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

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This topic contains 530 replies, has 8 voices, and was last updated by Balgin Balgin 1 year, 8 months ago.

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  • #159040
    Balgin
    Balgin
    Participant

    Boop. I need to darken it up a bit to match the pommel and the blade but it’s not bad for a quick scribble. I’ve been putting off that particular element of the sword for days now. Probably even weeks. Hopefully here you can see some (temporarily placed) reference material that I’ve used (and, in at least two cases, traced over). Obviously they’ll be removed from the final sprite. They’re just there for comparitive purposes. I’m not quite sure how well it suits the Darkest Dungeon art style. I tried to copy the heavy lines, the emphasis of shadow, the simple blocks of colour etc. Hope it’ll work out okay in the long run.

    I’ve also made a quick pass on the hair. I’m not entirely happy with it. Some of the colour transitions aren’t as smooth as they could be. I’ll probably tidy it up at some point. The sword and the hair definitely make her look more like herself ‘though. I’ll see about adding those two small triangular spikes near the base of the blade as well. If they don’t look completely rubbish they’ll get to stay too.

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    #163739
    Balgin
    Balgin
    Participant

    Today I did a quick test on the head, hair, hood and sword on the idle, walking and combat sprites. It seems to be okay. I might make some tweaks but it’s all good (so far). There’s no final colours on those sprites yet and they still need finishing. I’ve been fiddling with a few of the other sprites as well. Thankfully there’s no white boxes any more making things difficult but there are some annoying white flecks that will need to be tidied up. I also need to actually finish one of these sprites. The Intimidate one is the most complete right now.

    #163861
    scorpiovaeden
    scorpiovaeden
    Participant

    Today I did a quick test on the head, hair, hood and sword on the idle, walking and combat sprites. It seems to be okay. I might make some tweaks but it’s all good (so far). There’s no final colours on those sprites yet and they still need finishing. I’ve been fiddling with a few of the other sprites as well. Thankfully there’s no white boxes any more making things difficult but there are some annoying white flecks that will need to be tidied up. I also need to actually finish one of these sprites. The Intimidate one is the most complete right now.

    Sounds like you are making good progress. To clean up white flicks use a filler on the background – the white spots will show up and you can then clean them up. I’ve started doing that I my mods where I have noticed random pixels out of place.

    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

    #164013
    Balgin
    Balgin
    Participant

    Thanks for the tip. I think I’m going to try to get the shapes and colours nailed down before I worry about tidying up the background. I might do a little tidying ‘though as I work.

    #175181
    Balgin
    Balgin
    Participant

    Okay people. There’s good news and there’s bad news.

    The bad news is that I accidentally saved over some of my master files (with layers and stuff so that I could move things around) with temporary files (no layers so I could test them in game). This badly affected my motivation and I haven’t done much work on these in the last few weeks.

    The good news is that it doesn’t appear to have done too much damage. I should be able to resume working on this reskin soon. Just need to get my spirits up again. A few days ago I tried a quick shortcut (transplanting the head and hair from the Intimidate sprite to the Defence sprite) to see if I could cut a few corners and it seemed to work out well.

    #180444
    Balgin
    Balgin
    Participant

    Hey there everybody. I’ve started messing about with colours today. This is definitely nowhere near final but hopefully you can all see the differences in the hood, the slightly darker hair, and the left arm. I wasn’t going to darken the hair but during certain combat animations the VFX make it look stark white and it loses all the variation on tine. Definitely still a work in progress but at least it’s progress.

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    #182895
    killthemall
    killthemall
    Participant

    Hello, are you still working on the project? if so i am not sure if I am too late. Anyway I really like the darkest dungeon art style and game but unfortunately my laptop is pretty old and I doubt it can handle the game and as a result I am left with Youtube playthroughs to watch. I thought of creating my own characters but i don’t see the point since there is no way for me to implement them in a game I can not play. Going through the forum I came across this post and thought maybe I could help a bit since I like the way the twilight knight looks so I came up with a few quick concepts. I would have posted something like this a day ago but my file got corrupted and i had to start again. The first drawing is what I stated with, the second one looks better but animating it might be a bit more challenging…of course for the third one I had to draw what I kept on seeing when I Googled twilight knight :P. Fourth one is of a random twilight knight I saw, fifth one is her curious collecting pose, sixth one is her battle stance, seventh one is her block/dodge, and the last one is her camping pose. No fighting poses yet since I am still thinking about them.

