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[Warframe Concept] Tremor, The Earth / Terraformer Warframe - (10/14) Final Update & Retirement


Archwizard
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So... sorta like this?

 

-snip-

 

... I actually used to have one of those, probably where I'm getting it from.

 

Perhaps a more muted yellow though, and a darker green. Nyx already has a sort of aqua green energy and it would be good to visibly differentiate the two.

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Coloring is hard.

 

Btw, if you guys like what i come up with for a color design, ill need side and back view sto finish the pattern. 

 

yknow, cause butts arent the same as chests and what not.

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Coloring is hard.

Btw, if you guys like what i come up with for a color design, ill need side and back view sto finish the pattern.

yknow, cause butts arent the same as chests and what not.

Coloring is VERY hard. If you need more views I will add them later on. Hopefully I will be done with the back by then too.

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I believe Grace decided Keras was finished. We haven't really had any contact since this was made, and I never really had objections to the state of it.

 

She did mention, however, that you might want to render it yourself if you want to use it with Tremor's model.

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I believe Grace decided Keras was finished. We haven't really had any contact since this was made, and I never really had objections to the state of it.

She did mention, however, that you might want to render it yourself if you want to use it with Tremor's model.

I see. Let's do that when we get there then.

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The more I see of it, the more I actually think Ceres would be a more natural feel for Tremor than Phobos, honestly.

 

Just look at them rocky outcroppings. Yum, right?

 

Definitely going to have the endpoints of the quest on Ceres and Earth, I think. The going idea is that the quest to get Tremor will exclusively involve going to outdoor, planetary maps, planets the Orokin terraformed to be habitable.

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Definitely going to have the endpoints of the quest on Ceres and Earth, I think. The going idea is that the quest to get Tremor will exclusively involve going to outdoor, planetary maps, planets the Orokin terraformed to be habitable.

 

Is the quest gonna involve excavations? Working on limbo right now and RNGsus hates me.

 

I mean, itd be the perfect mission type for him, what with the big drilling machines like the one mounted to his fist...

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Is the quest gonna involve excavations? Working on limbo right now and RNGsus hates me.

 

I've explicitly been trying to avoid it, for precisely that reason.

 

Figured he could just have a high Cryotic cost for his pieces.

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I've explicitly been trying to avoid it, for precisely that reason.

 

Figured he could just have a high Cryotic cost for his pieces.

Finding his pieces inside "rarespawn" asteroids during Archwing missions could be interesting

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Finding his pieces inside "rarespawn" asteroids during Archwing missions could be interesting

Ah, the thing about that is that limited players actually play Archwing currently, speaking for myself.

Edited by Pyro15232
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I am waiting for DE to include a basic Archwing for every new player as they play first missions.

The idea of a Quest was nice, but it failed. If everyone had one, I think more would play.

I still havent gotten mine. Ordis keeps bugging me about it and I keep ignoring him.

Edited by arch111
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Finding his pieces inside "rarespawn" asteroids during Archwing missions could be interesting

 

Yeah, because what everyone likes is searching for rare caches in missions for Warframe parts! Not like anybody has objections to the randomized access to frames like Vauban or anything.

 

I've already settled on a quest for him. I came up with lore for Tremor, and that'd be the best way to communicate it.

 

Besides, I want his method of access to feel... grounded.

 

Which is why I suggest it, give people an incentive to do so at least for a little while.

 

... Or, they could just make more than 2 missions types for Archwing, clean up the navigation system and take into account that those maps are gigantic when dealing with things like stamina and sniping at fast-moving targets, make it enjoyable rather than just feeding us loot for doing something most don't enjoy.

[size=1]Y'know, like Desecrate.[/size]

Edited by Archwizard
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I am waiting for DE to include a basic Archwing for every new player as they play first missions.

The idea of a Quest was nice, but it failed. If everyone had one, I think more would play.

