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NagaSeaWitchMelee

Meant to be used as a replacement for the regular Naga Sea Witch or for a Medusa Myth unit. Use it as you wish.

Contents

NagaSeaWitchMelee (Texture)

Reviews
Heinvers
Hey Darkfang, That's a pretty good skin you got there. I think that you could add higher contrast values and make better highlights on her skin and armor pieces. It is a bit dull in its current state. The face and torso areas need more depth since...
Level 21
Joined
Jul 6, 2014
Messages
6,791
Wait, I'm confused. I like the skin (& that icon is surprisingly good), but how is she melee? She still wields a bow.
I think he means it's made for a melee map or melee hero.I agree that the name can be confusing and mislead you to think it's a melee unit
 
Hey Darkfang,

That's a pretty good skin you got there. I think that you could add higher contrast values and make better highlights on her skin and armor pieces. It is a bit dull in its current state.
The face and torso areas need more depth since they look slightly flat in-game. More pronounced shadows and transitory shading should do the help.

I would also add more screenshot angles in-game to get a wider scope of what's going on :]
 
I suppose that you used Blizzard material, as well. :)

Yeah, the model :v
The Skin is mine, you can check the old Lady Vashj skin this is a variation of the colors used on that one plus some changes on the face and the crown, I think that this one has a better looking face than the old Vashj I've made hahaha
 
So, this is freehand work.
How can it be so blurry if this is the actual size of the drawn texture?
Can you please show me an .psd/.xcf file(unmerged files, of course)? I'd like to see your technique.

How can it be so blurry? what the fuck. Man don't start again. Search my Lady Vashj skin in my resources and see the comments, then search the 2 icons I've made for her and see he comments, there was a lot of progression on this skin and I don't have an unmerged layer work for it. SO BLURRY?

IF: for blurry you mean the crown; I made it like that because it is the best way for it to fit the wrap, try drawing something over that forehead and see how the lightning of the portraits turns everything into something odd and almost gray.
 
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Level 30
Joined
Jan 31, 2010
Messages
3,551
Neat idea, but could benefit just a bit more from playing around with the wrap.

It seems from the screenshot that Vashj model suffers in same way as Jaina does - awful wrapping on chest area.
Tho it's hard to work with to get it proper looking, it is possible to attain naturally looking boobs and abs just by smartly moving pieces upwards or downwards where they no longer stretch, or thinning out the texture, or squeezing it if you will, so that when it stretches, it appears of normal size.

Just a comment to note for future works - I believe a good stare at the model with Unit UV Compilation texture on it can help you avoid these things in later works.
 
Neat idea, but could benefit just a bit more from playing around with the wrap.

It seems from the screenshot that Vashj model suffers in same way as Jaina does - awful wrapping on chest area.
Tho it's hard to work with to get it proper looking, it is possible to attain naturally looking boobs and abs just by smartly moving pieces upwards or downwards where they no longer stretch, or thinning out the texture, or squeezing it if you will, so that when it stretches, it appears of normal size.

Just a comment to note for future works - I believe a good stare at the model with Unit UV Compilation texture on it can help you avoid these things in later works.

Well it is quite hard since I don't actually know how a wrap works until I work on it and test it in-game, I check each skin like 20 times to see everything is ok. Mostly I care about the portrait, having a neat cute portrait is equal to having a nice model, and to be honest I love how her face looks in game now.
 
Level 30
Joined
Jan 31, 2010
Messages
3,551
I follow the same system - face is 60% of the skin for me.

I've got to ask you, are you familiar with drawing textures while using these two things - the Warcraft III Viewer, and the Ultimate WC3 Unit Wrapping Compilation?

If you're not, let me know and I'll link you them and show them how they work - they're legit a lifesaver which I think you'll find useful.
 
I follow the same system - face is 60% of the skin for me.

I've got to ask you, are you familiar with drawing textures while using these two things - the Warcraft III Viewer, and the Ultimate WC3 Unit Wrapping Compilation?

If you're not, let me know and I'll link you them and show them how they work - they're legit a lifesaver which I think you'll find useful.

For some reason the WC3 Viewer works strangely on my pc, and skins look uggly, some parts are black and etc, I tried downloading it again but to no avail. And the Wrapping Compilation, nope, never heard of it.

