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Cauldron

this is a model requested by BillyBarktree.

this is my second scratch-made model and first to use ingame textures.
(thanks for help to chilla_killa and fingolfin)



This work is licensed under a Creative Commons Attribution 4.0 International License.


- update 23.03.2010 22:32 GMT:
added a portrait and a (proper?) death animation, reduced the polycount a little, but the filesize reduced unproportionally (more than polycount).
- update 24.03.2010 22:11 GMT:
made 2 different models with different ingame textures. reduced the polycount. made the pot more round, more fat.

Keywords:
cauldron, pot, heroes of might and magic, mercury, soup, resource
Contents

Cauldron (Model)

Cauldron (Model)

Reviews
20:56, 23rd Mar 2010 DonDustin: do waht chilla_killa said 8th April 2010 - General Frank Changes are made - model(s) approved.

Moderator

M

Moderator

20:56, 23rd Mar 2010
DonDustin: do waht chilla_killa said

8th April 2010 - General Frank
Changes are made - model(s) approved.
 
Level 13
Joined
Feb 18, 2009
Messages
1,381
Well, i am no good critiziser. BUT, it looks very dark inside, and the tree stumps looks weird too.
 
Level 3
Joined
Mar 5, 2007
Messages
32
Nice

exactly what i needed thx and + rep (when i can again) :)
but - if there are a lot of these placed on the map the poly count has to be smaller, doesn't matter with such a small model anyways :) perhaps reduce number of logs and make them and the cauldron less round etc
 
Level 14
Joined
Mar 30, 2009
Messages
971
update1: added a portrait (thx chilla_killa) and a (proper?) death animation.
reduced the polycount a little and reduced the filesize more.

i think portrait was necessary if it was to be used as an item, right?

the only way i could greatly reduce the polycount would be to remove all what is inside the pot. the logs dont give much polys at all.

so should i make the pot hollow from the inside (should use 2sided texture?).

thx for help and feedback ^^
 
Level 14
Joined
Mar 30, 2009
Messages
971
The poly count is much to big :(
I would use this rusty texture of "Textures\LordSNatural.blp"

well about the polycount look at my post before this one.

and i dont like that rusty texture. thats what the "cauldron with heads" uses and it doesnt quite look like what i had in mind (homm resource). i tryed several different textures before setting with this one (this one looked the least bad when i tryed to wrap it -.-). but i do agree that i should suddenly learn how to make better UV. atm i pretty much just projected it on to the texture.
 
Seriously, i still think you should do as chilla says and change to the calduron texture, because as it is now, it looks as if it isn't textured at all.
As for the polycount, i would suggest simply redoing the whole pot, except with less segements; you are currently using twelve, while you could do absolutely fine with only eight. Warcraft models don't require much detail. Also make sure that you have removed the lower polygon of the cauldrons bottom, aswell as the bottom polies of the logs. Those are not visible (though i haven't looked at your model yet, so maybe this is already done).

Generally, since i know you just got max, i'd say you should try to learn how the program works first, and dont hurry too much, you can always post progress images for feedback in the modeling forum.
As soon as you get a hang of it you can upload some models at the database.
 
and i dont like that rusty texture. thats what the "cauldron with heads" uses and it doesnt quite look like what i had in mind (homm resource). i tryed several different textures before setting with this one (this one looked the least bad when i tryed to wrap it -.-). but i do agree that i should suddenly learn how to make better UV. atm i pretty much just projected it on to the texture.
Really, change that texture to anything else. Any gray single pixel can make what you have right now, so it's not like "the least bad". There are many metal textures in the mpq. The barracks texture for example, there's a metal ball that would fit well a cauldron. There are many more, just search for it a little.
 
Level 14
Joined
Mar 30, 2009
Messages
971
ok i made 2 different versions:
(and reduced polycount)

Textures\LordSNatural.blp
and
Textures\Garrison.blp

which one is better? (oh and ofc i can make the first one without the stain :))
 

Attachments

  • HoMM3Mercury2.MDX
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  • HoMM3Mercury3.MDX
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Level 23
Joined
Nov 17, 2008
Messages
17,312
Awesome! I love it!
Poly count does kinda suck, but I like the result.

Plus I dont think texture should be chaged, its an item, not a doodad.

The third one looks like it was made out of marble.

The second is good for a doodad and the first one is good as an item on map.
 
Last edited:
Level 4
Joined
Aug 16, 2012
Messages
62
Adding some fire underneath and some steam on top of the pot could be a good work animation.
 
Level 17
Joined
Apr 13, 2008
Messages
1,597
Hey man! Have you ever created a heroes of might and magic map?
I had a project like that 15+ years ago. It ended up in development hell due to chasing skirts, or some other stuff that took away sweet time from War3 modding. I had a lot of systems down, such as hero / race selection, town building, unit recruitment, map movement, resources, and whatnot. I had two big systems left to do, one being combat, the other the random map generation. I wish I had a few hundred hours finishing it. Maybe I will resurrect it in the future and use your HoMM model :)
 
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