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Bandit Axethrower

As requested, a bandit Axethrower.

I figured as it is such a utility model it was okay to put it up publicly.

Changes
-added TC Portrait Background
-Updated Helmet
-Updated Attack Animation
-Updated Walking Animation
-Updated Stand Animation
-Converted Spell Animation
-Added Axe Pouch
-Shrunk Axe
-Shrunk Helmet Horns
-Removed Stand Hit Animation
-Fixed Decay animation
-Quick Fixed Team Color bug
-Updated Decay Animation
-Added Net Spell Animation
-Updated Portrait Animation
-Further Updated Portrait Animation
-Added Normal Stand Animation (Removed another to save space)
-Added Stand Ready Animation

Keywords:
Bandit, Axe, Thrower, Brigand, Lackey, Goon, Hatchet, Lobber, Warcraft, Lordaeron, Highway, Man, Robber, Thief
Contents

Bandit Axethrower (Model)

Reviews
00:28, 25th Oct 2015 Archian: Works ingame, model looking good, low filesize, quite useful, good with more variants of the Bandit unit. Approved! EDIT: After more careful testing, I found that after the unit dies a black box appears. Please fix...

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Moderator

00:28, 25th Oct 2015
Archian: Works ingame, model looking good, low filesize, quite useful, good with more variants of the Bandit unit. Approved!

EDIT: After more careful testing, I found that after the unit dies a black box appears. Please fix this.

Misha: Okay, I cannot see the black box on death, so that's good, but, you might wanna give him another attack anim, aka the one of the troll that flings axes. of course that means to either use his 'stand ready' or to tweak the attack first and last frame to your 'stand ready'. also you might wanna move the 'weapon' attachment lill closer so it's in the middle of the axe head. right now it's a bit forward.
 
Level 8
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Aug 13, 2009
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361
Thank you for filling the request. As per our usual conversations, the only thing I would have changed, myself, is adding a TC plane background for the portrait animations. Other than that, you fulfilled the request perfectly. :)
 

Ardenian

A

Ardenian

Nice model!

I myself don't like the choice of the helmet, it looks quite polished for a bandit, but whatever.
 
Level 64
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Dec 23, 2013
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1,401
Aye, I would have used a default bandit helmet or perhaps a grunt helmet, but I needed a way to obscure the mouth because I cannot really animate mouths well.

As the bandit helmet texture is similar to the footman's, I came up with a little mental story of the axe-thrower being a former footman, or perhaps he scavenged it after a merchant raid.

I'll add the TC background, didn't even think of that really.
 
Level 8
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Aug 13, 2009
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361
I honestly was only expecting the Bandit without the shield and able to throw the axe. The unique helmet was actually a pleasant surprise and looks very nice with the Runic skin as I had hoped.
 
Level 64
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Dec 23, 2013
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Wow it looks nice! Great work :) So you're also gonna make Dwarf Axethrower from WOTR??

Yep, though the evil units are my primary focus for the WotR models right now. I'm working on the Orc Slasher, Archer, and Slave Master. I am also waiting on some animations for the new Witch King and Nazgul from Gluma.

-I love the way he facepalms in stand 2.- Originally this was intended to be him shading his eyes against the sun and browsing for a target, but I think a facepalm as you put it just has more charm :D

*edit

After looking at him in the "View in 3d" it hits me that he actually IS facepalming, I forgot to raise his arm after I messed with his head mesh. One moment.
 
Level 42
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2,935
Aye, I would have used a default bandit helmet or perhaps a grunt helmet, but I needed a way to obscure the mouth because I cannot really animate mouths well.

As the bandit helmet texture is similar to the footman's, I came up with a little mental story of the axe-thrower being a former footman, or perhaps he scavenged it after a merchant raid.

I'll add the TC background, didn't even think of that really.

Mouth are not Really that hard to animate if is just a simple one (Unless is something like Knight's portrait or some sort)

The Helmet give me some Idea, Why not have a slightly more unique helmet? (I mean, is Unique Enough, but maybe Make A Pointy Part towards im front or something? The Back of the helmet just Yell at me to add something like that
 
Level 21
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Jul 6, 2014
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6,791
Very creative and useful
But like others have pointed out the helmet...is a bit unfitting.Maybe you shouldn't remove it but tweak it a bit,maybe make it less polished and not so knight-y?
 
Level 21
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I quite agree it does look too shiny, I think I will dim the helmet and/or make it somewhat rusty tinted, then add two metal horns with one being broken (?) and finally perhaps a bag of axes at his side or on his back.
That all sounds very good!
 
