Topic: [WIP] The Twilight Knight (in Darkest Dungeon)

This topic contains 486 replies, has 7 voices, and was last updated by actionjack actionjack 5 days, 17 hours ago.

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  • #152164
    Balgin
    Balgin
    Participant

    Hello everybody. This has been weighing on my mind for the last few weeks now so I thought I might as well share it with others. A few weeks ago I got an idea for a mod stuck in my head. At the time I believed that if I worked at it slowly and patiently I might be able to do most of the work on my own with only a few pointers. We’ll just have to see how that goes eh? For now I thought I should probably share my idea here and see if anyone would like to discuss it or offer any advice as to how to set about getting things done.

    I’m quite fond of the idea of the Twilight Knight from Kingdom Death finding her way into Darkest Dungeon. Now she’s no stranger to crossovers. She’s already visited other worlds (Hell Dorado, Wrath of Kings, Myth, Super Dungeon Explore etc). I’m pretty sure she’s probably turned up in a few other places as well by this point.

    Allison the Twilight Knight ventures out into the darkness with her shabby hooded cloak, her lantern dangling from her belt & her two handed sword to fight the foes of humanity. She rarely visits human settlements, dwelling in the shadows on the edge of society. From time to time she seems to get lost in the darkness and turn up in other worlds.

    At this point I gathered a few reference pictures. At no point was I interested in the pin-up version of the Twilight Knight entering the Darkest Dungeon. I was only thinking of the much more sensibly armoured version. I’ll provide some links here.

    Sculpt close up

    Different angles.

    Obviously these images do not fit the Darkest Dungeon art style very well. However the Myth artwork for her is rather close to the Darkest Dungeon style already.

    Twilight Knight: Myth version

    Looking at that picture I’m practically seeing a Leper reskin right there.

    While I may be comfortable creating an artistic depiction of the Twilight Knight I have not really experimented with the Darkest Dungeon art style. My main concern would be getting her to fit in without looking too out of place. Fit in with the art style, that is. Additionally my artwork tends to be more physical and less digital. It’ll take time. I’m not expecting miracles over night.

    Obviously I could have just pointed some of the community artists towards these images (and towards Moirgaine’s blonde vestal) and write a lot of exciting stuff about how this would be a really great opportunity for people to finally create that female Leper reksin that the world’s been missing but that would be fairly irresponsible of me. Additionally someone’s recently done just that (although a few leg bandages need to be added to a handful of the sprites). I should probably try to take on some of the burden myself and do the work instead of expecting other folk to do so for me.

    My next step was to shamelessly transplant Moirgane’s blonde vestal heads onto each of the Leper’s sprites (very carefully making sure things fitted well with minimal) then save them as an alternate leper skin, fire up the game, select the skin for a leper and go on a dungeon run. Now I’m not going to share any images of how that looked because I have not asked the permission of various modders to include elements of their work in an upcoming mod. I wanted to feel confidant in my ability to do things before asking for people’s permission. No point wasting their time if it’s all going to lead to naught. If it feels like I’m going to be able to persist with this then I’ll start asking people for permissions and assistance. Obviously I had the white box issue but, that aside, the heads seemed to line up. I wasn’t seeing any disjointed necks or gaps between the face and the hood etc. White boxes aside I seemed to have done an okay job of making the bits fit (in terms of contours, shapes, profiles, edges etc).

    At this point I stopped. I took a step back. I applied the heads to the Crusader to see how well they lined up. The Crusader’s Sword fits the overall size and shape of the Twilight Knight’s sword much more accurately than the leper’s shorter broken sword. This experiment did not go so well. Due to the placement of the Crusader’s helmet on on his combat, idle & walk sprites, the lower edge of the hood would be projecting out of frame. I imagine there would be cut offs. I have not tested the possibility of a crusader reskin yet.

    Obviously by this point I was thinking of other things beyond the artwork. Should she be limited to a reskin? Perhaps she could be created as a separate class. If she was going to become a separate class then I should give a lot of thought to what her seven skills would be as that would influence my choice of Crusader or Leper. The Leper’s cloak suits her need for a cloak quite well ‘though. I considered that if she did become a new class instead of a reskin then she would not need to be bound by the existing class skeletons. At that point ‘though I’d be needing to rely on the kindness of one of the few modders who has the spine program to skeleton her up and so I’d be better off sticking to reskinning an existing class if I chose to create her as a new class on her own. Probably better to have somewhat more realistic expectations. Stick to what I’m more likely to be able to achieve on my own. Reskinning an existing class made much more sense.