About the face , yes, it takes a good time to draw a decent face for the portrait, on this one I made the crown look blurry and horrible in the skin because when I tried to add something that looked decent with good details well... the wrap. So I ended up going for something like that, which ended up in like 20 tests just to see that the pattern of the crown combined with the pattern on the skin of the serpent and it ended up quite well since you can see in the portrait that the crown feels natural and so does the snake hair, (even if it looks quite different on the model).
 
Level 30
Joined
Jan 31, 2010
Messages
3,551
Oh I had the same problem when I got the new PC - it was really weird but it's an easy fix now once I've figured it out.
To fix Wc3 Viewer, try opening it, finding a random model, then go to Render -> Zbuffer Depth -> 16 bits/24 bits
Try with 16 first and restart the Wc3V. If it's fixed, congratz! If it's not, try with 24, restart, and it should be fixed.

In Wc3V, CTRL + F is quick access to find a unit by it's internal name, so typing "Arch" will find archer models, icons, textures, etc. Anything that contains "arch" in it's path or internal name will be found, so you'll possibly get Arch doodads too.
To change currently viewed model's textures for quick preview, go to Current File -> Remap Textures -> and from there select the texture you want to replace, and select yours. Texture will stay loaded for as long as you don't restart wc3v, meaning that you can swap between portrait and whole model variations without having to reload it every time.
Additionally, you can use BMP, PNG, JPG, and BLP files while you remap textures - you don't have to convert it to BLP every time. However, you will need to swap model to something else and then swap back to the original if you've made some changes on loaded texture image, and want to re-check how it looks - a simple swap from model to portrait and back will restart reloaded texture for quick preview.
Wc3V also has a great BMP/JGP/PNG to BLP conversion with quality options, 85 is standard I use and my skins have low size, yet they're never blurry in-game.

About Unit Wrap Compilation, you can get it here: WC3 Unit Wrap Compilation Project
It's such an awesome utility that once you use it, you'll always use it. It allows you to see where EXACTLY model pieces start and where they end, which is also the way we detected that the Watcher model actually has editable hair part which wasn't visible in the original texture, or that most textures have unused spare parts. This will help you heavily on seeing what stretches where, what is really on the skin, and where are boundaries.


Sorry for the wall of text - but I believe these two things are a must for any texturer, and I hope they'll aid you onwards.
 
Oh I had the same problem when I got the new PC - it was really weird but it's an easy fix now once I've figured it out.
To fix Wc3 Viewer, try opening it, finding a random model, then go to Render -> Zbuffer Depth -> 16 bits/24 bits
Try with 16 first and restart the Wc3V. If it's fixed, congratz! If it's not, try with 24, restart, and it should be fixed.

In Wc3V, CTRL + F is quick access to find a unit by it's internal name, so typing "Arch" will find archer models, icons, textures, etc. Anything that contains "arch" in it's path or internal name will be found, so you'll possibly get Arch doodads too.
To change currently viewed model's textures for quick preview, go to Current File -> Remap Textures -> and from there select the texture you want to replace, and select yours. Texture will stay loaded for as long as you don't restart wc3v, meaning that you can swap between portrait and whole model variations without having to reload it every time.
Additionally, you can use BMP, PNG, JPG, and BLP files while you remap textures - you don't have to convert it to BLP every time. However, you will need to swap model to something else and then swap back to the original if you've made some changes on loaded texture image, and want to re-check how it looks - a simple swap from model to portrait and back will restart reloaded texture for quick preview.
Wc3V also has a great BMP/JGP/PNG to BLP conversion with quality options, 85 is standard I use and my skins have low size, yet they're never blurry in-game.

About Unit Wrap Compilation, you can get it here: WC3 Unit Wrap Compilation Project
It's such an awesome utility that once you use it, you'll always use it. It allows you to see where EXACTLY model pieces start and where they end, which is also the way we detected that the Watcher model actually has editable hair part which wasn't visible in the original texture, or that most textures have unused spare parts. This will help you heavily on seeing what stretches where, what is really on the skin, and where are boundaries.


Sorry for the wall of text - but I believe these two things are a must for any texturer, and I hope they'll aid you onwards.

I keep the JPEG Compresion between 50 to 75%. Already fixed the problem thanks! I will download it.
 
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