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Gar'thok Re-Reforged



GAR'THOK RE-REFORGED

This is a complete animated version of Gar'thok for Reforged.
The model was developed for Warcraft 3 Re-Reforged.
Issues:
  • The original Garthok was lacking a lot of animations which could be added from the grunt unit
Updates:
  • properly added all the animations missing from grunt
  • properly updated all the movements of the new weapon to fit the new animations
  • properly added animations to the hair, tail, beard and dagger to fit the new animations
INSTALLATION
Import the .mdx file to your map using the Asset Manager at the path:
  • units\orc\garthok\garthok.mdx
  • units\orc\garthok\garthok_portrait.mdx
This model is used in InsaneMonster Re-Reforged campaigns.

Check out his work here:
Check out my other work here:
Hope you enjoy!
All feedback is welcomed.
Contents

Re-Reforged Gar'thok portrait (Model)

Re-Reforged Gar'thok portrait (Model)

Reviews
Mr Ogre man
Changes made, approved
Level 4
Joined
May 19, 2020
Messages
319
I always found the animation work very limited in Reforged. Instead of creating Walk 1, 2 and up to 3 ... Attack and Stand with variations if possible up to 8. Blizzard kept the same limitations 1 and 2 for most (lousy standard w3classic), forgot that the amount of animations is what creates the most realism in the models .
Congratulations for the work, I hope there are more like this, to enrich the realism in Reforged.
This will be extremely useful for me !!!
Thank you!
 
Last edited:
Level 3
Joined
Apr 14, 2014
Messages
7
Any chance you could work on fixing some of the other models that Blizzard / Lemon Sky neglected?

Animation Variety / Quality is Very Disappointing


The Rexxar campaign can be quite long if you play through the entire thing. Watching Rexxar hack away at his enemies for hours using only one attack animation just screams laziness and time constraints.
 
Any chance you could work on fixing some of the other models that Blizzard / Lemon Sky neglected?

Animation Variety / Quality is Very Disappointing


The Rexxar campaign can be quite long if you play through the entire thing. Watching Rexxar hack away at his enemies for hours using only one attack animation just screams laziness and time constraints.

I will work on fixing them along with the development of Re-Reforged. Internally, I have already fixed Thrall Mountless (now it has attack, spell, death, dissipate animations, a fixed introduction animation, a fixed head bone, plus all animations from mounted Thrall), Medivh, and some others.

Nazgrel would like wolfrider animations too haha

There is only one wolfrider animation Nazgrel doesn't have, which is the Cinematic Walk One. I already have a fixed model for that, just internally.


I am wary of releasing so many fixed models especially because of the Hive policies. Some changes don't feel constistent enough.
 
Level 36
Joined
Mar 11, 2017
Messages
631
Hello! :)

Wanted to add some context to this model and the updates that were made for him.
The first version had the animations from the grunt added to it, but when animations are copied some issues appear which I consider should be address so the model can be an improved version of the original and better then even the model that takes the animations from.
Issues ussually found:
  • all nodes that are not found in the model from where the animations are taken will be stangnant (no movements) because of this gar'thok Back Hair / Beard / Hair Tail / Pelvis Cloth & Back Dagger will not move and collide with body.
Grunt model does not have a dagger node in the back or back hair or a hair tail and unfortunatly he's beard is too small to have animations and the cloth does not have animations in many cinematic animations.

With the new version all this was fixed(also grunt was improved as a follow up and will soon be added in another post) and the model is fully animated and can be used as reference if you want to make a different model
  • when new animations are added the nodes which do not have a body parent like the weapons will not work properly in the hands of the model or will be stangant like the others
This again was fixed by using an additional weapon with is fixed to the left hand which is set to appear when he uses the new animations while in the old animations he keeps he's original weapon
This way when he dies or when he roars he will drop the weapon as before.

Side note for modelers: When you use 2 weapons and set visibility between them make sure these weapon still keep the same start/end before the animations start/end because if not and you have for example stand 1 using weapon 1 and stand 2 using weapon 2 then when he goes from stand 1 to stand 2 and vice versa the weapon will appear like it's clipping due to the different start & end.
Only the start & end must be the same rest will not matter because the weapon which is not used will just dissapear for the respected animation.

Everything was done using Retera Model Studio.
Thank you to @InsaneMonster for allowing me to update the model.
Thank you to @Mr Ogre man, @BurnedSmackdown for helping me with learning the steps I needed to evolve from knowing nothing to doing what I can do now.
Special thanks also to @VictorZ / @Darious who are also incredible modelers and most of all brothers in animations
 
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