| 06-16-2004, 02:38 PM | #121 |
As much as this is fun this will be the last version for today.Crap the skin look a lot better in the game. |
| 06-16-2004, 02:45 PM | #122 |
i like the skin, need to get rid of the wings. i suggest we do the places in the colour map first. and the places will be seperated like in the black and white map also the forests etc will be in maps seperate to the 'countys' shown on the map. i will post descriptions of each place soon. |
| 06-16-2004, 02:48 PM | #123 |
I would have been back sooner, but my connection was down for some reason.... bloody BT... Anyway, if we're all picking races/areas now... I'd like the Lizardmen but I can't see how they'd fit into this, so I'll have a go at terraining those underground Skaven strongholds just east of Miragliano. After that, I'll move on to the Border Princes or southern Brettonia, whichever is of more use. On the subject of models we can use: the Dwarf Rifleman could be used as a Thunderer. Tauren Cheiftain can be reskinned to Chaos Minotaur, and the Night Elf Archer could be skinned as both Wood Elf or High Elf Archer. |
| 06-16-2004, 02:57 PM | #124 |
hmm maybe reskinn that sucubi skin to be a daemonete of slaanesh |
| 06-16-2004, 03:02 PM | #125 |
the archers are already being reskinned. the tauren chieftain will need slight adjustments to look like a minotaur (removing hero glow, and those stupid things on its back.) also its face looks too kind and he is too leaned over. dwarf rifle man can be a thunderer but will need adjustments too look more like the model |
| 06-16-2004, 03:06 PM | #126 | |
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Im not reskinning anything maybe later though, if everyone agrees with you. |
| 06-16-2004, 03:21 PM | #127 |
Hey guys, i been monitoring this project since Paul started the topic and im impressed. I'll gladly lend my skills to you lads if you need me. Im mainly a terrainer but i can skin (my freehand ability is relativly ok but im not too happy bout it), Anyway the attched pics are of the Khemri/Tomb Kings landscape as i imagine it. Bout that vampire, burn the corners of her clothes to make em stand out more and mayb add alittle more shading to her skin (cant really tell due to how far the camera is back) Thanks, Shavar Edit: And yes i know the background to most warhammer races. |
| 06-16-2004, 03:33 PM | #128 |
wow. ok you can make the land where the tomb kings live. |
| 06-16-2004, 03:35 PM | #129 |
Nice, Shavar, I like em. But what is that thing in the last pic meant to be? A wierd throne? |
| 06-16-2004, 03:36 PM | #130 | |
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| 06-16-2004, 03:40 PM | #131 |
The Forest of Chalons: the forest of chalons is altoghter different from the other vast forests of bretonnia, being located in the high lands west of the Massif Orcal. this forest extends over rocky ravines and crags. everywhere knolls of weathered rock reach above the stunted gnarled trees. it is a region honey combed with caves and cut by streams. there are waterfalls and pleasant polls of sweet water. vast boulders perch precariously on the edges of cliffs towering above deep chasms covered in a green blanket of ferns and moss. The Pale Sisters: the pale sisters are a range of limestone hills at the far northern end of the grey mountains. these bare hills, seperated by from the mountains by the river Ois, are mainly inhabited by bretonnian shepherds and there are few castles. here the ancestors of the bretonnians built burial mounds with huge slabs and boulders of stone for theirs chiefs. they may have been inspired in their work by contact with the dwarves and elves. since many of these tombs, now hidden or ruined, have becme lairs of monsters, wraiths and other fiends, it is a region which attracts questing knights. these other encounter Dwarf treasure hunters looking for gold. The Forest of Arden the forest of arden is a huge oak forest spreading over the hinterland of northern bretonnia. it extends up the slopes of the grey mountains, and for this reason is often invaded by orcs, goblins and worse enemies descending from the higher peaks and passes into bretonnia. in the depths of the forest they are able to hide and organize raids on the surrounding countryside. there are many marshes and lakes within the forest as well as dense thickets making it difficult to track down the raiders when they are pursued into the forest. many vile creatures, huge monsters, dragons and savage beasts linger and breed here and so the forest attracts many knight errant and questing knights eager to hunt them down, slay them and thereby win honour. some of these knights never return. the remains of others are sometimes found centuries later, their rusting armour and bones scattered around the lair of some hideous beast, or glimpsed through the waters of a misty mere. here and there the roots of a tree have grown through the visor of a great helm, while swords lie embedded to the hilt in the bark of great oaks which have grown around them |
| 06-16-2004, 03:43 PM | #132 | |
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| 06-16-2004, 03:47 PM | #133 | |
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| 06-16-2004, 03:58 PM | #134 |
Dunno, may work. I've never moved vertices cause I can't model. Like I said, I can do some geoset removal (Hey, I could get rid of those succubus wings!) and anim transfers. |
| 06-16-2004, 04:03 PM | #135 |
is there any chance you can scale down an ogre and make his arms really thin and remove his club so he looks lika nurgling? o and should we make a list of chaos models? |
