• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Draenei Paladin + mounted versions (AoW)

This bundle is marked as pending. It has not been reviewed by a staff member yet.

This is a Draenei Paladin that was made by the suggestions of polatgeyik (owner of the ''Rise of the Naga and High Elf Race HD'') and Land Eater, and we are going to use this model for our Project here.

Co-Creator Darious
For more info contact me.

tools that was used to make these models:
Retera's Model Studio
Photoshop
CASC Explorer
MdlVis 1.41
Jm2converter

Original Model from Blizzard.


If you want to edit the model contact me.
Stay Tuned!
Previews
Contents

Draenai Paladin (Model)

Draenai Paladin portrait (Model)

Draenai paladin with helmet (Model)

Draenai paladin with helmet portrait (Model)

Draenei paladin icon (Icon)

Draenei paladin with helmet icon (Icon)

Reviews
Mr Ogre man
Great model. Seriously, it's awesome. It is heavily based on wow models, but it is masterfully implemented in reforged. Great job. That said, it needs some slight tweaks: the hair in the lightforged draenei has no normals and a plain ORM,which makes...
Level 8
Joined
Sep 28, 2020
Messages
107
Here. HERE! This is what I was waiting for. Finally, the first normal draenei for Reforged. Although, of course, I should take a closer look at this model in order to appreciate it as well as possible, but what I see really looks like a draenei

I don't know how many times I can say this. Probably as much as you need. But why don't you want to put weight on the weapon? This is the wife's staff of the magician, which has no weight. This is a heavy crushing crystal hammer. Just see the difference.

4Y_L7T-UeAA.jpg
aQy9TpD4xhk.jpg


I'd like to see a version of a regular draenei (not lightforged). In truth, you can just play with textures. Replace them with more saturated tones, and the hair color with brown. The sigil on the forehead can also be repainted in blue or removed altogether, and made to appear only with the animations Cast, Spell, etc. I also laughed with the death animation. But in general it doesn't matter.
 
Last edited:
Level 19
Joined
Nov 18, 2020
Messages
45
I don't know how many times I can say this. Probably as much as you need. But why don't you want to put weight on the weapon? This is the wife's staff of the magician, which has no weight. This is a heavy crushing crystal hammer. Just see the difference.

View attachment 381776View attachment 381777

I'd like to see a version of a regular draenei (not lightforged). In truth, you can just play with textures. Replace them with more saturated tones, and the hair color with brown. The sigil on the forehead can also be repainted in blue or removed altogether, and made to appear only with the animations Cast, Spell, etc. I also laughed with the death animation. But in general it doesn't matter.
Hahaha the death animation is when the model died quite literally🤣 and I was a bit tired to fix as I fixed all the rest of the animations. I plan to release a regular version of him too plus mounted versions and maybe some female versions. I will also rework his stand animations in order for him to have a more reasonable stance on the weight of the weapon.
 
Level 19
Joined
Nov 18, 2020
Messages
45
Is sooo very cool
Amazing model :thumbs_up:
Thanks guys

Update:
-Head is now moved so that he seems more natural
-Mace is in the right position now
-Death animation is no longer dead😅
-Added a Normal Draenai Paladin with vanishing rune😉
-Fixed most of the animations in order to not seem as that he is floating
-Metal surfaces seems a bit more metallic now.
 
Level 8
Joined
Sep 28, 2020
Messages
107
I do not insist, you can not do it. But why are you making your character icon from top to bottom? Shouldn't it be the other way around? Or at least right in the face. I mean, look at the other unit icons. Some may not have to have their entire head visible. This is the essence of the icon.
 
Level 19
Joined
Nov 18, 2020
Messages
45
I do not insist, you can not do it. But why are you making your character icon from top to bottom? Shouldn't it be the other way around? Or at least right in the face. I mean, look at the other unit icons. Some may not have to have their entire head visible. This is the essence of the icon.
The camera angle, in game, is only looking from the top of the unit but I think that if I play around a bit in photoshop I can change it.
 
Level 8
Joined
Sep 28, 2020
Messages
107
The camera angle, in game, is only looking from the top of the unit but I think that if I play around a bit in photoshop I can change it.
I'll probably tell you a secret. But you can configure the camera in the map editor. and use the trigger editor to set the desired angle of your camera. Or even more. You can make a system in which your camera will rotate as you like (but you don't need it).
 
Level 2
Joined
Apr 6, 2021
Messages
10
They look very good!!!:thumbs_up:
But in the case of Lightforge/Draenei Paladin unmounted version, when world editor or game is terminated, error message pops up at times.
 
