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Bishop

The Bishops are part the Church of the Holy Light, in the comand of the light forces they have the task to spread the path of the light under the human territory, healing allies and purging the unholy beings in their way.
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I modeled and animated this entirely in blender, for the textures i used both blender and gimp.
โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰
Character model belongs to World of Warcraft - Blizzard ยฎ
Creative Commons Attribution-Noncommercial-Share Alike 3.0 License
Previews
Contents

BTN_UNIT_HU_Bishop (Icon)

BTN_UNIT_HU_Bishop (Classic) (Icon)

Bishop (Model)

Reviews
FeelsGoodMan
Must meet these requirements: Must have optimized animations for Warcraft III. All animations must have the same start/end keyframes and must have names that can be utilized by Warcraft III (not counting custom scripts that can set animation by...
FeelsGoodMan
Changes made, set to Approved! Good job :)
Must meet these requirements:
  • Must have optimized animations for Warcraft III. All animations must have the same start/end keyframes and must have names that can be utilized by Warcraft III (not counting custom scripts that can set animation by index). If you want to submit a model that retains all of its default WoW animations you are encouraged to upload it separately, and link it in the description. - Please rename all "Cinematic" animations to names that are usable by Warcraft III (Especially the Talk animation should be renamed to Portrait Talk). The Spell, Spell Throw, Spell Ready Throw and Attack 1 animation should have the same start and end keyframes (the start and end keyframes should be the same as the start and end keyframes of the stand ready animation). Spell Throw is a flying animation, please modify it so it transitions smoothly from ground to flying and back to ground again (this can be done by having the start and end keyframes be the same as in the Stand animation. See this for reference regarding the Spell Throw and Attack 1 animations. If you plan on using Spell Throw as a purely airborne spell animation please also add airborne Walk, Stand and Attack animations.
  • Must have death, decay/dissipate, stand, stand ready, walk and attack animations as a bare minimum. Exceptions can be made where it's natural to make an exception (for example a stationary attack unit without a walk animation is fine).
  • Must have a working portrait. - Please rename Cinematic Talk to Portrait Talk so the portrait is not completely still when ordering the unit around. Also please make the staff geoset invisible in the Portrait Talk animation so it doesn't get in the way of the camera when the unit talks.
  • Must have attachment points.
  • Must have death sounds.
  • Must have footsteps/footprints if applicable.
  • Extents must be properly calculated.
  • Normals should be recalculated to remove any dark/black areas (if any). This can be done easily with RMS (Retera Model Studio Reforged Hack).
  • Must be properly scaled (WoW models are often way too small) so attachments and projectiles are also properly scaled.
  • All materials must have the correct filtering mode.
  • If the model has a dissipate animation it must have a dissipate sound in the dissipate animation.

These are optional things the resource submitter should think about that will improve the ported model (for animated models).
  • Particle emitters on models that originally have particles in the source game is a big plus.
  • Make a portrait animation instead of a separate _Portrait model.
  • In case the model uses fabric headgear (such as various bandanas etc) try to attach the bottom part of the bandana mesh to the chest bone so the cloth doesn't clip through the chest, but rather stick to the chest while the upper part follows the heads' animations.
  • The models should be optimized using Mdlvis with everything checked except for "Increase compressibility (MDX Only)" as that function is faulty.
  • Textures should be renamed with a prefix to make imports easier, and to be more structured. For example a human male warrior body texture could be; HMW_Body.blp.
  • All textures can be saved with 75% compressibility to further reduce file size. - I managed to reduce one of the textures from 1.9mb to around 450kb without any noticeable loss of quality.
  • Footstep sounds are a big plus, especially with big models that would obviously make sound when moving around.
  • Splats in death animations is recommended.

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Please revise the things marked in red. The optional changes are not requirements, but would be a nice addition.

Set to awaiting update.
 
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