures are a bit inconsistent texel density wise (some parts are sharp, others blurry).
Re: Reworked & New Weapons for RoR
@MMXX43 Thnks for that feedback and hint ill see what can be done in the future
@TomSeas Thank you The Problem with current textures is that some only use 256x256 base size, which is a nightmare to work with. For Some i try to upscale to 512x512. The Blur occors once theres not enough space on the texture sheet, in consequense it zooms the smal tiny spaces to unsharp large sections.
@TomSeas Thank you The Problem with current textures is that some only use 256x256 base size, which is a nightmare to work with. For Some i try to upscale to 512x512. The Blur occors once theres not enough space on the texture sheet, in consequense it zooms the smal tiny spaces to unsharp large sections.
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