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Hunter Killer Hydralisk

Well hello, this is one more model that also took a helluva while to create and perfect, due to me needing custom animations, me making some custom animations, me needing a custom texture for both the unit and its missile, and what not..

But i think its worth all the custom bits. It's been very much years where i just haven't seen a very nicely done custom war3 hydralisk model, kinda all of them missing a lower jaw below the mandibles, or not having a good, speaking portrait, or not having both melee and ranged attack anims, or not having saliva dripping, or not looking like the OG Starcraft Hydralisk, or the remastered version.. So i have decided to cram all that i wanted (and more) in one model.

this Hydralisk is able to: Burrow/Unburrow, swim and submerge/surface, attack anything from any range, and look rather similar to original HunterKiller 'hero-unit' from Starcraft. Although I have gone slightly beyond that and given it more Teamcolor and few more details from the sc2 hydralisk, so i hope this is a good merger. 'u'

My helpers here were;
@Hayate (you'll probably recognize some of your anims there)
@PrinceYaser (For bearing with me and patiently doing both the main unit and missile textures)
@BossGengar ( for finishing up some of my animations, and doing few more, as well as little code tweaks)
and tiny thanks for the saliva particles from the Gronn model by @Mister_Haudrauf :)

So.. Credit us if using this model, or you'll be invaded by the zerg like the Amerigo >x] (starcraft 1 cinematic, look it up on the youtubes)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
technical bits:

Ability that adds additional blades should be an orb (for extra damage) and maybe enabled by an 'extra blades evolution' upgrade.
ability setup:
Art - Target: (two models, in this order) 'ExtraBladesLeft.mdx' 'ExtraBladesRight.mdx'
Art - Target Attachment Point 1: (two separate strings) 'hand' 'left'
Art - Target Attachment Point 2: (two separate strings) 'hand' 'right'
(all without the ' symbols, of course)
Art -Target Attachments: 2

Additional Object editor setup, for a ranged unit:
Projectile Launch - X: -30
Projectile Launch - Y: -10
Projectile Launch - Z: 130
Projectile Launch - Z (Swimming): 20
Projectile Arc: 0.00
Required Animation Name: two
(or set up a unit with melee first attack, and ranged second attack)

suggestion: to make this unit shoot spines from all slots, add 1, 2, or 5 more amphibious dummies, that would shoot at the same target as the unit, so the total number of missiles shot is 6.
for extra immersion, play with the 'projectile launch - Y' value on each dummy, for left and right adjustment.
Contents

Extra Blades(left) (Model)

Extra Blades(right) (Model)

Grooved Spine Missile (Model)

Hunter Killer Hydralisk (Model)

Reviews
General Frank
A wonderful adapted and edited model that really fits wc3. Approved.
Level 60
Joined
Jan 20, 2008
Messages
1,474
Very Big Filesize? Remember that Hive just requires every model to have its own textures uploaded.. all the assets in this bundle use only two textures; the main and missile

edit: tagging purposes; @Hayate @PrinceYaser @BossGengar @Mister_Haudrauf

Large file size is gonna be worth it when Reforged comes along as this model could still fit there with the upgraded models.
 
It is possible to have a way smaller texture size ?
600kb+ is too much, i can't stand a model that uses more than 150kb of skins.
It's because of download speed and map size
"YeAh BuT 1.30.2 wIlL fIx DoWnLoAd SpEeD" indeed, but there's people on wc3connect and other third-party softwares that don't want to spend hours of download.

well.. I feel that's ultimately what the mapmaker makes out of the resource, whether they compress it or not. the model/texture by themselves do not do much without the map they're in.

nevertheless, I'm miffed :/ but i think we're good.. yes?
 
This models neat. I can tell it took you a while to create this. I know how long projects feel, so il give you a short sweet comment here.

I think the necks a bit stretched uv wrap/texture wise. and I think the teeth are too small, I could have liked longer wider teeth with perhaps a slightly less large number of them.

I wish the horizontal spikes on the tail where less low poly, in sc1 they had almost no curve to them but in sc2 they are much more curved which was a change I liked personally, your horizontal tail spines look a bit strait for my liking.

I wish its eyes were a bit bigger and perhaps a tad bit brighter. They really get lost in the details of the forhead. But Other then that I call this a 8.5 or 9/10 its pretty good. and the amphibious animations are a big addition, since to my knowledge hydralisks have never swam before, so, I think you are the first to come up with that idea.

And additional attachments for the arms is another really great addition too. The projectile looks a tad bit low poly too but it works I geuss.

You could even give the projectile a few different birth animations to change its angle and location - rather then making a bunch of dummys to make a bunch of different attacks - or even copy paste the projectile model its self, inside the projectiles model, to make one missiles attack look like 5 or 6 different projectiles and just implement area of effect splashing damage.

Looks great man good job
 
@kellym0 Well that's one heck of a cool comment, especially about the texture adjustments that i agree with and would definitely like to see, if someone decides to have a go at it 'u'

m'yes, the neck might still be the same 'giraffe' of the normal war3 hydralisk, but i think it fits.. being kinda dragon-like, or having a slight hint about its pre-zerg slothien ancestry, which vere herbivores, which usually have.. well, longer necks x3

swimming anims came from a longer line of previous versions of this model, as you can see in my post to Hayate xD it was almost no effort to tweak them. extra blades were an after-thought, i just looked at sc2 hydralisks o3o

and projectiles.. :p
 
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