• 🏆 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!

Naga Male Pack (WoW)

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
This is the HD naga male base model from World of Warcraft in 6 colors, ported by me. It is meant to have a weapon attached, and I've animated it so that you can give it your choice of:

-the traditional two-handed polearm (base animations)
-a one-handed weapon and shield, or two one-handed weapons (Alternate animations)
-a javelin/harpoon/throwable spear (Upgrade animations)

It has Swim animations for standing, walking, attacking, and dying. I didn't include Swim animations for all the spells it has because that would be too much. I recommend having it play attack animations when casting spells in the water.

I also posted a team-color version in a separate pack. I personally find the team color solution I finally settled upon to be a bit ugly, but some may want it anyway.

Feel free to give it attachments (weapons, team-colored shoulderpads, etc.) and create new models out of this.

Screenshot icons included

Credits to Blizzard

Update 11/1/20: Added Attack Swim, Attack Swim Alternate, Attack Swim Upgrade, and Death Swim.
Previews
Contents

Naga Male (Black-Blue) (Model)

Naga Male (Blue-Yellow) (Model)

Naga Male (Fel) (Model)

Naga Male (Green-Orange) (Model)

Naga Male (Green-Yellow) (Model)

Naga Male (Turquoise) (Model)

Naga Male Icon (Black-Blue) (Icon)

Naga Male Icon (Blue-Yellow) (Icon)

Naga Male Icon (Fel) (Icon)

Naga Male Icon (Green-Orange) (Icon)

Naga Male Icon (Green-Yellow) (Icon)

Naga Male Icon (Turquoise) (Icon)

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 lower 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 lower the submerged animations so the arms are nearly fully submerged, and so that the tail is not above water when swimming. See this and this for a comparison with the naga royal guard. Please make Spell Slam and Spell have the same start/end keyframes. Please make swim animations for all spell animations as well (now the unit floats in the air above the water for a second or two every time you cast a spell while submerged).
  • 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 you are encouraged to upload it separately, and link it in the description.
  • Must have death sounds. - Please also add death sounds in the death swim animation (DMYS would be fitting here).
  • 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. - If you can add particles to the swim animations it would be really cool. I guess you can copy the ones from the royal naga guard.
  • 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.
 
Top