 

I dunno about that. The archwing quest is limited by mastery rank, isnt it? Itd be weird to get to rank 2 and then suddenly have all these new missions open up with no introduction. Especially since the "archwing" loadout option is kinda hidden.

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I dunno about that. The archwing quest is limited by mastery rank, isnt it? Itd be weird to get to rank 2 and then suddenly have all these new missions open up with no introduction. Especially since the "archwing" loadout option is kinda hidden.

I mean they should simplify it.

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tremor_tpose_sketch_01_by_gaber111-d8hte

 

Warframe Profile: Tremor

 

This is Tremor – the terraformer, the saboteur.

The embodiment of pragmatism, Tremor’s preferred battleground is the underground.

 

Tremor’s abilities allow him to transmute surrounding stone and metal, physically reshaping the battlefield as he sees fit:

 

Barricade creates a solid wall of minerals, which can be used as cover from incoming fire, a launching pad against enemies, or a platform for fellow Tenno. Melee strikes can launch the stone, which will shatter on impact with enemies for additional damage.

 

Burrow merges Tremor into the floor and walls, removing him from combat to place his traps in secrecy and safety, as well as increasing Tremor’s movement speed.

 

Quicksand weakens the ground in contact with Tremor while active. Once deactivated, all areas marked by Tremor collapse into sandpits, inescapable to any foes who attempt to cross.

 

Get ready for The Big One, Tenno. Worldbreaker causes the affected area to become unstable. Once triggered by an enemy, it becomes the epicenter of a damaging quake that adapts its elemental attribute to its current environment.

 

Tremor’s territorial control can be expanded with the use of mods. A Duration mod will affect all of Tremor’s abilities, while a Range mod will increase the area affected by Barricade, Quicksand and Worldbreaker. With the addition of a Strength mod, Barricade and Worldbreaker can become more devastating weapons.

 

Our enemies may reach beyond Earth, Tenno, but Tremor reminds them to fear the rumbling beneath their feet.

 

Stats, Abilities and Augments:

 

Theme: Ground and Elemental Stone

Roles: Stealth / Area Denial / Defensive Support

 

Health: 125 (375 at rank 30)

Shields: 150 (450 at rank 30)

Armor: 100

Power: 100 (150 at rank 30)

Stamina: 100 (Codex would say 8, as with others; it lies.)

Speed: 0.95

Aura: Vazarin (20px-Vazarin_Pol.svg.png) - Perfect for Rejuvenation while Burrow is active

Polarities: 1x Madurai (20px-Madurai_Pol.svg.png), 1x Naramon (20px-Naramon_Pol.svg.png)

Passive - Increased Traction:

-   Hostile knockback/push/pull distance is halved while on the ground (disabled while airborne)

-   Tremor cannot be rendered airborne by hostile push or pull effects while on the ground

-   Can grip walls without dropping while stamina persists after reaching the peak of a vertical wallrun

-   Reduced drop rate when stamina runs out while wallrunning

 

Barricade: Tremor draws forth a wall of stone at the target location. The wall can be launched at enemies.

-   Barricades have a wide length, a shorter height and a slight depth. At minimum rank it is tall enough to provide cover to a crouched Tenno, while at maximum rank it can cover the hat of a standing Limbo. The scale of a Barricade is affected by Power Range, in the same manner as Electric Shield.

-   Barricades act like environment objects, blocking movement and line of sight, and allowing Tenno to climb on it or parkour across it. Barricades block projectile fire from both Tenno and enemies, but can be bypassed with Punch Through.

-   Enemies will not attempt to climb Barricades, and can be boxed in by them.

-   Barricades do not have hit points.

-   Can be summoned standing upright on floors, or parallel to the ground out of vertical surfaces.

-   If aimed on the ground, Barricades are summoned perpendicular (lengthwise) to the caster's line of sight (in other words, the long side covers you, rather than the short side).

-   If cast while aimed at a target, the Barricade is summoned under them, lifting them up. When summoned horizontal to or under an enemy, they are immediately launched as per Bounce. This deals heavy Impact damage, affected by Power Strength.