    Additionally it was obvious that creating her as a simple reskin would make a lot more sense than trying to create her as a custom class. I did wonder if it would be easy to develop a custom class from an existing class reskin. That is to say, if she was to become a new class then I could look at the existing class (Crusader or Leper) and ask myself “which of these sprites do I need to reskin? Can I get away with not using some of them?” For example, if she had some kind of skill to rekindle the embers of her smouldering lantern (raising the light level and perhaps reducing a little stress from one target) then some of the Crusader sprites would make sense (the scroll, the banners etc).

    At this point I think that even if she’s going to become a separate class, creating a simple reskin first (then limiting the new class to using the same reskinned sprites the base class used) would make sense.

    More recently I’ve ported the crusader’s sword pommel onto a complete set of leper sprites & recoloured it to match the dull silvery grey of the leper’s sword. I’m not entirely happy with the results as it looks a bit pale and faded. Not quite the end result I was aiming for. After that I replaced portions of a leper’s base sprite with elements of Moirgane’s blonde vestal hair & head, the base vestal’s breastplate, the recent explicit female leper reskin (to get the basic shape of legs without the massive spiky thigh plates), elements of the crusader’s sword and the arbalest’s boots. This was mostly done as a preliminary aspirational sketch – a skeleton to work on top of. I believe I also managed to get the loincloth/front mini tabard from the actual Myth concept art in there as well. It’s pretty much a weird Frankenstein’s monster of a sprite but the underlying anatomy is reasonably believable.

    I’ve considered approaching other modders and asking them to help out with the artwork and the coding and stuff but if everyone does all the work for me then what have I really put into the project beyond the idea? An idea which isn’t even my idea to begin with. I probably should put some effort in here. If people want to help out then that’s great. I won’t turn down offers of assistance but I don’t won’t go out of my way to make them come happen.

    #152175
    Balgin
    Balgin
    Participant

    This second post is going to be focussed more on how the Twilight Knight would function as an individual class (as opposed to being merely a reskin).

    Let’s take a look at how she’s represented in other games.

    In Kingdom Death her attacks are named as follows:

    hack, hew, hack city (a rapid and continuous flurry of blows that keeps on going until the chain is broken), run down, cleave & coup de grace.

    Kingdom Death uses an interesting defence mechanic with lots of counterrattacks and reactions to attacks. It would be nice to include some element of this in her Darkest Dungeon incarnation.

    The Wrath of Kings incarnation includes some special abilities to bypass defences. The Hell Dorado version is interesting in that she’s a Muslim (other incarnations of the Twilight Knight do not seem to have a religious affiliation). Hell Dorado is a game heavily based on faith ‘though so that makes sense. In this particular incarnation she has an average ranged defence but abilities that grant additional defence in melee combat. Furthermore she has combat abilities that punish non-human foes with a high faith value (in Hell Dorado that would generally mean demons or various half human hybrid characters from the Oriental faction). I’m not particularly familiar with her rules from Myth or Super Dungeon Explore.

    The main challenge in coming up with a set of seven skills for a character is to avoid the common trap of designing four that synergise really well and then three that will never see use. It’s also wise to try to avoid simply recreating an exact copy of another class. As far as the Twilight Knight is concerned, she’s more about Dodging than taking it on the Armour so she should probably favour Dodge over Prot. Now don’t get me wrong. I’m a Prot man myself but Dodge is the way the Twilight Knight is supposed to go. She’s also supposed to be either permanently stressed out/desensitised to the horrors that she witnesses. The best way to do this would be to have skills that work slightly differently if she’s virtuous or afflicted. Possibly giving her some kind of camping skill that will increase virtue chance for the next 4 combats (if that’s possible to code into a camping skill). I like the idea of either having skills that increase her stress levels or increase her virtue chance. Another thing I wanted to do was a skill that would transfer stress from another party member to her. That way you’ve got a stress removal skill but taking on another’s troubles is a heavy burden to bear. Given her gentle soft glowing lantern it might be worth having some ability to raise light levels in one or two of her skills as well.

    Here’s a tentative list of skills for a Darkest Dungeon version (I also tried to get each of the Leper’s sprites in there at least once so that a full Leper reskin would not go to waste if a later class mod does come out of this):

    1 Hack
    chop anim
    This is a basic solid frontline attack. In every class their number 1 skill (counting from the left) is almost always a basic attack – a catch all skill. It’s always something they can use in the front rank. There’s not a lot to say about this one.

