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Pixel Art / Re: [C+C] Acid Sword
« on: December 30, 2015, 12:16:23 pm »
I'll just leave these here.
Skallagrim shares a lot of the same viewpoints as me, and explains my points better than I can.
@Gil: The example you showed is a machete, not a sword. machetes are short and bulky for chopping purposes. A sword is thin, lengthy and versatile. The length of the sword in relation to the width makes it a "paddle" sword. Its bulky and overweight. I treated the sword as a normal long sword. That is why the blade is thinner, and the top would have more of a chopping weight to it.
My design is more related to real medieval swords.
the design is basically a hybrid of a Nepalese kora and hook sword.
Not even axes have blades that bulky, and they offer much more leverage. The largest axe ever used was the Dane axe, used by the anglo-saxon huscarls. The axe weighed up to 1kg to 2kgs which is very heavy for a weapon. Also, a sword as thick as the one I drew is not fragile, and I think 1000 years of human war and history has proven that. I agree with you though that art and realism should be seperate, but I just appreciate when I see people actually make an effort to study into real techniques, the history of why something is, and practicality/functionality of a thing. A good example of this is female armor. I absolutely HATE fantasy female armor designs that are practically small clothes. It provides no use in combat at all. It's gimmicky and kind of creepy I think. There are tons of people who would disagree with me because its "fantasy." however. Armor is supposed to save your life by protecting vital organs, not expose your body to the enemy. Why is the same concept not applied with weapons in video games? Monster hunter happens to be one of my favorite games, with some of my favorite weapon designs. Its not functional or practical at all but its fun. However, I only suggested my design in terms of a more functional design to real life standards. Also realistic combat in video games can be pretty fun. If you have ever played dying light, or mount and blade, they are pretty good examples of realistic combat done well. Obviously you shouldn't get too realistic in a video game because then it just becomes dull.
Skallagrim shares a lot of the same viewpoints as me, and explains my points better than I can.
@Gil: The example you showed is a machete, not a sword. machetes are short and bulky for chopping purposes. A sword is thin, lengthy and versatile. The length of the sword in relation to the width makes it a "paddle" sword. Its bulky and overweight. I treated the sword as a normal long sword. That is why the blade is thinner, and the top would have more of a chopping weight to it.
My design is more related to real medieval swords.
the design is basically a hybrid of a Nepalese kora and hook sword.
Not even axes have blades that bulky, and they offer much more leverage. The largest axe ever used was the Dane axe, used by the anglo-saxon huscarls. The axe weighed up to 1kg to 2kgs which is very heavy for a weapon. Also, a sword as thick as the one I drew is not fragile, and I think 1000 years of human war and history has proven that. I agree with you though that art and realism should be seperate, but I just appreciate when I see people actually make an effort to study into real techniques, the history of why something is, and practicality/functionality of a thing. A good example of this is female armor. I absolutely HATE fantasy female armor designs that are practically small clothes. It provides no use in combat at all. It's gimmicky and kind of creepy I think. There are tons of people who would disagree with me because its "fantasy." however. Armor is supposed to save your life by protecting vital organs, not expose your body to the enemy. Why is the same concept not applied with weapons in video games? Monster hunter happens to be one of my favorite games, with some of my favorite weapon designs. Its not functional or practical at all but its fun. However, I only suggested my design in terms of a more functional design to real life standards. Also realistic combat in video games can be pretty fun. If you have ever played dying light, or mount and blade, they are pretty good examples of realistic combat done well. Obviously you shouldn't get too realistic in a video game because then it just becomes dull.