-   If a Tenno dive-kicks or melee attacks the long side of a standing Barricade, the wall will continuously move forward (away from whichever side was impacted to launch it) and shatter on impact with the first surface or entity it meets, dealing Impact damage/status in a radius. Impact is affected by Power Strength and Range.

-   If cast on a ceiling, the wall will immediately drop and shatter on impact with the first surface or entity it meets, dealing Impact damage and knockdown in a small radius. Impact damage is affected by Power Strength and Range.

-   Enemies who are charging (ie Ancients, Shield Lancers, Manic Grineer) will not attempt to circumvent a wall made after they began charging; they will crash into it and be knocked down.

-   Barricades can be stacked on other Barricades, BUT all stacked Barricades break if the "base" moves or ends duration, falling and dealing damage in a radius around the original position of the "base".

-   Cannot be cast while airborne, but can be cast while wall-running.

-   Unalerted enemies will investigate Barricades summoned within line of sight, a la Undertow, but will not be alerted by this. Similarly, they will investigate Barricades that have been dropped from the ceiling, as if the Barricade was summoned on the floor.

-   An unlimited number of Barricades may be active at once.

-   One-handed cast; Tremor uses the Pull animation.

-   Unless dropped, a standing Barricade is affected by Power Duration until launched (if Duration ends while the Barricade is in-transit, it will continue to travel until it strikes a surface). Base Duration is comparable to Electric Shield.

 

Burrow: Tremor fuses into a surface and travels under enemies.

-   While Burrow is activate, Tremor and his companion are considered invisible and intangible (no collision). His movement speed is increased by up to 50%, unaffected by mods.

-   Tremor drops datamasses/power cells and cannot use weapons or inventory items, interact with objects, pick up loot, or revive allies while Burrowed, but can use other abilities with reduced cast time.

-   Tremor is immune to any area-based hazards and will bypass lasers while Burrowing, but is also unaffected by beneficial area-based effects and buffs applied by allies within the area (ie Roar, Hallowed Ground, Team Restore totems, etc).

-   Tremor can bypass Barricades without moving them. If a Barricade is directly above him when Burrow ends, it shatters on the spot.

-   If Tremor moves toward a connected perpendicular surface, he can freely climb and turn upon that surface as if wall-running with unlimited stamina.

-   When Burrow ends or is deactivated, Tremor is forcibly propelled a short distance away from whatever surface he’s on, a la wall-running.

-   Shield regeneration, Energy Siphon and Rejuvenation auras will remain active while Burrow is active.

-   Tremor is still affected by Eximus auras while Burrowing.

-   Burrow cannot be cast while airborne, but can be used while knocked down.

-   Burrow is affected by Power Duration, but can be prematurely deactivated (a la Rift Walk).

-   Two-handed cast; Tremor literally dives into the floor upon activation, as if into water.

 

Quicksand: Tremor destabilizes the ground he walks on, causing it to give way beneath enemies who attempt to follow. (TOGGLE)

-   While Quicksand is toggled on, any contact Tremor makes with the ground traces an energy-colored path along his route. When the toggle is deactivated, the path becomes a sand trap for a period based on Power Duration.

-   Enemies who walk/run across the sand trap will get their feet caught in the ground, staggering them as they try to pull themselves out and immobilizing them until the Quicksand hardens again.

-   Enemies can still attack while immobilized, and most movement effects (ie knockback, Bounce, Pull/Rip Line) are reduced to stagger. Enemies who suffer knockdown have reduced recovery speed until Quicksand ends. Switch Teleport can free foes.

-   Enemies have a reduced turning radius while immobilized by Quicksand, and are unable to aim backwards; Tenno directly behind them are functionally invisible.

-   Allies who stand within the sand trap are also immune to all knockback, push and pull effects, but not knockdown or other statuses. If pushed or pulled onto the sand trap, the Tenno gains traction and moves no further, but will not instantly recover from any knockdown effects.