Last edited:
Level 19
Joined
Nov 18, 2020
Messages
45
They look very good!!!:thumbs_up:
But in the case of Lightforge/Draenei Paladin unmounted version, when world editor or game is terminated, error message pops up at times.
thanks, although i don't think that the problem lays on the model. The same message pops up even in a blank map for me, although today i haven't manage to see it even in the map that i have these draenai here
 
Great model. Seriously, it's awesome. It is heavily based on wow models, but it is masterfully implemented in reforged. Great job.


That said, it needs some slight tweaks: the hair in the lightforged draenei has no normals and a plain ORM,which makes it look as if the model had ice in the back of his head. The face is a bit too shiny, but not that much. The model is obviously fit for approval, but I want you guys to make this small fix.
 
Level 19
Joined
Nov 18, 2020
Messages
45
Great model. Seriously, it's awesome. It is heavily based on wow models, but it is masterfully implemented in reforged. Great job.


That said, it needs some slight tweaks: the hair in the lightforged draenei has no normals and a plain ORM,which makes it look as if the model had ice in the back of his head. The face is a bit too shiny, but not that much. The model is obviously fit for approval, but I want you guys to make this small fix.
Thanks,
I am going to fix it as soon as i find time this week :)
 
Level 18
Joined
Oct 25, 2006
Messages
1,171
You put a lot of effort into making this into a full fledged model, answered steadily to every comments and made the appropriate updates each single time, regardless of how the comment was put.

I bend the knee, this is awesome!

Only thing I would have preferred is if the diamond and all purple-coloured parts of the unit were teamcoloured.
But I feel like this is mostly me thinking this way, most people prefer fidelity of the colors. I for myself prefer readability on the battlefield.

Thank you very much :)
 
Level 19
Joined
Nov 18, 2020
Messages
45
You put a lot of effort into making this into a full fledged model, answered steadily to every comments and made the appropriate updates each single time, regardless of how the comment was put.

I bend the knee, this is awesome!

Thank you very much :)
Thanks, almost all of the corrections that was mentioned was in fact needed and I am grateful for the feedback. I had to double check every time a point was raised, all of the assets, in both native and quenching environment in order to be sure that the model works. It took a lot of effort to turn Archimode into a decent draenai paladin and if possible I want everyone to enjoy this model and of course I am always open for new variants.

The problem with the team color in diamonds is that they will lose the emissive and won't be as bright, the first "test" version was like that yet I had to limit it in the bracers so that the diamonds won't lose their shine.
 
Last edited:
Update 3:

-Hair now looks ok, fixed orm and normal, turns out that i saved the normal with a wrong format 😅 .
-Face is as shiny as Archimode's
-fixed the ORM of the mount so that the skin and cloth of the mount won't be shiny as the metal surfaces are.
I didn't see the reply, I'll check it again soon
 
Level 2
Joined
Mar 17, 2021
Messages
10
Love this model! great work!

I encountered one problem though when i tried to use your model. I want to use the mounted version as a model for human knights through the retail folder. I tweaked the model size and animimations a little bit to match the normal knight. When i start a game it crashed a few seconds after the "new" knight gets produced. The model seems to work fine for the few seconds i get to use it before the crash happens.

I know this is ment to be a hero model, so is there something i need to remove or something? I did delete the hero glow node.
 
Level 19
Joined
Nov 18, 2020
Messages
45
Update 4:

-Update the bundle for the current version 1.36
-Reworked Animations and Geosets
-Added a version that wears a helmet both on foot and mounted
-the mounted versions Mdxs are attached with this comment since there is something wrong when i try to upload them with the regular way
-when inporting the mdxs you don't need to delete the "war3mapImported\" from the file name
 

Attachments

  • draenei paladin hive.7z
    4.5 MB · Views: 29
Last edited:
That's cool but two things, he feels even more like Archimonde paladin as others Archimonde Paladin. There are other Draeneï faces even in Reforged. (But there is a helm anyway)

And mainly, I never liked those shoulders animations. x) Maybe you could at least try to slow them up to make their movements less brutal and stand out less, or just stop them from moving at all or barely. (it makes them look just like gnomish tech)
 
Level 19
Joined
Nov 18, 2020
Messages
45
That's cool but two things, he feels even more like Archimonde paladin as others Archimonde Paladin. There are other Draeneï faces even in Reforged. (But there is a helm anyway)

And mainly, I never liked those shoulders animations. x) Maybe you could at least try to slow them up to make their movements less brutal and stand out less, or just stop them from moving at all or barely. (it makes them look just like gnomish tech)
Thanks mate, although this model feels as much as being Archimode as this one, literally the first image that comes up if you search "draenei" in google, that's the reason also that the version with the helmet is included too, so players that are less familiar with how the draenei look like to be able to enjoy this model too. Now i hope that by other draenei faces you don't mean this one right?
The second image is this one when you search "draenei" in google, one of the 2 most iconic draenei paladin sets (the other is this one). Certainly not gnomish like. As for the moving parts, well, i made them sharp because it will be weird to let it as with its original slow movements.
 
