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Night elf Archer - by Cuore

My own variant of the night elf archer, with a focus on more realistic proportions.
Unfortunately, it has NO TC (until i find some good looking TC'd texture to use on this).
Enjoy, please give credit if you use it.

Project history
2019-06-19: first version uploaded.
2019-06-23: v 1.0.1 :
tried to address the knees rigging issue somehow,
changed Stand to a different pose,
slightly adjusted Attack to give the impression of more pull/tension at the beginning,
and slightly adjusted Walk to have less arms flailing (thanks to @don_svetlio for the suggestions)
(0) Walk and Attack animations still need more adjustments/bugfixes. Still looking awkward.
(1) quiver animation still needs a lot of fix's
(2) the archery bracer is still too rough/poor-looking (thanks @Misha for the suggestions)
(3) still doesn't have TC
(4) stil doesn't have a Spell and a Stand Victory sequences
(5) still doesn't have a dedicated projectile model for the arrow
2019-07-02: v 1.0.2 : [minor] changed 'Attack' and 'Walk' trying to match the given suggestions.
2019-07-26: v 1.0.3 : [minor] Tried some creative wrapping to solve a previous issue of a band of lighter skin at the level of the right forearm where there is no bracer. Added a TC variant. Added in-game screenshots.

Images

Credits list/Contributors
Lots of thanks to @don_svetlio , @Misha , @Makoodzaka, Elektrohund for the constructive criticism and their suggestions
Previews
Contents

Night elf Archer - by Cuore (no TC) (Model)

Night elf Archer - by Cuore (TC) (Model)

Reviews
General Frank
Works in-game, performs appropriately and is a good addition to the model section. Excellent work!

Deleted member 212788

D

Deleted member 212788

I like the idea and direction, though the animations are a bit stiff and awkward (walk and attack specifically). The poly count could also be slightly reduced from initial looks. Also, while on geometry, the knees and lower legs definitely need to be slightly larger - currently she looks very malnourished. Curves and pronounced shapes are actually far more natural and even beneficial in video games where poly count is limited. As for length, personally I feel her legs and arms are a bit too long, though that's a personal opinion. Generally, I'd stick to the math ratios. On that note, shoulders should be a tiny bit wider to fit the hips. Head/Biceps/Triceps are well proportioned, though the chest looks...off. I can't quite place it but the skin looks stretched and dry - more shading and shine is definitely something I'd add. Or, if you don't feel like bothering with that, just drape a robe or cape over it - it's far easier and still fits the aesthetic. Bow looks great, though the quiver is clipping into the thigh. I'd personally move it up a bit and angle it in animations since when reloading, she would obviously manipulate it. Think of a lever connected on its centre. Finally, massive props for not giving her high heels - the amount of high-heeled fantasy female characters is too damn high :)
 
Level 14
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587
Thanks for the review don. All points contain good suggestions, and reading constructive critcism means a lot to me.
In particular, I wonder what I could do to remove the current stiffness in several animation sequences as you mentioned - i feel like I've hit a dead end in that regard.
And that quiver needs a fix, definitely. Also needs a girdle connecting it to the torso instead of just floating in space there.
In terms of geometry, while I do get where you're coming from, I feel like the model is reasonably close to where it needs to be. If it looks too thin and skinny to match the average person, then it's hitting the spot and looks like an elf as I imagine it.

_____
To make the walk cycle I used a reference picture (found in literal 0.2 seconds on google)
girl-poses.jpg

For the attack sequence I didn't have to use any particular reference. I suppose random youtube short videos on archery could be useful.
 
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Level 14
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Mar 11, 2017
Messages
587
hm.. her right forearm looks very weird without a bracelet or whatever is on her other arm
You misunderstand man, it's an attempt to represent an archery bracer, it's supposed to be unilateral so that it protects that forearm from being scratched by the bow's string zooming by when one shoots.

dsc_37231.jpg

I suppose it could be handled better than with that sort of bracelet I came up with :p thanks for your suggestion:)
 
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Deleted member 212788

D

Deleted member 212788

Alright, I see what your idea is, though I'd still increase the thickness of the knee joint a bit - it looks almost broken currently when viewed from the side. Nothing drastic, just make it slightly more natural imo. For reference:
upload_2019-6-20_14-59-18.png

female-body-proportions-vector-id893473898


As for animations, try to give the whole body motion - normally when one walks they don't wave their arms around frantically, it's deliberate motions in a certain way. As for attacking, the body plays a large role. Usually when the archer draws the bow they extend their body back and straighten themselves. Once the arrow is fired, they breath out, the chest deflates and they resume the normal slightly bent position. Remember, this is not a modern recurve bow, it's a medieval longbow - the effort required to draw is much much higher and a large man can only sustain the draw for about 10 seconds at max pitch. Meaning, you have to communicate that she is putting in all her body's weight behind the draw.
 
