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Razormane Mystic

A Razormane blessed with divine(?) gift...
Most animation is similar to the standard Razormane model...
Only 'Spell - 1' and 'Spell Slam' animation was copy+paste+edited with Mdlvis program...
Contents

Razormane Mystic (Model)

Level 4
Joined
May 25, 2016
Messages
83
its awesome, in my proyect this will be the boarriors mele caster
 
Last edited:

Kyrbi0

Arena Moderator
Level 45
Joined
Jul 29, 2008
Messages
9,492
I'm always a fan of modelers fleshing out the other races (Quillboars, etc) with other units & Heroes & stuff. So I'm already cool with your trio of pig-men models.

However, if I may, I feel that they could all use a bit more work in order to really differentiate them; right now, it's basically just the stock Creep with a different weapon & a couple new animations (this guy at least has some new clothes, though). They are all better than nothing, so that's great. : ) But if you want to take this to the next level, some more minor modifications could really amp these guys up.

In particular, I look at the Orcs; between the Peon, Grunt, Raider, Shaman, and Wyvern Rider, you have 5 different Orc dudes that all have some real differences. Shaman & Wyvern Rider have cool animalistic hat/heads, the Grunt & Raider are all bulging muscles & armor, the Peon slouches & ambles along...

For the Quillboars, some color differences in the hides (geoset coloring if you aren't up to re-texturing/want in-game textures (which I'm all about)), some interesting back-spine modifications (a 'mohawk' of spines? A big cluster on the shoulders & none on the lower back? Some down the arm? Basically treat the spines like their "hair" & give them different "hairstyles" maybe), some nurnies (little bits of armor/cloth/weapons/etc), different tusk designs (think Trolls : P), etc.

On the heavier end, consider some mesh modifications (different body types; short&fat, tall&thin, bulky, frail, etc) and possibly some additional animations (just ripped from other units, not necessarily anything new/custom; throw some of the "looking around" anims or the silly "Stand" anims others have, some different Attacks & Spells). In this department, Gluma's Lizardmen are probably the best, most cohesive example of "a well-fleshed out race via custom models"; even though each Lizard is basically modded off the same base (i.e. Satyr creep), each one of them looks & feels & plays very different from each other.

Anyway, just a bunch of thoughts.
 
Level 18
Joined
Nov 11, 2005
Messages
391
I'm always a fan of modelers fleshing out the other races (Quillboars, etc) with other units & Heroes & stuff. So I'm already cool with your trio of pig-men models.

However, if I may, I feel that they could all use a bit more work in order to really differentiate them; right now, it's basically just the stock Creep with a different weapon & a couple new animations (this guy at least has some new clothes, though). They are all better than nothing, so that's great. : ) But if you want to take this to the next level, some more minor modifications could really amp these guys up.

In particular, I look at the Orcs; between the Peon, Grunt, Raider, Shaman, and Wyvern Rider, you have 5 different Orc dudes that all have some real differences. Shaman & Wyvern Rider have cool animalistic hat/heads, the Grunt & Raider are all bulging muscles & armor, the Peon slouches & ambles along...

For the Quillboars, some color differences in the hides (geoset coloring if you aren't up to re-texturing/want in-game textures (which I'm all about)), some interesting back-spine modifications (a 'mohawk' of spines? A big cluster on the shoulders & none on the lower back? Some down the arm? Basically treat the spines like their "hair" & give them different "hairstyles" maybe), some nurnies (little bits of armor/cloth/weapons/etc), different tusk designs (think Trolls : P), etc.

On the heavier end, consider some mesh modifications (different body types; short&fat, tall&thin, bulky, frail, etc) and possibly some additional animations (just ripped from other units, not necessarily anything new/custom; throw some of the "looking around" anims or the silly "Stand" anims others have, some different Attacks & Spells). In this department, Gluma's Lizardmen are probably the best, most cohesive example of "a well-fleshed out race via custom models"; even though each Lizard is basically modded off the same base (i.e. Satyr creep), each one of them looks & feels & plays very different from each other.

Anyway, just a bunch of thoughts.

I see your point, and yes I should put in more effort in fleshing them out...
Thanks for your deep/critical review, and will keep them in mind on future projects...
 
Level 30
Joined
Mar 14, 2014
Messages
1,215
This is a very good model. 5/5

I'm always a fan of modelers fleshing out the other races (Quillboars, etc) with other units & Heroes & stuff. So I'm already cool with your trio of pig-men models.

However, if I may, I feel that they could all use a bit more work in order to really differentiate them; right now, it's basically just the stock Creep with a different weapon & a couple new animations (this guy at least has some new clothes, though). They are all better than nothing, so that's great. : ) But if you want to take this to the next level, some more minor modifications could really amp these guys up.

In particular, I look at the Orcs; between the Peon, Grunt, Raider, Shaman, and Wyvern Rider, you have 5 different Orc dudes that all have some real differences. Shaman & Wyvern Rider have cool animalistic hat/heads, the Grunt & Raider are all bulging muscles & armor, the Peon slouches & ambles along...

For the Quillboars, some color differences in the hides (geoset coloring if you aren't up to re-texturing/want in-game textures (which I'm all about)), some interesting back-spine modifications (a 'mohawk' of spines? A big cluster on the shoulders & none on the lower back? Some down the arm? Basically treat the spines like their "hair" & give them different "hairstyles" maybe), some nurnies (little bits of armor/cloth/weapons/etc), different tusk designs (think Trolls : P), etc.

On the heavier end, consider some mesh modifications (different body types; short&fat, tall&thin, bulky, frail, etc) and possibly some additional animations (just ripped from other units, not necessarily anything new/custom; throw some of the "looking around" anims or the silly "Stand" anims others have, some different Attacks & Spells). In this department, Gluma's Lizardmen are probably the best, most cohesive example of "a well-fleshed out race via custom models"; even though each Lizard is basically modded off the same base (i.e. Satyr creep), each one of them looks & feels & plays very different from each other.

Anyway, just a bunch of thoughts.

Hm..... Great Ideas... I am considering to improve my Razormane Swordsman.
 

Kyrbi0

Arena Moderator
Level 45
Joined
Jul 29, 2008
Messages
9,492
Wandering Soul said:
I see your point, and yes I should put in more effort in fleshing them out...
Again, only if you have time/interest. I realize these were done as quick Request-fillers, and that's fine, that's important for people to be able to have done. Just some ideas for squeezing out that little something 'extra'. : )

Thanks for your deep/critical review, and will keep them in mind on future projects...
Cool, glad to help. : ) I do this kind of thing a lot for certain races (Trolls especially, but also Dwarves, Forsaken, Dalaran, Nerubian, Goblins, Naga, Pandaren), so let me know if you get an itch for anything else. : )
 
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