    When I Googled her one of the images had a larger sword so I thought of giving her a great sword since no other character in DD has that. When she walks, she drags the sword on the floor since it’s heavy. With this I thought of abilities that can go with them,

    1) Crescent Slam (idea I stole from one of the characters I thought of) – She slams the sword to the ground with a 30% chance to stun all enemies (or just first two if you think it’s too op).
    2) Luna Bash – Attack enemy with sword. Only targets first and second spot
    3) Hurricane (another idea I stole from another character) – Spins sword to hit multiple enemies.
    4) Lunatic – Marks enemy
    5) Over the Moon – She throws a sword at the enemy. This target the third and fourth spot
    6) Twilight – She hold up her mini torch which reduces stress on allies adjacent to her. Also increases light of the torch.
    7) Full Moon – Increase accuracy of allies and self.
    …coming to think of it some of them sounds like yours. Theses are just ideas I thought of because I choose to give her a heavy sword and is in no way meant to replace yours.

    Anyway you can use my art and if you like I can provide more of it if I am not busy. Because i don’t have the game I do not know the size an image should be so I am holding back on cleaning up the image and coloring it since they loose some of their quality when resized. Are the pictures you provide altered pictures of in game art? As for animating the stances, along with the size I am not sure if the game uses gifs, sprites, or it’s own thing to animate so I am pushing that animation aside for now…plus I am not that good with animating.

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    #182960
    Balgin
    Balgin
    Participant

    Hello, are you still working on the project?

    Hello killthemall. I am indeed still working on this. Work is slow (as my physical art skills far surpass my digital ones). I keep meaning to get back to it then find reasons to put it off. Accidentally saving over some master files means that, while I didn’t really lose any work I now cannot undo some of the earlier stages. It’s just a bit of bother. That’s all. I’ll get back to it eventually ‘though. Real life kept me very busy in July so I did not have much time to focus on this little side project. There was something much more important going on that had to be dealt with first and required a lot of my concentration. Now I have time to work on this again.

    Anyway I really like the darkest dungeon art style and game but unfortunately my laptop is pretty old and I doubt it can handle the game and as a result I am left with Youtube playthroughs to watch.

    My graphics card died back in mid February. As a placeholder I’m using a card that’s at least 10 years old (I originally bought it to be able to play Elder Scrolls IV: Oblivion). It can handle the game but barely. There’s some visual corruption and artifacting on rare occassions but it’s still very playable. I should be able to afford a new card before the end of September, possibly even this month (August). While I know the graphics card isn’t everything quite a few of the other parts of my computer are almost as old. I’m going to be saving up for a new one which is one of the reasons I’ve been able to put off simply buying a replacement graphics card ’til I know how my financnes are going to pan out over the next few months.

    I thought of creating my own characters but i don’t see the point since there is no way for me to implement them in a game I can not play. Going through the forum I came across this post and thought maybe I could help a bit since I like the way the twilight knight looks so I came up with a few quick concepts. I would have posted something like this a day ago but my file got corrupted and i had to start again. The first drawing is what I stated with, the second one looks better but animating it might be a bit more challenging…of course for the third one I had to draw what I kept on seeing when I Googled twilight knight :P. Fourth one is of a random twilight knight I saw, fifth one is her curious collecting pose, sixth one is her battle stance, seventh one is her block/dodge, and the last one is her camping pose. No fighting poses yet since I am still thinking about them. Anyway, my point is that if I can run it on what’s basically a dinosaur (in computer terms) then you might just be okay. I’d recommend going to one of the “can I run it?” websites on the internet (I’d recommend system requirements lab) and do a check with your laptop to see if your machine can handle it. Most of those websites should be able to check for Darkest Dungeon compatability.

