Posts from RTF is a global modification that replaces all towns in the game.
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Do we need Ashan?
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"Холм мертвецов"
"Священное древо"
The Orcs will replace Haven because it's easier for them to gather 5 units for retraining, but again, we can't avoid some crazy transformations – the first Orc will be a small, goblin-like archer, and the last will be a giant in armor; we'll attribute it all to dragon magic.
Added after 3 hours and 4 minutes
Perhaps we should recolor the Orcs' skin to match the Ashan style.
Сценарии:
"Холм мертвецов"
"Священное древо"
If I understand correctly, each new level of Orcs will be the result of some mutations on the previous tier?
There are basic, small, skinny archers; this is the first stage of development; you can conditionally consider it a goblin.
If they eat well, they grow into fat orc archers.
Then, two more stages of development without mutations - just strong orc axemen and shamans.
And finally, an orc-gigachad on the model of a leader; a funny fact - the orc and dwarf units in the fifth game are significantly larger than the units from the original, so the fat orc on a peasant and the goblin on an archer only reach the leader's waist - this metamorphosis should happen with magic.
In principle, you can make the fat orc without fangs, the axeman with ordinary fangs, the shaman with huge ones, and the last one with his entire mouth filled with teeth like an anglerfish.
I'm also working on a mage – both hands have gloves (I need to remove the highlights), and the eyes are not yet finished.
fktifzobr@mail.ru
Is it okay that I post this here?
Looks great 👍 The only thing I would suggest is to refine the finger movements on the hand a bit. Everything else looks organic, but sometimes there's an uncanny valley effect here. You don't have to worry about it, as it's a minor detail, but if you want to polish the animation to perfection, I would advise you to pay attention to this aspect.
2 Pavlinho
Looks great 👍 The only thing I would suggest is to refine the finger movement on the hand a bit. Everything else looks organic, but here, sometimes, there is an effect of the uncanny valley. You can ignore it, as it's a minor detail, but if you want to polish the animation to perfection, I would advise you to pay attention to this.
Could you elaborate on the "uncanny valley" effect? What exactly stands out?
Well... it's a debatable issue... this is an IDLE animation - when a unit just stands there and performs some movements... why wouldn't it also do swaying and scratching with its hand? And the STIR animation, as suggested above, could be made like a yeti stands on two legs and beats its chest...