    2 Cleave
    hew anim
    Fairly simple again. A front rank melee aoe. Basically the Leper’s double target front rank strike.

    3 Slay the Beast
    intimidate anim
    I’d like this to be a big attack. It should have an increased Critical chance and maybe a damage boost against (or Crit boost) against Beasts. It doesn’t need an anti beast bonus. I just liked the name (a little Beowulf reference which, in turn, is in keeping with her tendancy to turn up to help out small communities when monsters threaten).

    4 Insight
    buff anim
    This is an offensive self buff intended to increase accuracy and speed. It would also include some kind of crit buff or riposte in there as well. The idea here is that she takes a moment to her foes (all the better to take them down). I’m not entirely happy with this skill name or this skill. It may need some reworking.

    5 Glimmer of Hope
    buff or defence anim
    This ability would target an ally and remove some stress from them. The Twilight Knight would gain a similar amount (essentially sacrificing her own peace of mind to reassure another in their time of need). It might include some minor form of self buff to make up for the personal stress gain (probably dodge or prot) but such a gain should be smaller than that gained from either Insight or Gather Senses. This might also increase the light level by a small amount (as the various Vestal & Crusader skills that affect light level).

    6 Gather Senses
    buff anim
    Gather Senses is the defensive counterpart to Insight’s offence. It would include a minor self heal (as she catches her senses) & dodge buff. It might also be worth trying to work in some kind of riposte ability here allowing for a player to either adopt a more offensive style (Insight) or a defensive one (Gather Senses). As with Insight, I’m not entirely happy with this skill concept and it might need reworking.

    7 Run to Ground
    intimidate anim
    This would basically be the Hellion’s similar to Iron Swan skill.

    I’m not entirely happy with this quick concept list of skills. It seems like an okay all rounder which means I’ve probably missed something. when I was originally jotting down notes for skills a few days ago I omitted any riposte options. I’d definitely like to get that in there as I noted it in the two self buff skills.

    As far as avoiding the “four good skills” trap I think the ones I’d most frequently take would be Hack, one of the other two attack skills, Glimmer of Hope & I honestly don’t know which of the others I’d take as a 4th skill so maybe I’ve done okay in creating a versatile skill list of options to choose from. Essentially these are a bizarre hybrid of the skills from the Crusader, Leper, Bounty Hunter, Hellion, Vestal & Man-at-Arms.

    I haven’t given much thought to camping skills. She’d have the core 3 that everyone gets, obviously. After that she’d get her 4 class camping skills. I’d like one to increase her virtue chance if at all possible. Knowing my luck it’s probably not possible. For her other skills probably a theme of bittersweet sacrifice and protection of the other party members at her own expense. Perhaps they all take less stress while she takes more or something like that. If at all possible one skill could grant her 100 stress but with a vastly increased chance of becoming virtuous on the stress test. There’d need to be some serious drawback for that ‘though (the chance of becoming afflicted instead is possibly drawback enough).

    This is probably just a great big jumbled mess but feel free to leave feedback and discuss stuff. I’m avoiding uploading any WIP pictures for now as I don’t know if I’m going to need to ask anybody’s permission to use their work yet and if so, who. I should probably just go ahead and ask them all anyway but I’ll keep plodding away on the art front for now (unless some guardian angel swoops in to create a bunch of sprites for me. Yeah, I know. I should probably just keep working on them myself :P).

    #152211
    actionjack
    actionjack
    Participant

    I wanted some KD mini badly…. they are dreamy….

    Anyhow.. so did you have any work on it? Any to show?

    #152216
    Balgin
    Balgin
    Participant

    I wanted some KD mini badly…. they are dreamy….

    Anyhow.. so did you have any work on it? Any to show?

    Do you really want to see some early work in progress pics?

    Warning – early work in progress pictures look rubbish and are not supposed to look like the finished article.

    One issue I’m running into is trying to avoid the portrait looking too similar to the Vestal (or any other class, for that matter). As I mentioned before, these early mock ups are more along the lines of a set of preliminary sketches for me to work with. You know, a skeleton, or rough outline. I know that my artistic skills are generally limited to the physical. Digital artwork is not my forte. Plus to work on this and release it I’d have to ask at least 3 modders for their permission to use a bit of their work in the reskin.