    When I Googled her one of the images had a larger sword so I thought of giving her a great sword since no other character in DD has that. When she walks, she drags the sword on the floor since it’s heavy.

    Lovely idea in theory. Unfortunately, as I’m using the Leper skeleton, it needs to be the leper animations for walking. Also the size of the sprites limits the length of the sword for the animations. I’d love to give her a longer sword but I’m somewhat limited by the length of the leper’s blade. I might just experiment a bit ‘though to see if I can make it a bit longer as, using the Crusader’s sword blade (I’ve had to cut it down a bit to size) I could make it significantly longer. I just need to check it will fit.

    With this I thought of abilities that can go with them,

    1) Crescent Slam (idea I stole from one of the characters I thought of) – She slams the sword to the ground with a 30% chance to stun all enemies (or just first two if you think it’s too op).

    Given the way enemy resistances work a 30% chance to stun wouldn’t work very much. The way the game handles something it’s simply maths. Resistance rolls are not separate. They’re apenalty to the roll. So if I have a 30% chance and the enemy has 20% resistance then it’s only a 10% chance. The Hellion & Plague Doctor each have a double stun ability so it might be worth looking at them to gauge the most balanced numbers to throw into the mix.

    2) Luna Bash – Attack enemy with sword. Only targets first and second spot

    Personally I’d be inclined to move this to the number 1 slot. Most classes have a simple basic attack that they can use from rank 1 and attack the enemy front ranks and this attack almost always goes in the number 1 slot. I suppose I’m a traditional kind of person (I always arrange my hotkeyed skills in the proper order from left to right so that I don’t get muddled up over who has what and so that it’s easier for me to quickly compare characters). A simple basic attack. I like it. Every character should have that.

    3) Hurricane (another idea I stole from another character) – Spins sword to hit multiple enemies.

    Hmm. Two front rank aoe attacks. Tricky. Traditionally the Twilight Knight is all about facing a big single monster (such as The Swine King) rather than swarms of smaller foes. Having too many aoe attacks wouldn’t quite feel right. I’m not sure about including two of them.

    4) Lunatic – Marks enemy

    Marking targets is interesting. There are already a lot of characters that can mark and that can benefit from marks. I do recall someone recently asking the devs if the antiquarian was going to do something with marks (she wasn’t quite released yet) and their response was that they felt there were enough marks & mark synergies in the game at the moment. They didn’t want it to become all about marking targets. They wanted other strategies and play styles to be effective as well. It kind of stuck in my mind as something to bear in mind for the Twilight Knight.

    5) Over the Moon – She throws a sword at the enemy. This target the third and fourth spot

    That’s a lot of moon themed skills and attacks so far. Is this some kind of anime reference I’m not familiar with or something? Then again it’s full moon tomorrow night. Kingdom Death is traditionally a dark subterranean environment with no sun or moon to light the caverns. Also I’m a little concerned. If she throws the sword then how does she get it back?

    6) Twilight – She hold up her mini torch which reduces stress on allies adjacent to her. Also increases light of the torch.

    I’m liking this one. Could probably just copy it straight across from the Crusader’s encouraging shout.

    7) Full Moon – Increase accuracy of allies and self.

    I believe the Man-at-arms has a similar skill so this should be quite possible. I’m not sure this mix of skills emphasises her philosophy of “dodge the big bad monster before it rips me to shreds”. It’s all worth considering.

    Theses are just ideas I thought of because I choose to give her a heavy sword and is in no way meant to replace yours.

    No worries :). Art can come first then abilities after (then a second pass at the art if the skills require it).

    Anyway you can use my art and if you like I can provide more of it if I am not busy. Because i don’t have the game I do not know the size an image should be so I am holding back on cleaning up the image and coloring it since they loose some of their quality when resized. Are the pictures you provide altered pictures of in game art? As for animating the stances, along with the size I am not sure if the game uses gifs, sprites, or it’s own thing to animate so I am pushing that animation aside for now…plus I am not that good with animating.

    Phew. That’s quite a lot so let me get through it in little bite sized chunks okay? Okay. Thanks. I’m glad to see that you’re enthusiastic about this :).

