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Kargath Bladefist (first war)

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
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Contents

Kargath Bladefist (first war) (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. - Please copy the...
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. - Please copy the "Stand Portrait" animation and make it the main stand animation. Delete the default "Stand" animation as it's bugged/looks bad. Please remove "Attack First 3" as it's not in sync with the other attack animations. Please make "Stand Victory" looping. The "Spell" animation isn't really a spell, can you rename it to something else? "Spell Gold" for example. Please add dissipate or decay animations. If you add dissipate please also add hero glow and dissipate sounds in the dissipate animation. Please fix the particles, they look like squares. Please also delete all the unused keyframes.
  • 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. - There are a lot of unused attachment points called "New ref", please remove them.
  • 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. - The model only has a footprint for his right foot, please also add footprints for the left foot. Also please set X, Y and Z coordinates for the footprints.
  • 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. - The model is a tad bit too small in my opinion. I feel the size should be increased by 20-30%.
  • 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. - The model can be optimized further by deleting unused keyframes and using the Mdlvis optimize tool. I got it from 1966kb to 1251kb.
  • 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. - I managed to get one of the textures from 1mb down to 259kb without any noticeable loss of quality.
  • 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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