    I’m fairly new to modding. While I did a little bit for Neverwinter Nights (and performed some voice acting for an assortment of mods) I’m pretty sure that creating a reskin’s going to be a lot of work. Hopefully these early preliminary pictures should give an impression of what I’m aiming for. Again – most of the parts are other people’s work. I’m just putting the bits together (including things like shortening the Crusader’s sword – the quillons (crosspiece) would need to be replaced with the iconic Twilight Sword quillons and I’d need to add the blade side spikes beneath the leather). The Kingdom Death women are more Rubenesque so I should probably work on broadening those hips a bit too. Additionally I’m using Photoshop 6.0 to work on the sprites. That’s far too old to support the super png add on so at some point I’m going to have to download gimp and learn how to use it in order to get rid of the annoying white box problem.

    I finally started painting a handful of Kingdom Death miniatures recently. They’re a bit like Dark Sword miniatures – almost too intimidating to paint. Hope you like my naff early attempts and we’ll see where we go from here. One issue I’m running into is that the party portrait should not look too similar to an existing hero or heroine’s. That one was mainly done as a colour test (recolouring Moirgane’s Blonde Vestal reskin’s party portrait). I’ll probably have to come up with something different as it just looks too similar to the Vestal (who has a lovely face shape, by the way). Looks like I messed up the picture uploading a tiny little bit. Clearly haven’t got the hang of how this forum handles that yet. I’m more used to linking with image tags than uploading attachments.

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    #152273
    actionjack
    actionjack
    Participant

    I think the portrait look good as it is. The silver hair is sexy.

    The charact look pretty good. Still need grey cloak and silver hair to make her fit.
    Might suggest change the arm’s bandage (maybe to like a dark grey cloth), and if possible, change the arm size (seem too beefy).
    And I love the sword.

    #152345
    Balgin
    Balgin
    Participant

    The arms are due to change. They’ll be be slimmer if it doesn’t make the gloves look rediculous. There will also be plates on the upper arms (which ought to help bulk them out again). The gloves will stay the same but with plates on the backs. The breastplate will be completely reworked to more closely resemble the artwork. All the armour plates will probably be transformed into hard boiled leather (if I’m feeling really confidant). She’ll get baggy trousers similar to the Arbalest’s but less baggy (and not slashed). While I’d like to keep Moirgane’s hair I’m also planning on pulling her hood back up in most of the combat sprites. The hood would be raised but with hair spilling out.

    The colour scheme I’m aiming for is more grey green and less blue grey. Kind of like one of the darker colour sets for the Bounty Hunter. Ideally there’d be 4 skins but that’s probably too ambitious for now. Skin 1 would be the grey green outfit with white hair, set 2 would be more blue grey with white hair, set 3 would be in muted browns (probably with light brown hair) and set 4 would also be in quite shadowy tones and probably black haired. Perhaps the fourth one would have a darker skin tone. I’m thinking a kind of olive tan.

    Here’s a couple of quick pics of roughly what I’m aiming for with the hair and hood combo. The second one worked so well I think I’ll keep it as a work in progress. There’s even the original leper sprite underneath all those layer (the shadow is the original). Again I can take very little credit for this as it’s mostly just cobbling together other people’s work to see what fits. Actually some of the work on the sword is my own as I had to remove the shadow of the crusader’s head from his idle/walking animation’s sword & shorten the blade & the leather bit at it’s base. I really need to start trying to make it look more like the Twilight Sword but for now I’ll settle for trying to get my hybrid sword onto all the leper’s sprites. The hair, hood and face too. After that I’ll start on other details.

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    #153702
    Stoner
    Stoner
    Participant

    She is definitely gorgeos, art work is fantastic and judging by those latest pics, she’s even hot =)

    Regarding suggestion, pretty much same what AJ said, plus body skin tone doesn’t match with face (which you probably know yourself), and yes, silver hair fits her perfectly IMO, would like to see it in each color palette.

    #153758
    scorpiovaeden
    scorpiovaeden
    Participant

    She looks great. I am looking forward to see how to idle/combat/walk anims turn out. Very promising indeed! Keep up the great work.

    Current class mods/variants:
    Shadow-Dancer, Maiden, Paladin, Lord, Blackguard, Falconer, Apothecary, Huntress, Baron, Diablo Pack (Necromancer, Sorceress, Monk, Demon Hunter, Witch Doctor)

    DOWNLOAD FROM: http://www.nexusmods.com/darkestdungeon/?

    My personal Art work and Novels: www.stevenmouland.com

    #154369
    Balgin
    Balgin
    Participant

    Thanks for the responses guys. I’m taking a short break from working on this as I ran out of medicine for my joints on Sunday. I don’t trust my hands to be as accurate as I want them to be to work on this. Hopefully the next batch of meds turn up soon. Unfortunately my supplier is somewhat unreliable so I just get to wait in pain for now.

