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Catapult

The Catapult brought fiery death to all who stood in its way. Capable of destroying any target in its range, the projectile from a catapult could smash the toughest of defenses, or through the sides of buildings. This behemoth was large, slow, and difficult to maneuver, but the power that it held made it an essential part of Human forces during the First War.
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—‰
This model was made with the intention of being similar to Nikita Bufatin - Concept Artwork, from that I started to work with WoW resources to compose it.
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_Catapult (Icon)

BTN_UNIT_HU_Catapult (Classic) (Icon)

Catapult (Model)

Catapult Missile (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, model set to approved. Good job! I still think a projectile for the catapult would be awesome, but you do with that as you wish :)
Level 21
Joined
Jul 2, 2009
Messages
2,934
I think it would be nice if it had team color so you could use it for a melee map or Campaign, but I don't know if people want to since Blizzard might be mad...
 
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.
  • 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.
  • 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 1.6mb to around 300kb 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.

--------

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

- Also please consider making a projectile model that suits the one in the sling.

Set to awaiting update.
 
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.
  • 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.
  • 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 1.6mb to around 300kb 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.

--------

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

- Also please consider making a projectile model that suits the one in the sling.

Set to awaiting update.
Thanks for the feedback on my models, I will update them as soon as possible, as soon as I do I will notify you for re-evaluation. :grin::grin::grin:
 
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