Level 11
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Apr 9, 2013
Messages
710
Mmph, the Filesize is tasty.
Although the helmet doesn't seem to fit, but this supposed be a bandit so looking nice isn't one of his priorities.
Another thing is the Axe, I think it's a bit too large, Throwing axes should be a bit smaller, I believe this one is straight from the Bandit of Warcraft 3.
Also maybe the horns are a bit too large..
 
Level 34
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Sep 19, 2011
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2,119
I love it. It's simple, but will blend in just fine.

What bothers me is his attack animation. There is no need for his axe to fly in the physical model, the missile ingame will do the job. Just make sure it dissapears at some point during attack anim.

Maybe you would like to add a some kind of axe filled backpack or anything, to indicate the fact that his has a whole lot of axes to throw? And a missle model if it's not included yet:)
 
Level 64
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I'd add more armor on that bandit, as it seems too simple to me, mesh-wise

The reason I veered away from giving him more armour is because he is a ranged unit, giving him plate shoulders and chain mail would seem a bit out of whack. Sarry =[

Dayum, dat helmet. It begs to be used for an Executioner unit next :]
I have an idea: maybe can turn his not-axethrowing arm crippled or even amputated, as on to give an visual clue about why he resorted to throwing those axes. Still, its just an idea, the model is useful as is.

Thats-- a pretty good idea actually. I think I'll do that for the next update. I've got people visiting so my attention is split five ways.

If it looks good, I'll add it.
 
Level 11
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203
Personal opinion, really. There are 2 versions what could be done.

1. I like the axe, but I agree it must be a bit shortened. Since he is an axe thrower. A backpack filled with axes to be added on his back, or you could add an actual backpack with the bandit axe weapon within it as well. Therefor, you wouldn't have to delete the old axe weapon. You could just make him switch animations and transform between a melee and a ranged unit. Would seems realistic and as if the bandit is some kind of a warlord within his gang.

2. Add a backpack with axes to his back, shorten his axe, and use the second arm as a special sort of animation. So he ordinarily attacks each time with one-hand, which is intended. However, let him perform a short "spell" that involves him raising both arms and grabbing both axes from his backpack that he uses to throw at his enemies. Double axe throwing that one turn! The second animation which you could make is him actually grabbing the "original bandit axe" and with both hands hurling it at you as if he is "pissed off". This would show the power of this great bandit who would seem as if he is an enforcer within the crew, or just a bad ass.
 
The reason I veered away from giving him more armour is because he is a ranged unit, giving him plate shoulders and chain mail would seem a bit out of whack. Sarry =[



Thats-- a pretty good idea actually. I think I'll do that for the next update. I've got people visiting so my attention is split five ways.

If it looks good, I'll add it.

well then that helmet needs to go as well.. to be replaced with something else.. and still, the bandit's attire is like.. unchanged, and that is not really approveable
 
Level 11
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710
This is much, much better, Love the Walk animation though once again there are things what you must fix.
Obviously the clipping in the walking animation and other clipping should be fixed, (Also what is with Stand-2 Animation? His Wiping sweat off the helmet?)
The Axe poach seems a bit large and solid (Maybe shorten the axe even more, also the Axe iron head is a bit... 'not centered" with the stick, it seems to be glued on it.)
About what Eagle said, In real life people were assigned axe throwers though maybe you can add like a buckler on the side of his arm like here http://www.stainless-steel-mod.com/England/images/retinue_longbowmen.jpg so that people don't complain about the "useless" arm.
Though maybe giving him a lesser helmet would be better, it is approvable.
 
Last edited:
Level 64
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Try as I might, I could not reproduce the black box bugger-up that you were experiencing with my version (Though I do remember going back and removing the portrait box from appearing in several animations) , I was at the time sure that the version I had was what I uploaded, I might've been mistaken. I have now updated this with the version I have, perhaps that solved your problem?
 

Archian

Site Director
Level 61
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Jan 1, 2006
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3,046
Try as I might, I could not reproduce the black box bugger-up that you were experiencing with my version (Though I do remember going back and removing the portrait box from appearing in several animations) , I was at the time sure that the version I had was what I uploaded, I might've been mistaken. I have now updated this with the version I have, perhaps that solved your problem?
Thank you, I will test it later again later today :)

Stay tuned!
 
Level 11
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710
Love the model and the axe throwing logic (passes from one hand to another :p)

Adding alternate animations with Forest troll attacking animation would be nice
Also Troll's "Spell - Ensnare" animation could be used as a normal/special axe throw animation

This model also reminds me a lot of Wandering Soul's :)

I agree, it is due to the simplicity but usefulness of the model.
Cheerios once again Herr Dave!
 
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