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HotS Diablo 3 Witch Doctor Nazeebo + alts

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
Heroes of the Storm Diablo 3 Witch Doctor Nazeebo by Blizzard Entertainment

This bundle contains:
- Witch Doctor Nazeebo
- Raven Court Harlequin servant of Countess Sarah von Kerrigan. Functionally they're Necromancers in their backstory, so have at it.
- Feast of Winter Veil Nazeebo
- Mad Axe Nazeebo
- Grimskull Nazeebo
- Ultimate Nazeebo

UD: 11/4/2020: Added Diablo 3 Witch Doctor.
UD: 8/13/2021: Added remaining versions, updated original and Harlequin
Contents

Diablo 3 Grimskull Nazeebo (Model)

Diablo 3 Witch Doctor Nazeebo (Model)

Feast of Winter Veil Nazeebo (Model)

Harlequin Nazeebo Harlequin (Model)

Mad Axe Nazeebo (Model)

Ultimate Nazeebo (Model)

Reviews
FeelsGoodMan
Models section All building, destructible, item, and unit models must include a game camera or portrait model; attachment and doodad models need not. Building, destructible, unit, hero, attachment models must be properly animated. - His death...
Level 20
Joined
Apr 12, 2018
Messages
494
Regular Nazeebo was ported elsewhere so I don't know about that (I mean, technically what I did was a bit different from that, but I don't want to look like I'm lifting someone else's port). I was only really interested in this version so any other version is a little far back on my priorities.

Truthfully it isn't a huge amount of work to do the other ones once you have one of them set up (doubly so if you leave all the bone names alone, then animation transfer is a breeze), but again, priorities.

Oh, and I guess... there's actually a lot of Nazeebo skins, too.
 
Last edited:
Models section

  • All building, destructible, item, and unit models must include a game camera or portrait model; attachment and doodad models need not.
  • Building, destructible, unit, hero, attachment models must be properly animated. - His death animation looks a bit wonky. It works, but when he dies his torso is kinda "floating" mid-air. Not a requirement to fix it, but it would be nice.
  • The mesh must be clean, with no excess of unnecessary edges and no wasteful geosets or polies.
  • The UV map must be decent and continuous, with as few seams as possible and without nasty stretching of the skin.
  • The model must have proper attachment points.
  • Attachment models must list all models for which they were optimized for (One at the very least).
  • If the model is a geomerge, make sure the parts are blended properly and so they don't look like something wickedly unnatural (i.e. exaggeratedly huge heads, very thin necks/waists, etc); objects that should be attached to body parts must not float around or be attached unnaturally (i.e. a sword floating near the hand or attached to the lower arm instead of being in the fist); also make sure the UV mapping is correct and that it has no nasty stretching. If so, redo it.
  • The submission must include an in-game screenshot.
  • Models ported/converted from other games/sources must be submitted in the "Ported Models" sub section.
  • Models for HD graphics in Reforged must be submitted in the "Reforged HD Models" sub section.

Ported animated models
  • As a side note of the second rule, if you want to submit a model that retains all of its default WoW (or source game) animations it should be done in a pastebin, and be linked in the description of the original post in the resource thread.
  • 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.
Optional changes that may improve ported 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. - Although they are optimized you can remove the "UNUSEDStand Two" animation from NazeeboMadAxe.mdx to save even more file space.
  • 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. - You should ideally remove all the texture paths and use a standardized prefix to identify and distinguish the different skins. Having to import the texture under very specific paths can be a hassle sometimes.
  • All textures can be saved with 75% compressibility to further reduce file size.
  • Footstep sounds are a big plus, especially with big models that would obviously make sound when moving around.
  • Splats in death animations is recommended.

Set to awaiting update.
 
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