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Illidan - Burning Crusade (WoW)

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
This is Illidan Stormrage from the Burning Crusade expansion in World of Warcraft. It is not the higher definition Legion version.

I neglected to include Channel animations. Can update later if people want.

Requested by masih_julius; ported by me; credits to Blizzard
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Illidan - Burning Crusade (WoW) (Model)

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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. - There is...
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. - There is something wrong with his stand (and portrait) animation. If you look closely he "twitches" at the end of the stand animation. Please fix this by making stand have the same start/end keyframes, and by deleting the 8 or 9 last keyframes (not including the final keyframe). This will make his stand animation look more smooth. Please make Attack 1, Attack 2, Attack 3, Attack 4, Attack Alternate, Attack Slam, Spell Slam Alternate, Spell Alternate and Spell animations have the same start/end keyframes (I also suggest deleting the 5 or 6 last keyframes of those animations, not including the last keyframe). Please make Stand Ready Alternate and Stand Ready looping. Please make the dissipate animation non-looping. Also please add a Death Alternate animation.
  • 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. - Please add left and right foot.
  • 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 you are encouraged to upload it separately, and link it in the description.
  • 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. - Please make Illidan shaded.
  • 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.
  • 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.
  • 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.


_____


EDIT: Since the author of this resource hasn't been online in a while I am attaching a version of this model here in case people need it. I have fixed all of the issues I addressed, including making all animations a bit more smooth. I haven't added a Death Alternate animation, I'll leave that to the author. The materials have been made shaded (except the glaives).
 

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