[FfH II Art Team Blog]

New Malakim art :drool:

I definitely think the new Svartalfar art get the :drool: priority.

Looking forward to this next patch though... so much good art, plus new scenario's to see them in!
 
Maybe they'll come close given how well all the units are turning out... :p
What I do think looks pretty epic is the Bannor art. Just has an awesome feel. If only the Bannor Champion had it's own art... then my crusades would be complete...
 
Maybe they'll come close given how well all the units are turning out... :p
What I do think looks pretty epic is the Bannor art. Just has an awesome feel. If only the Bannor Champion had it's own art... then my crusades would be complete...

Will happen soon.

Svart druid is male for a change.
svart assassin is female and almost complete.

I have not posted any screenshots, because I dont have time to create and promote them. Maybe i will do that for all things missing out at some point. to complete my portfolio, but right now i am more into spending my time on creating than on promoting ;)
 
Those Malakim berzerkers look like dorks!

Just don't say that to their faces. :lol:

Could someone be a little more specific about the Malakim art update? Who made them, and which units?
 
Random:
Now that the workshop, lumbermill, and windmill are a tad more available and useful, will they be getting religious specific art? Hyborem loves his workshops of hell, but hey seem a tad bright and cheery for the environs.
 
Just don't say that to their faces. :lol:

Could someone be a little more specific about the Malakim art update? Who made them, and which units?

I have no idea... dont blame me. I think Kael found them somewhere, maybe on the DB... I havent actually seen them yet... but Malakim are really low priority, sorry guys.
 
Meh, I'm kind of glad they're out the way. Sez only has so much free time and finishing off the Malakim leaves more time for more important civs, like the Svartalfar.
 
I always mark models from the team. For the malakim I just used ethnically diverse units and such. I was playing a lot of NK's Wages of Sin scenario and I got tired of looking at my very non-Malakim european units. Thats not to say the new models are perfect, but they are more consistent than what we had before.
 
when is Govannon airing on "What Not to Wear"?
 
or when will Athrendain be a real dwarf rather than a shrinked man ? :D
 
Speaking of dwarves, my friend and I only just noticed the new-ish models on some of the dwarven units, particularly those guys with the red goatees and whatnot.
I'm not sure what's bugging me about them. Perhaps they just look too detailed or the size is off. I dunno, they just stand out to me and not in a good way.
 
I've been reading through a lot of threads recently discussing forests and specifically improvements built in forests. Its something that has also bugged me, that the farms and whatnot end up hiding the forest in elven territory. Its not only an aesthetic annoyance, its also a game play annoyance if you're not careful. If you don't check each tile by hovering over it, you can easily find yourself misdirecting units into tiles thought to be clear, but actually forested.

While this can most likely be sorted out with modifications to the L system, I'm thinking it might actually be much more satisfying if you could instead have civ specific improvement art instead of religion specific improvement art. Is this possible?

PROS
  • Elves could have tree dwelling cottages (perhaps with a modified city art to go with them).
  • Elven farms... not sure what they should look like, but someone must have a good idea on how to make them look appropriate for woodlands, ditto wineries.
  • Elven windmills could be really tall so they stick up above the forest.
  • The Illian Arctic farms could perhaps look less out of place when they are on snow.
  • The cottages could be matched up with the already very cool civ specific city art.
  • Imagine what Balseraph or Sheaim improvements could look like. Infernals?!
CONS
  • The most visible benefits would probably be tied to specific civs, especially elves, while most of the other civs might use very similar or identical art.
  • Increases the amount of art that needs to be made.

Additionally, is it possible to have improvement art modified by both Civ and Religion using the L system? Perhaps 75% of it influenced by Civ with 25% influenced by religion? So you could have tree cottages with a few hideous looking structures for Ashen Veil Elves? Perhaps some aquaculture taking place on a farm with a very creatively painted barn on a Balseraph farm under OO influence?

Between the two options, I feel the improvements would create a substantially more immersive environment using civ specific graphics rather than religion specific graphics.
 
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