-   Can be cast while airborne, but has no effect until Tremor lands.

-   Quicksand may be toggled on while Duration is active, but any of the Tremor's active Quicksand will be cleared and replaced once the effect is toggled off.

-   Can be toggled on without interruption. One-handed cast when toggled off; Tremor snaps his fingers.

-   Quicksand may be toggled on for as long as energy allows, with no maximum Duration.

-   Power Range affects the width of the Quicksand.

 

Worldbreaker: Tremor creates a powerful landmine. The explosion causes an expanding eruption which adapts to the environment.

-   The landmine is placed at Tremor's current location and, after a short arming period, triggered similarly to Bounce, but can only be triggered by Tremor's enemies. The landmine is marked by an energy-colored circle that expands from the center point to a fixed radius.

-   When detonated, the landmine emits a series of pulses that expand outward. Each pulse has a wider range than the last, up to a maximum range affected by Power Range. When a wave reaches an enemy, it impales them on a spike of stone or shrapnel.

-   The damage of the landmine is split between Impact and an element based on the current tileset:

--> Infested Ship/Derelict: Viral

--> Corpus Ship: Electric

--> Corpus Outpost/Arctic: Cold

--> Corpus Gas City: Gas

--> Grineer Galleon/Asteroid: Heat

--> Grineer Shipyard/Laboratory: Corrosive

--> Grineer Desert: Blast

--> Grineer Forest: Toxin (Karma for the Cicero Toxin)

--> Orokin Tower: Radiation

--> Solar Rail: Magnetic

 

In the case of Orokin/Derelict Sabotages and Invasion missions, the element would change with the tile.

-   Each hit will inflict Impact status, with a high (but not 100%) chance to inflict the corresponding elemental status.

-   As with Bounce grenades, an unlimited number of Worldbreaker landmines may be active at once, and will not despawn until after activation.

-   Power Duration increases the number of ticks in the eruption, but does not affect the duration of each tick. Damage per tick affected by Power Strength.

-   Cannot be cast while airborne, while an active Worldbreaker is still arming, or while wall-running.

-   Two-handed cast; Tremor calls up energy from the ground into his hands, then slams it back down in an animation similar to Ice Wave.

 

Augments (Available from Steel Meridian and New Loka):

Wave 1 – The Terraformer

Plateau: Barricade can be cast while airborne to call forth a pillar for Tremor and his allies to stand on.

-   The pillar instantly rises up from the ground under Tremor to his current height, independent of Power Range. Summoning the pillar stops all of Tremor's aerial momentum, allowing him to stand on it.

-   Diameter of the pillar is based on augment rank, but not Power Range. Duration matches Barricade's.

-   Activating Burrow on the Plateau will initiate hasty descent to the bottom of the pillar.

-   As with Barricade, Tenno may parkour around, atop and across the Plateau.

-   When the Plateau is summoned, enemies directly under Tremor will receive damage (unaffected by Power Strength) and be propelled as if a Barricade was summoned under them. Allies directly under Tremor will be brought to the top of the Plateau with him.

-   When the Plateau expires, it crumbles to deal Impact damage and knockdown in a radius, affected by rank, Power Strength and Range a la Barricade.

-   Unlike standard Barricades, the Plateau is not affected by dive-kicking.

-   Barricades may be stacked on the Plateau, provided Tremor is standing.

-   Only one Plateau may be active at a time. Recasting Barricade while airborne will simultaneously destroy and replace the active Plateau.

 

Quantum Tunnel: Burrow will create a passage for allies upon Tremor's exit.

-   Upon the expiration or cancellation of Burrow, a two-way Wormhole is formed from the location Tremor activated Burrow to the location Burrow ended.

-   There is a short travel delay between entering and exiting the Quantum Tunnel, during which time the Tenno is treated as having entered stealth and the camera tracks in a straight line from one endpoint to the other (regardless of Tremor's actual route). No other actions may be taken during this delay. Closer Quantum Tunnel endpoints will reduce this delay.

