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SC2 Tauren Chieftan

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
SC2 Tauren Chieftan Ported from SC2 Warcraft Assets, I made it a long ago but I remember it was hard and give a lot of headaches hehe, enjoy


The model was on my Old WIP folder, but I opened it on magos and looks cool, can't remember if I finished it 100%

Credits to blizzard and Taylormouse
Previews
Contents

Portrait (Model)

SC2 Tauren Chieftan (Model)

Reviews
FeelsGoodMan
Must meet these requirements: Must have optimized animations for Warcraft III. All animations must have the same start/end keyframes and must have names that can be utilized by Warcraft III (not counting custom scripts that can set animation by...
Level 3
Joined
Apr 15, 2019
Messages
24
Awesome model. But I think he leans(not sure if this was a right word) forward a bit too much when he walks. It looks a bit derpy imo. Is it possible to fix this ?
 
Last edited:
Level 15
Joined
Dec 17, 2009
Messages
139
Awesome model. But I think he leans(not sure if this was a right word) forward a bit too much when he walks. It looks a bit derpy imo. Is it possible to fix this ?

I'll check it

edit: I was checking side by side, but can't find what you talking about :( , here is a comparison between original and sc2 walk

TARUREN.gif
 
Last edited:
Level 3
Joined
Apr 15, 2019
Messages
24
I mean, isnt his pitch definitely different ? Especially on his upper body part. In classic version his totem points more to the sky, in remake version it points more forward.

EDIT: In remake he kinda looks like he is trying to push something heavy on his way.
 
Last edited:
Level 15
Joined
Dec 17, 2009
Messages
139
I mean, isnt his pitch definitely different ? Especially on his upper body part. In classic version his totem points more to the sky, in remake version it points more forward.

EDIT: In remake he kinda looks like he is trying to push something heavy on his way.

Yeah maybe I can do something for you, I'll put this on my to-do list :D
 
Must meet these requirements:
  • Must have optimized animations for Warcraft III. All animations must have the same start/end keyframes and must have names that can be utilized by Warcraft III (not counting custom scripts that can set animation by index). If you want to submit a model that retains all of its default WoW animations you are encouraged to upload it separately, and link it in the description. - The axe (and axe glow) is not attached to the correct bones (the correct bone is Bip001 R hand).
  • Must have death, decay/dissipate, stand, stand ready, walk and attack animations as a bare minimum. Exceptions can be made where it's natural to make an exception (for example a stationary attack unit without a walk animation is fine).
  • Must have a working portrait.
  • Must have attachment points.
  • Must have death sounds.
  • Must have footsteps/footprints if applicable.
  • Extents must be properly calculated.
  • Normals should be recalculated to remove any dark/black areas (if any). This can be done easily with RMS (Retera Model Studio Reforged Hack).
  • Must be properly scaled (WoW models are often way too small) so attachments and projectiles are also properly scaled.
  • All materials must have the correct filtering mode.
  • If the model has a dissipate animation it must have a dissipate sound in the dissipate animation.

These are optional things the resource submitter should think about that will improve the ported model (for animated models).
  • Particle emitters on models that originally have particles in the source game is a big plus.
  • Make a portrait animation instead of a separate _Portrait model.
  • In case the model uses fabric headgear (such as various bandanas etc) try to attach the bottom part of the bandana mesh to the chest bone so the cloth doesn't clip through the chest, but rather stick to the chest while the upper part follows the heads' animations.
  • The models should be optimized using Mdlvis with everything checked except for "Increase compressibility (MDX Only)" as that function is faulty.
  • Textures should be renamed with a prefix to make imports easier, and to be more structured. For example a human male warrior body texture could be; HMW_Body.blp.
  • All textures can be saved with 75% compressibility to further reduce file size.
  • Footstep sounds are a big plus, especially with big models that would obviously make sound when moving around.
  • Splats in death animations is recommended.

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Please revise the things marked in red. The optional changes are not requirements, but would be a nice addition.

Set to awaiting update.
 
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