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Blood Elven Voyager

Blood Elven Voyager



To seek life. To journey through the stars. To take all they can give.

  • --
Base Form - Harvester
Morph Upgrade - Voyager

Ribbons don't seem to display in the site's Model Viewer. Particles also expire too early. Attached are some samples as seen in-game.


Testmap


  • Animations Rationalized
"Attack Walk Stand Barrage" - Exists so the model can fire while moving/not attacking.
"Attack Walk Stand Spin" - Has no spinning effect so the modder can use JetFangInferno's Bladestorm models.
"Attack Walk Stand Whirl Barrage" - is not named Spin, otherwise Spinning will use it, regardless of the presence of the Barrage tag.
"Birth Alternate" - Exists so the alternate version can pop in without playing the base one.


  • Changelog
2/9/19 - Uploaded

  • 2/14/19
Added scaffolding to Birth base

  • 2/15/19
Trimmed down on some of the scaffolding, saving on ~600 triangles and 40 kb. Added glows to weapon fire. Fixed testmap button placement.

  • Up to 2/18/19
Set Spell Slam Base to Non-Looping. Updated previews. Raised Spell Two Base max ribbon height. Added more detail to the dome and gold linings. Segregated Stand and Walk anims to allow thruster particles to indicate movement. Fixed Ribbon visibility in them.

Contents

Blood Elf Harvester (Icon)

Blood Elf Voyager (Icon)

Blood Elven Voyager (Model)

GunImpact (Model)

Voyager Rocket (Model)

Reviews
General Frank
Works in-game, performs appropriately and is a good addition to the model section.
Archian
Added to Contest Entries! Congratulations on the win!

Attachments

  • Blood Elven Voyager.w3x
    1.5 MB · Views: 480
Last edited:
Level 14
Joined
Nov 17, 2010
Messages
1,265
I wish I had a use for this model in my current project just because it is so awesome. You really went all out with the animations and it's really impressive. The idea is super unique too. That death animation is something special too. Great work.
 
Level 21
Joined
Jul 6, 2014
Messages
6,791
You absolutely nailed it with the animations.SO many of them,and they all look good
The model itself is a interesting idea as well,and not only that,it's a very unique way of fitting the theme
This looks very good and it's clear to see a lot of effort went into this
 
Update said:
  • 2/15/19
Trimmed down on some of the scaffolding, saving on ~600 triangles and 40 kb. Added glows to weapon fire. Fixed testmap button placement.

Update said:
  • Up to 2/18/19
Set Spell Slam Base to Non-Looping. Updated previews. Raised Spell Two Base max ribbon height. Added more detail to the dome and gold linings. Segregated Stand and Walk anims to allow thruster particles to indicate movement. Fixed Ribbon visibility in them.
 
Last edited:
Based on the gifs and hive viewer....

The idea and execution is great, but I think if you have the time you can tweak the timing of the animation (i think that some animation has too many frames, but thats just me) and give it some more slow in and slow outs (check out the 12 principles of animation) to really make it great (i think that just doing this would make a lot of these animations even better).

E.g. the barrelroll, you can make the beginning and the end slower, and the middle section faster.
These slow ins and slow outs are mostly because things move by accelerating and decelerating, and not linearly.
My comments here arent that the animations are not 'realistic', but the goal is for it to he convincing.

As a rule of thumb, exagerate your animations, especially in wc3 where every single unit is so smol, like some attacks can still be exagerated more to really sell the strength of it. (E.g. make the attack quickly go from attack to recoil to show that its a fast strong attack, then give the animation a slower recovery from recoil to attack ready to show tht it needs time to get back into action after that strong attack)
 
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