Level 19
Joined
Nov 18, 2020
Messages
45
Yes, the latest game version and editor are also running in the same environment.
Hey there, I downloaded the model and it worked fine. You may need to delete those extra war3mapImported\ that I marked in the second attached image that you sent before.
 

Attachments

Level 6
Joined
Apr 18, 2023
Messages
207
Hey there, I downloaded the model and it worked fine. You may need to delete those extra war3mapImported\ that I marked in the second attached image that you sent before.
Thank you, friend! The problem has been resolved! The path is incorrect, this is my negligence! But I have a question: I have downloaded some models and usually delete 'war3mapImported ' after importing them into the editor, but there are very few that do not need to be deleted. What is the reason for this?
 
Level 19
Joined
Nov 18, 2020
Messages
45
Thank you, friend! The problem has been resolved! The path is incorrect, this is my negligence! But I have a question: I have downloaded some models and usually delete 'war3mapImported ' after importing them into the editor, but there are very few that do not need to be deleted. What is the reason for this?
It has to do with the creator of the model. Usually i also create them with the need to delete the "war3mapImported" although i thought that it was a drag when someone tries to import him so this time I created him like this.
 
Thanks mate, although this model feels as much as being Archimode as this one, literally the first image that comes up if you search "draenei" in google, that's the reason also that the version with the helmet is included too, so players that are less familiar with how the draenei look like to be able to enjoy this model too. Now i hope that by other draenei faces you don't mean this one right?
The second image is this one when you search "draenei" in google, one of the 2 most iconic draenei paladin sets (the other is this one). Certainly not gnomish like. As for the moving parts, well, i made them sharp because it will be weird to let it as with its original slow movements.

It's not a big deal, looking at him closer, you don't need to try to edit directly the traits on his face, but he really has an extra-large forehead ; which he's not alone to have, Velen too, but then is another proof that it's a bit too iconic (more than any other draeneï as Archimonde is their main inspiration of course). On most other draeneï the forehead takes like x1 the size of the face, (more x1/2 when seen from lower) but here it's more x1.5, so quite oversized. But you probably already realized it as there is no way you could make this growth fit into that helm as is. ^^' (nice touch for avoid it clipping with the shoulders BTW)

I would still prefer without the helm to show all their race specificity, and maybe it could be an occasion to find an unique look you like from other WoW customs. On another hand I get you may want to keep the clearest look.

Also, is there a reason you couldn't keep his tentacles poking under of the helm along the neck? I was thinking changing them too would be a very efficient way to unarchimonde him, but I can't imagine thicker tentacles with the helm (even cutting holes in it). Maybe you tested all animations and found out how terrible it clips. So anyway Archimonde has iconic twin chin tentacles, but 4 is Velen, Kil'Jaeden and Maraad (from the shortest to longest side ones) ; so maybe you could try an odd number, 3 or 1 which are also valid. Maybe only side tentacles cool fit well in both model versions?

For the shoulders, it's more about their "uselessely frenetic sci-fi-magic tech" side. It's already better it's not doing it constantly, but then as it's so sudden it's also overally distracting if you have an army of those wiggling things. From a practical view it looks especially ridiculous when it changes pose to flex some naaru LEDs just to instantly go back to its original form ; always looked weirdly overkill for that "serious" race in WoW, so even more in Reforged. I think it would look just as fine and less confusing if those shoulders could stop for a second to chose one good configuration. (as you're already forced to for all other animations anyway). Another idea would be to take advantage of those two shapes to use the two at once but on each shoulder for dismatched look. Quite cool, we can also finally enjoy this feature in WoW. ^^

Again, it's still just tiny details and ideas, because I couldn't find any more serious issue to point.

global individual animation of armor parts? omg that's so epic!!! 😍
I don't think it's the case nor technically possible (is it ?), only Stand 2 and 3 for what I see. (which is why it's hard to perfect more)

Thank you, friend! The problem has been resolved! The path is incorrect, this is my negligence! But I have a question: I have downloaded some models and usually delete 'war3mapImported ' after importing them into the editor, but there are very few that do not need to be deleted. What is the reason for this?
I'm in the team of adding this "war3mapImported/" in all of our custom files. Because it's just way more easy for creators to copypaste this path once for all in the few files of their models than letting hundreds of people do the extra-work hundreds of times on their side dealing with World Editor clunky system. (and I worked on Hippogryph Rider so one of the heavier set of unit files). It literally doesn't bother us as even Retera's Model Studio still easily detects all files around.

Also I realized with custom files regkey that we can create a war3mapImported directory directly in our retail folder which is convenient for creators to just copy paste files into, then open a saved file with all the custom units and assets already set, without the need to actually redo the import each time for our tests. (which would also fix the issue of needing to remove this line each time, but on that local temporary case only anyway)
 
Last edited:
Top