🏆 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!
This one I made a long time ago, and just recently I decided to finish it.
I can't guarantee the usefulness of this one, but I made it for fun, so I don't care.
This one is from The Legend of Zelda: Ocarina of Time. Here's how they describe them on Zeldapedia:
"They are ghost-like spirits of deceased beings who hold hatred towards the world and can be found in dark places such as graveyards, empty fields, plains, and caves. Poes are often seen carrying a lantern on their person."
Please tell me any problems with the model, animations, or anything else you can find wrong.
Feel free to give suggestions .
Mesh is made by me, Milkshape 3d (Actually this model is a result of my messing around with the program)
Don't distribute this model without my permission
Changelog:
1.0 Uploaded
1.1 Changed the gap beneath the head. Added collision shapes, event objects, and attachment points.
1.1.1 Changed the names of the attachment points so they would work correctly.
This is a cute stuff to use in a map. I'd like to use this as hovering creatures/spirits on a graveyard I am making.
A haunting 5/5 for this good job well done.
tbh I'd make the hands maybe a little bigger so that they're more "readable" (it can be hard to see the anims from wc3's top-down view, so you have to make the "end" parts of models really stand out), even if it means sacrificing resemblance to the original
tbh I'd make the hands maybe a little bigger so that they're more "readable" (it can be hard to see the anims from wc3's top-down view, so you have to make the "end" parts of models really stand out), even if it means sacrificing resemblance to the original
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