-   Allies who use the Quantum Tunnel are propelled away from the exit in the same manner which Tremor is propelled out of Burrow.

-   Unlike Wormhole, a Quantum Tunnel may not be used by enemies, but is still invisible to them.

-   Number of charges before the Quantum Tunnel collapses is affected by rank.

-   Maximum Duration is affected by rank and Power Duration.

-   Limit one Quantum Tunnel at a time. Activating Burrow will not close an active Quantum Tunnel, but exiting Burrow will remove all active charges from an existing Quantum Tunnel upon creation of a new one.

 

Enveloping Sand: Quicksand caps damage taken by allies based on how long they stand still within it.

-   While allies stand within an active sand trap, they gain a buff that reduces the maximum amount of damage they can receive per second, similarly to Nullifier bubbles.

-   Every second allies stand still within Quicksand, mitigation increases by further restricting the cap on incoming damage.

-   Every second allies move within Quicksand, mitigation decreases at half the rate of the above.

-   This effect is applied before all other forms of mitigation, allowing damage to be decreased further.

-   Overlapping Quicksand will not alter the rate at which this effect accumulates.

-   The effect is cleared if the target leaves Quicksand, or if Quicksand ends.

-   Base damage cap and multiplier are inversely affected by rank and Power Strength.

 

Aftershocks: Worldbreaker causes obstructions struck by its pulses to deal additional damage to nearby enemies.

-   Obstructions and hazards that overlay Worldbreaker's pulses will release semicircular waves of damaging energy from the point they first make contact with a Worldbreaker pulse, with the size and damage of the waves based on mod rank, as well as Tremor's Power Range and Power Strength.

-   Aftershock waves will attempt to cross back over the epicenter of the Worldbreaker.

-   Affected allied obstructions include Barricade (Impact), Electric Shield (Electric), Hallowed Ground (Radiation), Fire Blast (Heat), Snow Globe (Cold), Bastille (Magnetic), Cataclysm (Blast). Quicksand is exempted due to its irregular shape.

-   Affected hostile hazards include Osprey Mines (Blast), Sapper Mines (Magnetic), Napalm Blasts (Heat), Mutalist Tar (Corrosive), Mutalist Gas (Toxin), grounded Mutalist Swarms (Gas), unactivated Death Orbs (Radiation).

-   A single obstruction can activate this effect multiple times over its own duration, but only once per Worldbreaker pulse.

-   Multiple obstructions may cause this effect within a single wave, even dealing separate damage types simultaneously.

 

Wave 2 – The Saboteur

Quartz Barrier: Barricade is now made of crystal, refracting elemental attacks that strike the wall into damaging beams.

-   Elemental attacks must be dealt to one of the long sides of the wall to activate this effect.

-   The beam fires out of the opposite side from which the wall was struck, perpendicular to the length of the wall itself.

-   Beams from Quartz Barrier can activate other Quartz Barrier beams.

-   Power Strength affects the percentage of damage transferred into the beams, Power Range affects the maximum range of the beams.

 

Eruption: Exiting Burrow dislodges nearby debris, dealing damage and stagger to surrounding enemies.

-   Effect activates regardless of if Burrow was deactivated prematurely or Duration ended.

-   Damage is dealt in two simultaneous waves of equal effect. One deals Blast damage, the other deals Impact damage.

-   As with explosives, the Blast wave's damage and status chance is reduced by the target's distance from the effect; deactivating Burrow closer to targets will inflict more damage and increases the chance to ragdoll them.

-   If Burrow ends or is deactivated while Tremor is precisely under a target, the target is flung as if by Bounce.

-   The Impact wave has 100% status chance.

-   Damage is affected by rank and Power Strength.

-   Effect radii are affected by rank and Power Range.

 

Mummify: Enemies trapped in Quicksand have their attacks slowed the longer they remain within.

-   While an enemy is within an active sand trap, they gain a stacking slow debuff every second.