    I will grab your art and take a good look at it. Thankyou for sharing it now.
    The images are all different sizes (and often rotated sideways for some reason).

    The images I have provided so far are all altered versions of existing game art (mostly Leper sprites but with bits of the Arbalest, vestal & assorted other stuff jammed on top, moved around, resized etc). Basically the pictures I have provided are the correct dimensions. Overall there are 12 pictures that need to be completed. 13 if we include the party roster portrait (which we can probably extract from one of the others). The attack animations are static. They’re a simple picture. That’s 4 images taken care of. Likewise the camping, investigate, defend are all static pictures. So that’s 7. Then we add the Virtue screen and the Afflicted screen. That’s 9 pictures taken care of. The last 3 are the animated ones (walking, idle and standing still in combat). Because these ones have moving parts they look more like a jigsaw puzzle where part placement is crucial. Because of the way the leper walks I’m hoping to attach the loincloth/tabbard to the left leg and hops it hides behind the right as the right comes forwards to cover it. That’s an experiment I’m not looking forwards to.

    The game uses png’s as it’s file format. Unfortunately something about the way photoshop saves png’s does not agree with the game so every now and again I need to open them in gimp, tweak some settings, and resave them so they’ll show up okay in game for testing. With the 3 animated sprites testing in game is important to make sure I’ve got all the joints lined up correctly. The animation itself is done with a program called Spine which is very expensive. Because of the animation limits most custom classes use an existing classes’ body and then tweak it, change the way it looks but keep the overall shape the same.

    For the forum I’ve just converted stuff to jpg’s so it’s easier to upload but the sizes are basically the same (except for probably the virtue and afflicted screens – I don’t know if I showed them off yet).

    Well that’s a lot of typing. I’m going to take a look at your pictures now and get back later. I might also sneak in and add a screenshot or two to this post so people can see the current state of things.

    #182968
    Balgin
    Balgin
    Participant

    New post to help keep things separate. I like the pictures that you’ve done. In fact they’re a reasonably good size comparisson for the existing game art. I’ve slapped a couple that seem to match thematically side by side to help illustrate the similarities. It’s worth remembering that these will look a lot smaller in game.

    In dd3-1 we’ve got four standing body shots that echo variants on the Twilight Knight theme. Overall I’d have to say that the second one comes closest to the image that I had in mind. Perhaps you will recall that I mentioned wanting to echo the Bounty Hunter’s leathery armour style and keep it ambiguous as to whether the plates were metal or hardened leather (as they’re likely to be made from the flesh, shells, bones and horns of monsters she has slain in the past). The swords that you’ve included in this first picture have rather broad blades. That concerns me a little as it’s supposed to be a sword and not a cricket bat :P. I think the heads could possibly be a little bit smaller. We all know that the heroes in Darkest Dungeon have larger heads and you’ve done well there. They might be a little bit too big ‘though. Perhaps they could be a bit smaller. Some details like the knee pads, the gauntlets, belts & buckles etc would probably need to be a bit larger (to stand out at the smaller size they’d show up as in game). Hopefully in the side by side comparison I’ve provided down below you can see that the knee details are in danger of disappearing when the game shrinks them down to size. Exaggerated details also help to give the hero a more distinct profile – making it easy to recognise them at a glance from the other shapes in the party. This may come across as a lot of criticism but I really like your work. I’m trying to suggest ways in which it could be improved (to fit in with the game’s style).

    In dd2-1 we have 4 poses which I assume are Investigate, Combat pose/Defend, Defend, and Camp (a brave choice – you do not want to see the current state of my camping image as it’s basically the leper with the vestal’s head and breastplate on – basically). I was considering, for the camping image, having her holding her little lantern in the same hand with which the Leper holds his mask in his camp image. This would be easier (less stuff to redraw) but also harder as I need to think about where the light it throws would go. For the mini lantern I’m planning on a soft dull blue glow rather than a warm yellow or orange. So if it’s a soft gentle light it does not need to radiate far.

