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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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#4156
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I'm working on a fat Orc; he inspired me so much that I'm only putting half the effort into the Dwarves right now, but I'll finish them soon, don't worry.
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#4158
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This is more of a return to an unfinished faction; I already created 3 Orcish units, but I think only the berserker will remain.

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.
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#4160
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IchGViji
If I understand correctly, each new level of Orcs will be the result of some mutations on the previous tier?
No, I don't have enough imagination or materials; the idea is this for now:

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.
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#4161
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Before creating an orc-peasant, I tried equipping an orc-chieftain with armor; he will reach Tier 6 (the armor is temporary, this is just a test).

I'm also working on a mage – both hands have gloves (I need to remove the highlights), and the eyes are not yet finished.
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#4163
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fktifzobr@mail.ru
Is it okay that I'm posting this here?
I started animating a Yeti, here's the IDL.
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#4165
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well, there is something there ))) there are animations from them... I just opened a few in the editor - demons, gnome bears, a wolf, unicorns... well, there are horses kicking with their hooves, demons moving something with their hand... so I decided to do it in the same style... the yeti scratches with its claws - it's getting ready, so to speak... for a meal ))
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#4166
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2 **Pavlinho**
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.
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#4167
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L'Garold
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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.
I admit, I didn't put much effort into the fingers, considering that this is Heroes 5, not some Unreal Engine 5. I made the rig for them as simple as possible, just to indicate the movement of the fingers... and I didn't make separate bones for each finger, but bones for 4 fingers and a separate one for the thumb...
Could you elaborate on the "uncanny valley" effect? What exactly stands out?
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#4168
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I was thinking about this: the animation can be divided into two phases: 1. When the yeti stands leaning on its fist. 2. When the yeti raises its paw and scratches the ground. This is a bit unsettling – in the original, the horned demon constantly keeps its hand raised and scratches the ground, and the hellish steed also constantly keeps its hoof raised and taps it briefly on the ground. That is, the animation, I would say, has a transition from a standing position to an action – this is more suitable for stir00 (the animation that plays when hovering the cursor over a unit). I would make the yeti sway from side to side like a cyclops.
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#4169
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Well... it's a debatable point... this is an IDLE animation – when a unit just stands there, doing some movements... why shouldn't it also include swaying and scratching itself? And the STIR animation, as suggested above, could be made like a yeti standing on two legs and beating its chest...
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#4170
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Pavlinho
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...
Yeah, it's a debatable issue, do what you think is best) I don't like it when someone tells me what to do or redo, so I understand.
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