-   This slow may stack to 100%, causing a Freeze-like effect on the enemy for the remainder of Quicksand. This visual effect will only occur if Mummify reaches 100%, unaffected by other slows.

-   The slow remains as long as the target is trapped within Quicksand, and is cleared when Quicksand ends.

-   One Tremor overlapping Quicksand effects will not increase the potency or speed of stacking.

-   Slow is affected by rank only.

 

Small World: Once armed, Worldbreaker will also pull enemies toward its center.

-   Distance of pull effect is based on rank and Power Range.

-   Pulling effect continues until and ceases upon the resolution of the first wave in the quake.

-   Pulling effect does not knockdown or ragdoll foes, a la Prolonged Paralysis.

-   Small World also disables the flying on enemies that normally pass over Worldbreaker.

 

Additional Art Assets by arch111:

 

Note that the following images are quite large for this forum. Among the community, arch111 is notable for his ability to accurately convert concept drawings into 3D models; these are a few of the many generated during the concepting process (which, I might add, is never over!). If you want to see more, check out his deviantArt gallery!

1N50Ibg.png

 

WIP

tremor7_b_by_gaber111-d8mw0aa.jpg

 

 

Commentary

 

This is my second attempt at creating an Earth Warframe concept. As it's been a year since the release of that thread, I didn't feel the need to kick a dead horse back to life, just to show behind-the-scenes updates.

As I have difficulty drawing a straight line with a ruler, for these past few months I've been teaming up with artist arch111 (Perhaps you've seen his work?) to deliver the best possible version of Tremor to my fellow Tenno. Today, I feel secure with Tremor's design both visually and in terms of gameplay, and he's finally ready for his grand unveiling!

 

Since the release of Zephyr, I've been pondering the opposite values of our resident Wind elemental. While Zephyr's abilities focus on maximizing her effectiveness from above her opponents, an Earth elemental should be more in-tune with the ground. I for one prefer to play frames with their own identity - not just someone who throws stones and copies Iron Skin. For this reason, Tremor's abilities focus on three principles:

1) Altering his terrain. Warframe has a real niche for somebody who can change the battlefield - not simply making Snow Globes and rings of fire, but adding physical platforms to parkour and giving his allies the literal high ground over enemies. Tremor's intended role can be stated to be area denial. (Naturally, I also wanted to prevent players from trolling with him, which is what spawned the stone-throw mechanic on Barricade!)

2) Tactile transmutation; he must be in-contact with some surface to use his abilities. (I felt this was more reasonable of a limitation than amplifying his weight.) The ground is both his shield and his weapon, and in space, there isn't a lot of raw "earth" to work with; instead, Tremor can use his abilities to alter metal (refined earth) as well as stone. "Why can he tunnel into walls in Galleon-class warships?" Orokin-brand space magic: he transmutes himself.

3) Scalability. The issue with a lot of early Warframes is that they lack utility or scalability into end-game. When I wrote Tremor's abilities, I focused on their mechanics first; their numbers were the least important part of the design process.

 

Zephyr's main strength is her mobility. When thinking in opposite terms of her, I had to focus on how Tremor would get around without having to leave the ground; traditional Earth elementals are slow movers, but Frost has already taken the "traditional" niche. As a result, Burrow was the first part of Tremor's kit to come into existence. Since I was still worried after Oberon's release, I wanted to be sure that all of Tremor's powers interacted with each other and created synergy with other Warframes; synergizing with Burrow required that all of his skills became stealth viable.

I've always believed that a Warframe's first skill should be both the tonal summary and cornerstone of that kit; it's the most important part of the design process. Too many Warframes have first skills that deal damage and contribute nothing else to the kit, so I wanted something whose mechanic was a constant rather than its numbers, in the vein of Decoy. Barricade was heavily inspired by Avatar the Last Airbender; earthbending didn't simply conjure the element like wielders of fire or air could. Every attack or barrier required that the stone be drawn from somewhere nearby, causing the most property damage out of all elements and reshaping the battlefield on-the-go. This principle became the backbone of Tremor's kit. In creating a method to raise the earth, I wanted the equal ability to lower it as well, spawning what would eventually become Quicksand in succession.