Level 14
Joined
Mar 11, 2017
Messages
587
Alright, I see what your idea is, though I'd still increase the thickness of the knee joint a bit - it looks almost broken currently when viewed from the side. Nothing drastic, just make it slightly more natural imo. For reference:
View attachment 326031
female-body-proportions-vector-id893473898


As for animations, try to give the whole body motion - normally when one walks they don't wave their arms around frantically, it's deliberate motions in a certain way. As for attacking, the body plays a large role. Usually when the archer draws the bow they extend their body back and straighten themselves. Once the arrow is fired, they breath out, the chest deflates and they resume the normal slightly bent position. Remember, this is not a modern recurve bow, it's a medieval longbow - the effort required to draw is much much higher and a large man can only sustain the draw for about 10 seconds at max pitch. Meaning, you have to communicate that she is putting in all her body's weight behind the draw.
Those knees bother me too, they look like that due to a rigging issue I haven't been able to overcome yet.

These suggestions about Attack are nice, I'll try to implement them if I can.

@Cuore that could have been made much better with just an extra piece of mesh, instead of some weird texture stretch that looks literally like her other bracer is missing.. and yeah, she should have two of them
Keep calm man. I'll keep your opinion in mind as long as it brings to something constructive but it's your personal view of the matter. Especially about “weird”. To me an archery bracer on an archer looks perfect even if it's a complete circular wristguard. To me it doesn't look like a weird stretch at all. To me it looks perfect with only one bracer. Simply opinions.
More interestingly, you mention that a dedicated separate piece of mesh would be better instead. I'm interested in constructive suggestions that lead to improvements. Please explain in more detail what you're thinking about, how you would improve that piece of armor.

Something about her stand animation reminds me of a gopnik.
I have no clue what you're referring to o_O
 
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Deleted member 212788

D

Deleted member 212788

He means the Eastern European squatting style :) - it's something the Blizz archers don't display as prominently due to the features and proportions but is quite noticeable on yours
slav-squat.jpg
 
Level 14
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While you certainly learn something new every day, it's clearly true that the current Stand animation doesn't look particularly good, especially on this extremely tall figure. I'll see if I can come up with a different Stand pose in the future; maybe the experimental pose I already toyed with could turn out to be a better stance. You guys be sure to write your ideas and suggestions about this issue, in the end it is going to result in a nice improvement :D.
 
Level 12
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735
@Makoodzaka because of one animation, 2 stars, well. Anyways, the character is tall so basically it looks more like Legolas or a Warcraft troll squatting.
I think you can clearly see why I put my rating. Some animations aren't unique which isn't bad but it really doesn't fit this style of model. The style itself deviates greatly from the classic warcraft style which hinders the model utility. Sadly there's no spell (or victory) animation which are really useful and there's no team colour either.

On a minor note the stand ready animation is cool and everything but unless the attack speed of the unit is high the model will be holding the bow at full draw for quite a while. I know it's a trope in movies to have characters holding bows at full draw ready to fire but it's not very realistic because of the immense amount of strength (wasted strength too) that's required to do that.
 
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Level 14
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Thanks for the comment. Spell and stand victory can be made if they serve a purpose. What would be good to have the character do during Spell?

Also why do you feel like the model would be worthy of a positive point only if every single animation were unique? I don't get it. Really.

On a personal note I argue that, precisely Because it's set apart from most warcraft 3 overly bulky characters, models like this one can be particularly useful for those creators looking for something new, or for those who might want to integrate resources coming from different artstyles. In other words my objection is: Usefulness isn't limited to utility.

The realism issue of the current stand ready you mention is true but all in all it is really a minor thing however you want to look at it.

And finally, I don't really take offense in the model receiving low rating (who cares?). What I really want is being able to read your suggestions to try and refine the model to something better, and for those inklings you put in your comments I thank you.
 
adding an extra mesh (or just duplicating and adjusting that which is already there at the wrist) would allow you to wrap that bit separately, thus giving your model a lot more details without adding too many polys, and also, it would look much more like the piece you showed on an image of that IRL archer. your girl however, should not really look like her one arm has an oddly uneven suntan x3
 
Level 14
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Updating to v1.0.1 with some changes.
Hoping to be working towards the right direction.
Be sure to leave your constructive thoughts, suggestions and comments below in order to get the model to be in a better shape in the future versions!
:ogre_love::ogre_kawaii:
 

Deleted member 212788

D

Deleted member 212788

You definitely are moving in the right direction. The quiver is no longer clipping in the leg, the stand animation looks better than the default archer. No more broken knees ;)

As for criticism - the attack and stand ready animation could use a tweak - the arm holding the arrow should be straight, not bent up like so:
upload_2019-6-23_21-25-36.png

The reason for this is that in order to balance the force you are exerting without straining the wrist, you must pull backwards.
Also, do try and fix the weird tan on her right arm - I know the texture limits what can and can't be done but I've seen some creative wrapping by people before so I am certain you can fix that piece ;)
 
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