    With the defend stance you’ve done she could theoretically have a wider grip on the hilt of her sword as it should technically be long enough for 3 hands. Gripping farther apart would look more dramatic when bracing for impact (plus the hand nearer the blade can be used as a pivot with the other rotating the hilt to spin about that point). The second image that I’ve labelled as Combat/Defend could also work as a Defend image if we’re going more for the Leper’s “stand there and take it like a man” kind of defence (which would work better for a reskin). Her left hip (her left, that’s our right) looks a bit odd. It should probably curve a bit more. It could probably do with a bit more work.

    I like the investigate pose. It does look a little as if she’s running (perhaps running eagerly to interact with some curio or other). The camp pose looks familiar but I can’t immediately place it. I’ve just gone back and checked all the existing camp poses and while many are similar none are identical. The fact that you’ve managed to capture the essence of a good Darkest Dungeon camp pose – enough to make me actually go and check to see if you copied any of the existing ones, is great! She’s a bit closed off ‘though. Her knees drawn up close against her chest definitely fits the stress filled emotional turmoil that these adventuring heroes put themselves through but ti doesn’t give much to identify her as a recognisable character (I’d emphasise some of the detail on the arms and gloves or something, perhaps have a bit of her inner armour showing if through a gap in the cloak). Given how tiny DD heroes’ feet are it might be worth making her feet slightly smaller there as well so that her toes don’t seem to point out too far. I should probably check how long and un-tattered I can make the cloak in the animated sprites first ‘though as the cloak here looks quite long and intact. I’d love her cloak to be longer than the Leper’s cloak but I’m not sure if I can get away with it. This long healthy cloak you’ve done (especially in the investigate and combat/defend sprites) reminds me of a lot of old Lone Wolf art from years back. Ah, good times.

    You know what? Now I’ve gone and added a second size comparison shot – not because they seem like the same sprite but because the pose is quite similar. Hopefully these comparison shots serve to illustrate how some elements are exaggerated (the head, the hands, the knees etc). It also shows how limited I am with the length of the Leper’s sword if I use his standard defence pose. I don’t need to sue his standard defence pose. I just need a picture that fits inside the sprite and doesn’t cover up the shadow that will go on the floor. It also needs to look approximately the same length in all the other images including the animated ones. Looking at the animated sprites I honestly couldn’t make it much longer. In fact I think I had to bend it slightly just to get that last little bit of the tip in place.

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    #182971
    killthemall
    killthemall
    Participant

    I will think about it. I however don’t trust my laptop to smoothly run any game.

    Is there a way to alter the skeletons or are they set in stone? Also can you not adjust the the size of a sprite or use a larger sprite or are you restricted to just that size? I am sure you might have thought of this already but is there a way to use a lager sprite but offset the center of the sprite so that it still fits perfectly over it? I use to do that when i was trying to create games but I am not sure if you can do that for that game or not.

    About the lunatic ability it’s just something I threw in there from an idea of one of my other characters. Basically I was picturing them sliding their hand across their throat to mark people.

    I don’t known why i thought of the Moon theme…(dang it, might be because twilight new moon had been going throw my heard…guess another reason to hate the movie :P) , probably should have gone with a Sun theme. And for the “over the moon” ability I did think about how she gets the sword back afterward and came up with two solutions. First is it hints at going towards her after it hits. The second one is that she pulls it back with a cloth. when googling her, one image I came across was one were she had a red cloth around the sword. Guess I could try thinking of something else.

    13? don’t you mean 28? 😛 you forgot about the images for their abilities as well as the images for their weapons and armor which changes with each level up. Actually more than 28 if you include the camping abilities but some of them share the same images.

    Lol, I was just trying out different sword style but I guess it does look like a cricket bat. Now that I look at it you might be right about he head being a bit bit. I actually used the proposition of and old concept art for the game and I guess they shrunk the heads. I was actually thinking of given her a blue light since that what i mostly saw when I googled her. Does the animation use sprites? If so then it could be doable for me to provide you with sprites since I am learning animating images as we speak (or type).

    #183006
    Balgin
    Balgin
    Participant

    Sadly I believe the sizes of the sprites and the skeletons are pretty much set in stone. Fortunately the skeletons only matter for the 3 animated sprites. The rest just have to fit into the existing sprite they’re going to replace.