I initially wanted Tremor's ultimate to be an earthquake, but since Banshee already claimed that, it wasn't happening. Instead, I turned to other stone-based attacks and techniques in fantasy gaming. Meteors seemed like an option, but also felt out of place with the rest of the kit - three skills that utilized the existing walls and the ground, and one that literally pulled stones out of the air? Magma was another choice, but Ember's ultimate already covers volcanics. Landmines were far from my first choice - despite the appropriateness of literally weaponizing the ground - because I wasn't sure if a simple mine would be ultimate-grade material. Eventually I turned to a little-known classic: geomancy, the skill to divine a new form of attack based on the battlefield.

 

In terms of visual design, I didn't want to go with an overtly "tanky" look, as that would simply bring Rhino to mind; Tremor can have above-average durability, but his skills are more tactical and pragmatic in nature, like the classical rogue archetype. I've worked with arch111 to make a Warframe who visibly invoked stone or crystal, but with the same subtleties as other elemental Warframes relative to their elements.

Presently, we're working with the idea that Tremor is affected by the environment as much as he affects it (eventually hinting at his ultimate), which will hopefully be reflected in future concept art.

 

 

------------------------------------------------------------------------------UPDATE 4/25-----------------------------------------------------------------------------

 

 

Icons for Tremor's abilities have finally been completed, but I need your help selecting the most appropriate ones! Please click on the links below and select your vote for the ability icons beneath them. If you have any questions, concerns, or suggestions, feel free to post them.

 

Very good concept would definitely play this frame seems like he is very flexible and tactical to use.

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This is the current Tremor design.

The legs are in progress as are hands and feet, but it will not change much in terms of siluette at this point.

 

So as a color template it works well.

 

Hmm. Ill give it a crack when ive got some time!

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Quick question but when are you gonna end the vote for ability icons?

 

Well I WAS going to end it a few days after I posted Tremor on reddit asking people to vote, but some wise guy decided to downvote it so it never broke the second page.

 

So... I dunno. It's ongoing, maybe if I find in a few months that it's racked up 100 votes for each ability, although that seems generous at this point.

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So, I decided to try my own hand at painting Tremor.

 

FtMSpVg.jpg

 

It's a basic idea of the palette but... there's something about it I don't like.

 

When it comes to most Warframes, there are subtle indentations within the model that dictate a line in the coloration - slight folds on the edges of the plates on Excalibur or Nova, even slight indents (like I've highlighted on Tremor's chestplate) on Frost. The lines that don't correspond to the main skin generally do to the Immortal (like on Mag or Loki) or Prime skins.

 

Part of what makes coloring Tremor so difficult is... there's no border for most of these. On the arms, for instance, it's impossible to tell where the armor ends and the 'skin' begins, because they just organically blend together; winging it just creates these odd breaks between. In the places where it looks organic, it's supposed to have an even base tone, with only bright highlights to break the monotonous ocean.

Granting, I like that type of organic blending on the hands (they're supposed to look somewhat... cluttered), but on the body... it makes the coloration too arbitrary, too distracting.

 

So... either we need to completely rethink the colors, or I think arch111 needs to be a little more mindful of where the palette lines will go proceeding forward.

 

(Plus I literally can't color half of it with the legs incomplete...)

Edited by Archwizard
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-snip-

 

I like what you did with the helmet but think you made the collar too high on him based on the lines in the model. Really hard to tell. Agree that the models too smooth. 

 

Theres literally nothing to do with the legs color wise besides generic patterning or soft lining in a new ridge because hes just wearing skin color tights. 

 

Dont wanna sound harsh but in some ways his model feels like a smaller shoe size vauban. I kinda prefer the original pic in the OP.

 

 

tremor_tpose_sketch_01_by_gaber111-d8hte

 
Edited by Annon5150
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