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Royal Knight

A some sort of royal footman/knight/whatever...
This one was I made a couple of weeks ago though I was wondering what animations to give him. This works I guess.
Contents

Royal Knight (Model)

Royal Knight_Portrait (Model)

Reviews
General Frank
Works in-game, performs appropriately and is a good addition to the model section. Excellent work!
Level 12
Joined
Nov 29, 2010
Messages
776
I personally dislike the animations because it's just weird having to see an elite unit having the same anims as your worker unit. Another personal suggestion: your models are great man but I think you should focus less on visual flashiness and extra cosmetics, and rather perfect the build and in-game appearance of the model in comparison to the vanilla ones. Your models are great but they just look too messy. There are some exceptions though like your Nathanos and Anduin models. You should make a thread where you could post WIPs of your models :) I'm sure the community would be more than willing to help you perfect your craft
 
Level 50
Joined
Dec 29, 2014
Messages
1,950
I personally dislike the animations because it's just weird having to see an elite unit having the same anims as your worker unit. Another personal suggestion: your models are great man but I think you should focus less on visual flashiness and extra cosmetics, and rather perfect the build and in-game appearance of the model in comparison to the vanilla ones. Your models are great but they just look too messy. There are some exceptions though like your Nathanos and Anduin models. You should make a thread where you could post WIPs of your models :) I'm sure the community would be more than willing to help you perfect your craft
I think I should work more on the animations, but what do you mean by in game appearance? I base my custom models on in game ones so they can fit better..
 
Level 11
Joined
Nov 23, 2013
Messages
665
I agree that the walk animation is a little bit awkward, but this model is pretty nice regardless :)
 
I think I should work more on the animations, but what do you mean by in game appearance? I base my custom models on in game ones so they can fit better..
I think he means all the extra decals and fancy bits that sometimes get a bit lost when you view the models at the standard camera angle/zoom level. It can sometimes look a little messy, especially since it's all vanilla assets and the textures don't always blend in perfectly. In the way of their silhouette, size and proportions and everything they match the style of the game pretty well, just all the extra little bits and all the cobbled together textures can make it look a little bit clunky, at times. When you pair up with other Hive members and provide custom textures, it mostly fixes this problem because everything gets blended and shaded together properly, but it just doesn't work quite as well with pure vanilla textures. That's just my opinion though, and your stuff is still really good, regardless.
 
Level 12
Joined
Nov 29, 2010
Messages
776
Don't get me wrong here bro, I like the concept of where the model is going and I really love the idea that you try to fit every bit of the model with in-game textures. Some parts just look out of place, because yeah, the blending looks incoherent. There's some lost continuity between the armor in this model: grey shoulder pads that lead to a white torso and a runic cloth bracers. Colour schematic-wise, I think that's where you'd start wanting to use custom textures, they'd really serve you well. Take a look at your updated Varian model, the texture looke out of place beside vanilla units on paper but it DOES actually work when it's there.
 
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