    28 pictures? Probably. I was focusing purely on pictures that depict the character first.

    The animated sprites are interesting, to say the least. I’ll see if I can get some work done tonight. Currently with the walking one I’ve got her breastplate slightly misaligned and it needs shifting back to the left. It kind of overlaps onto her arm as she walks at the moment and looks clearly out of place.

    I’ll fiddle a bit tonight and see what I can come up with.

    #183093
    killthemall
    killthemall
    Participant

    Interesting. Is there a way to use the sprite size of another character or are all the characters stuck with their own sprite? If so that explains why all the mods I see are re skins of the characters…I mean that’s what lots of mods are usually but it seems very consistent for this game. Anyway I tried starting to recreate her as best as I can. I think I still need more work since my character somehow feels like she doesn’t fully fit in. Not sure if I could get the bone armor to work so I just went with a regular armor. Also thinking of given her somethings to carry at her back to fit in a little bit more.

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    #183112
    Balgin
    Balgin
    Participant

    Interesting. Is there a way to use the sprite size of another character or are all the characters stuck with their own sprite?

    They each have their own ones. In fact the virtue and affliction splashscreens are different sizes for different characters.

    If so that explains why all the mods I see are re skins of the characters.

    Not exactly. It’s more to do with the skeletons for the animated sprites but it’s definitely related.

    Anyway I tried starting to recreate her as best as I can. I think I still need more work since my character somehow feels like she doesn’t fully fit in. Not sure if I could get the bone armor to work so I just went with a regular armor. Also thinking of given her somethings to carry at her back to fit in a little bit more.

    Another lovely picture. I’ll take a few moments to look it over. Yesterday and last night were pretty crazy. I didn’t get much of a chance to fiddle with files yet. I should probably get a few chances today. Slow and steady is definitely the way to take things when working on a character reskin.

    Interesting. If it wasn’t for the skeletal limitations of the animated poses I’d have gone for something closer to a Cricketer’s stance as she’d drag the two handed sword along the ground ready for an upswing.

    Link

    a second link, more accurate to what I had in mind.

    This neutral pose that you’ve provided may prove quite useful ‘though. I might be able to use portions of the limbs in multiple images. Recycling is fun when doing a reskin. It saves a lot of work.

    #183116
    killthemall
    killthemall
    Participant

    Interesting, thought there might have been a way for a character to use another character’s sprite. And yeah, I can image the skeleton being a huge limiter. I imagined her dragging the sword with one hand like a child dragging a toy which would also make it look reasonable for her to keep the same pace as the others. Two hands look interesting but would look a bit odd with her dragging it and keeping up with other characters.

    I forgot to ask one thing. Are the images for the sword effects in the game in sprite format with multiple png images? I ask this because some of the effects are animated and they all fade out of course.

    #183117
    Balgin
    Balgin
    Participant

    I forgot to ask one thing. Are the images for the sword effects in the game in sprite format with multiple png images? I ask this because some of the effects are animated and they all fade out of course.

    Oh I haven’t even started to look at the VFX files yet.

    With a little lazy photoshop skills I decided to give this mix a test run (the arms didn’t quite feel right for a defend stance so I kept the old ones). Sadly she’s white boxing again. Every time I think I’ve fixed that it happens again. I believe I know how to fix it. I just always forget the first time I do it after taking a break. Strange.

    What I’ll probably do is send one or two images your way at a time (possibly including some work in progress temporary placeholders of my own). I like what you’ve done so far with this latest one. I think it would be nice if we could get the lantern looking a bit more tubular and a bit less square (if you know what I mean). Additionally, while having the entire upper face in shadow helps to differentiate her from the other characters the shape of the face feels …. not quite as square jawed and angular as most of the Darkest Dungeon heroes. You’ve given her quite a slender face shape which feels a bit out of place. The hair is also quite stiff. It would be nice to try to get some more movement in there. Not a lot. Just a little bit.

    I can probably use one (if not both) of those boots for most of the attack sprites. I’ll take a look at the others later.

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