• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Chriz.'s Model Gallery

Status
Not open for further replies.

Deleted member 126647

D

Deleted member 126647

Someone mentioned I was a good modeler, accidentally meaning a model I didn't actually make. But I thought I should show the few models I have actually created myself, which isn't much, as I am mostly an animator.

Dark Iron Slave

A model for a project I am currently a part of, it is a dwarven worker unit. Animated by me, textured by camel's_hump.

di.JPG
attachment.php


Chameleon

This is actually my first model I've ever made in Max. I animated it as well. And Olofmoleman skinned it.

cham.JPG
attachment.php


Cougar

This is my most recent model, camel's_hump is supposed to skin it, but he's busy (tempted to say lazy.) It is unanimated so far.

cou.JPG
attachment.php


All modeled completely from a box primitive in max, no editing from existing models.

I suppose as I make more I will update this thread with recent creations. Stay tuned.
 
Last edited by a moderator:
Nice, I especially like the texture on the slave, but was the tempted to say lazy part really necessary? And its camel's_hump not Camels_hump:P
Because of that kind of attitude, it was necessary. And you know it's in good fun ^_-
 
Nice chest! That's really useful, though I didn't think to use something like it until I saw it.

Skin the cougar, I really want that. ;)

By the way, is the Chameleon color-changing? I don't really have time to look at it.
 
Yes, the chameleon is color changing depending on team color.
 
I'll upload most of my stuff in due time.
 
Damn 3c

Wow, Chriz. this stuff is really, really dynamite.

Might you possibly consider uploading some of your outstanding creations (especially the Fill-Me-Up Treasure Chest) to THW? Is there some prohibition over at 3c that prevents you from doing so?

I'm sure that many more Warcraft III map makers would use your excellent models if they were more widely available, and I KNOW that The Hive's resource sections would be far, far stronger if your work was included in our archives.
 
Last edited:
Actually uhh.. Pirates don't have that shit.. lol. 'Tis just in stories to add to the fantasy of "The Ghosts of Skull Island" or some shit.
 
I was at a loss for the talent to model anything else : P
 
petalzz5.png


My latest. All scratch modeled and animated by myself. Uses in-game textures.

Includes Birth, Stand and Death animations. And has an assload of team color.

In-Game

ingameca5.png
 
This project inspired me.

promond5.jpg


When I finish I'll put it up here. You can use it if you wish. It has animations where the chips fall onto each other and make a pile, and it's team colored to save space.

See?

chiptv4.gif


Gif is a bit slower than the actual thing, but you get the idea.

A small model I started working on today. Someone's poker map inspired me.
 
you should have done that animation with reactor for a better look.

I just read what reactor is, and played with the position one.

But how would this be applied for this kind of animation?
 
I just read what reactor is, and played with the position one.

But how would this be applied for this kind of animation?

You use rigid bodies. Place all the coins one on top of each other, with a significant distance between them. Assign all your coins to a RB collection (which is found in the helpers tab, under the reactor sub-menu). Make a ground plane (which actually has to be a box, reactor does not work well with 2d things except cloth) and also assign it in the RB collection. Finally make a tube and center it to the coins, so that it will act as a wall to keep the coins from bouncing out of control and to align them nicely; also add it to the RB collection.

Go to the reactor rollout in the utilities tab from the command pannel, select the ground box and the tube and from the properties rollout check "unyielding" (that will render it immune to gravity and forces, but it will still participate in the simulation). Then check all the coins and also from the properties rollout assign them some weight (play with it until you get the best result; you can see that only after you do the simulation). Also lower down the collision tollerance. Then all you have to do is to push the "Create animation" button. If you don't get the result you want, play with the coin weight, collision tolerance and gravity. I got something like this (look at the attachment).

Of course, after the simulation runs as you wanted, you can delete the tube and the ground plane. This kind of simulation, with rigid bodies, works perfectly with wc3.

I hope this helped. If my explanation was too retarded, search for reactor tutorials on the net and consult the user reference guide about it.
 

Attachments

  • exemplu.gif
    exemplu.gif
    252.2 KB · Views: 429
Whenever I try to perform the simulation, I always get the same problem:

"There are no entity collections, or they are all empty."

When I try to add the meshes to an RB collection, all I can find is reactor attachToRB.
 
gallowsjn8.jpg


Gallows. Made for fun, and to help out the people doing the Weekly Terrain over at Wc3c, theme is "The Hanging."

Extra shot:
ownedeb0.jpg
 
Last edited by a moderator:
  1. Really dynamite, as usual!

  2. What texture(s) are used, all in-game stuff?

  3. There is seems to be at least one attachment point (unless you just used a trigger to do the screen shot). are there others?

  4. The platform looks pretty animated from where I sit: what's the overall file size?

  5. Is the model intended to be used as a building, unit or doodad?

  6. Aw fudge, I just repped you the other day for helping someone ELSE by creating some (far, far simpler) models. Don't forget: I still owe you one for this puppy.
 
  1. What texture(s) are used, all in-game stuff?

    Yes, FireBrewmaster.blp for the rope, and supportbeam.blp for the rest.

  2. There is seems to be at least one attachment point (unless you just used a trigger to do the screen shot). are there others?

    No attachment points, I imported the blademaster into Max and put him in there manually [Just for the fun screenshot]. I plan to do several variations. The problem with attachment points for the noose is that it would be near impossible to make an attachment point that is compatible for the necks of all the units in Warcraft. I might have to do some tests and see what can be done.

  3. The platform looks pretty animated from where I sit: what's the overall file size?

    30.9 kb unanimated, but I made a version with a villager woman hanging from the noose that sways constantly in the wind. That one is about 50 kb.

    See the witch here:

    noosezw8.gif


    Sorry, the capture got a big skippy. Nice and smooth normally.


  4. Is the model intended to be used as a building, unit or doodad?

    Doodad.
.
 
acolytepromodq9.jpg


Dark Iron Acolyte.

UPDATE:

rotag6.gif
 
Last edited by a moderator:
UPDATE:

acolytepromojr1.jpg


All from scratch.

And yes, this is an offensive caster unit.
 
Last edited by a moderator:
Looks nice, but his pecs aren't really natural looking. I know some people have them like that, but still, the rest of his cloak would be a little bit effected by the pointy shape of them. There would probably be a loose riffle of cloth going down from his nipples. They're like mountains, and mountains make the surroundings into ripples and higher little tufts. Just saying, you could fix this in the texture aswell.
 
It's going to be the portrait head as well, so I just made it pretty well detailed.
 
Test what? War of the Three Hammers?
 
Oh, then no. It will be released for public use once the project is finished.
 
Status
Not open for further replies.
Back
Top