    She is definitely gorgeos, art work is fantastic and judging by those latest pics, she’s even hot =)

    Regarding suggestion, pretty much same what AJ said, plus body skin tone doesn’t match with face (which you probably know yourself), and yes, silver hair fits her perfectly IMO, would like to see it in each color palette.

    Yeah, that “skin” is borrowed from another modder’s mod. I’m simply using it for contours & outlines without the chunky thigh plates. It’s all going to be covered in metal, leather and cloth eventually. I’m just working on the sword & the head at the moment. I’ll probably do her boots next then somehow move in from the edges towards filling in the centre.

    She looks great. I am looking forward to see how to idle/combat/walk anims turn out. Very promising indeed! Keep up the great work.

    Yeah. Those six belts are going to be a nightmare. Actually it might help given how the leper’s hip joints seem to work. If I could do one or two belts on the body then add the other one or two to the legs they might slide up under each other as the thighs move. If I’m really lucky I can get it looking semi natural. That’s probably going to take a lot of trial and error ‘though.

    #154372
    actionjack
    actionjack
    Participant

    You got medicine joints? Cool….man

    So just wondering, why is she naked? (And will she stay naked like that? Dungeon is a cold place afterall….)

    one suggestion for the process is to start with a mix mesh of parts for one combat sprite, but use it as a draft to get an idea of how you want it to look. Then work on the split animation (would suggest the idle one), so you will know the limitation of what can be added and not be added. Also once done with that, you can use parts from it in your other sprite frames too.

    #154397
    Balgin
    Balgin
    Participant

    You got medicine joints? Cool….man

    So just wondering, why is she naked? (And will she stay naked like that? Dungeon is a cold place afterall….)

    Basically because I’m cheekily borrowing that recent female leper reskin to get the naked contours from. Then I’ll add armour back on top.

    one suggestion for the process is to start with a mix mesh of parts for one combat sprite, but use it as a draft to get an idea of how you want it to look. Then work on the split animation (would suggest the idle one), so you will know the limitation of what can be added and not be added. Also once done with that, you can use parts from it in your other sprite frames too.

    Yep. Intimidate, Defend and Chop are the best three to work from as they show more of the body. Other attack sprites have arms crossing the body or the torso’s turned sideways or something. I keep coming back to Intimidate when I should probably be doing more work on Defend (as it’s simpler). Intimidate is good because it shows a lot of the body but one arm is heavily obscured by the head. Defend is a simpler, almost more neutral stance with less being hidden but somehow the Intimidate sprite seems easier to work with. Obviously neither of those is exactly safe to show right now. If you know which skin I borrowed the underlying body from you’ll probably understand why :p. I’m really not looking forwards to working on the animation sprites but I’ll get ’round to it eventually. Sounds like you recommend getting on to one of them sooner rather than later.

    Colours will come later. for now I’m concentrating on form and lines. Trying to make things look right. I also need to decide how baggy those trousers are going to be. With the tight boots they could end up looking a bit like jodpurs and I’m not planning on going quite that far.

    #154879
    Balgin
    Balgin
    Participant

    Since I received my medicine yesterday, today I can present a couple of disappointing work in progress shots. I’ve blocked in some basic stuff (and you can see how I lazily shove stuff on top of each other). I’m not particularly happy with either of these. I’m borrowing so many pieces. I’ll probably end up reworking these quite a bit. Hopefully the first one should give a rough idea of what I’m aiming for now.

    The virtue file is just a quick knock up. A mental reminder. The idea is for her left hand to be holding whatever the lantern dangling from her belt ends up looking like with her right hand being firmly on her sword hilt. For this quick piece of fun I simply scaled up the sword from one of the smaller imaged. The pommel would need to be rotated to be seen at an angle instead of simply being side on. The quillons are also not final yet. I wouldn’t mind some feedback on the virtue concept. The affliction screen will also involve fairly minimal editing of the vestal version. Mostly it will simply be a case of removing the spiked shoulder plates and possibly adding the leper’s cloak. Obviously affliction and virtue screens are a long way off. I should simply be focussing on the intimidate and defend sprites for now. This was just me blowing off a bit of steam after a frustrating session of not being able to quite get the intimidate sprite look the way I wanted to yet.

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    #154991
    actionjack
    actionjack
    Participant

    I think it is shaping up nicely. Love the sword, armor, and the overall look.

    Some minor suggestions of opinion.
    Are you going to make the hood/cloth grey and hair silver? I think that would be even nicer.
    Maybe change the pants color from green to dark grey or blue? I feel would be nice to be in a blue color scheme.
    The sword halt seem a bit long?

    Kudos

    #155002
    Balgin
    Balgin
    Participant

    I think it is shaping up nicely. Love the sword, armor, and the overall look.

    Some minor suggestions of opinion.
    Are you going to make the hood/cloth grey and hair silver? I think that would be even nicer.
    Maybe change the pants color from green to dark grey or blue? I feel would be nice to be in a blue color scheme.
    The sword halt seem a bit long?

    Kudos

    The hair will change to match the party portrait I demonstrated in a previous post. The cloak and hood will change to a dull dark rgey with hints of bottle green (if I can pull it off). The trousers will change colour. Currently the green is too vibrant. The plan is for the trousers to be a dull muted drab olive green with the tunic being a more faded palid colour. The end of the tunic that you can see dangling in front will change to match the sleeves and the sides. I believe I mentioned something about a colour scheme in a previous post. There would be a grey/green one with silver hair, a blue/green one with silver hair, one with fair hair (haven’t decided on an actual colour scheme for that one) and one with dark brown hair. Not sure I fully decided on colours for that one either. I know that doing one full colour set will be work enough. If you look at the Bounty Hunter palettes (I’m thinking predominantly sets 2 & 4) with a little bit from other characters then you’ll have a rough idea of the kind of colour scheme I’m aiming for. For now I’m focussing on the big black lines that outline things. Colours can come a bit later.

    The sword hilt is the length that it is for two reasons. Firstly the leper’s sword hilt is very long. He keeps both hands on it and the places at which he grips the hilt changes significantly in different sprites. His blade is broken indicating that it once belonged to a longer sword. Secondly the Twilight Sword has always been depicted as having a very long grip. Admittedly the blade should be quite a lot longer but I’m limited by the amount of blade length I can fit into the animated sprites (walking, combat, idle). I’m also limited by the fact that in the Hew animation the blade would go through the ground if it were any longer.

    I’m rather disappointed with how my lazily hand scribbled bits of filler look like utter rubbish this early on but I’m sure I’ll detail the flank and belts eventually. I’m not sure if borrowing the arm from the Arbalest was a good idea or not.

    Also white boxes are evil.

    #159030
    Balgin
    Balgin
    Participant

    Okay. I know I’ve been a bit quiet for a while. I’ve had a horrible week and I only managed to get back to work on this a couple of days ago. I had a jolly old sit down and muddled around a bit then became stuck. I began working on adding the trousers and boots to other sprites (still nowhere near finished) then some eldritch inspired madness prompted me to take a look at the animated sprites. Oh dear. I should not have done that.

    Let’s look at the positive. I managed to add the placeholder sword to the walking animation. I’ll add it to the combat and idle animations later once I’ve fiddled with it a bit. Alas, I cannot see how well my modifications turned out because white boxes are evil. I also added her hair, face and hood to the same animation. Once again, white boxes are evil.

    The sword’s been bugging me for quite some time now. Obviously the blade is too short. The hilt looks too long (because of the short blade). Do the reskinned sprites need to be the same shape and pose as the ones they are replacing? It’s probably a lot easier. I’m just wondering if the Crusader’s Holy Lance might make a better pose than the Leper’s Hew (where the tip of the sword practically touches the ground preventing it from being any longer). The crosspiece has been bugging me for a long time now. Obviously it should look something like this: Close up of the Twilight Sword

    I’ll see about grabbing that beautifully detailed crosspiece, scaling it down, then trying to adjust it to the Darkest Dungeon art style so it doesn’t look completely out of place. Hoopefully then the sword will not look quite so wrong in my eyes. The version in the Myth artwork looks a bit too diagonal and not curved enough for my tastes. The Twilight Knight in Myth. The guards look a bit long. It’s about right on the level of detail ‘though. I think it needs to be shorter, chunkier and less extreme on the angles. The central portion should simply be a triangle with an approximation of the face on it. Oh joy. More work for me then.

    Boots are proving problematic for one or two of the sprites. I’m trying to decide if I should just start working on colours now to take my mind off the compositional work for a bit. At least that way I’ll start to see it all coming together and feel more confidant about the results. I’m off to have another tinker now. I might pop back in later with a picture or two to show off.

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