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StarCraft I - Protoss Pack

Today I present you my finished model of the Protoss Zealot.

In my album I've used a Demon Hunter base model, but I noticed that the Zealot would be greater in the Draenei base model.

To a functional decay animation use:

- Can't Raise and Does Decay


Keywords:

Protoss; Zealot; Fanaticus;

UPDATE 1:

  • New Death Animation (based on SC2)
  • Model Face better Wrap
UPDATE 2:
  • Psi Blades are now safeguarded in the protoss armlet, without "burning" the protoss hand
  • Fixed other stuff
UPDATE 3:
  • Better Wrap on the Nerve Cords
  • Protoss Head no longer protected
UPDATE 4 - GRAND FINALLE:
  • Zealot New 2 will be the final and refined model
  • Fixed some stuff as Misha and Kyrbi0 suggested
  • Dark Templar Model added
UPDATE 5 - GRAND FINALLE PART 2:
  • Zeratul version almost completed
  • Working on High Templar
UPDATE 5 - GRAND FINALLE PART 3:
  • Tassadar and Zeratul Added
  • Fixed bugs and other stuffs
UPDATE 6 - GRAND FINALLE PART 4:
  • All Protoss now have Colision Shapes (Spheres) Added
  • Thanks to Zerox who helped with his post about Colision
  • Sorry for the time-taking...I'm busy XP
Contents

StarCraft I - Dark Prelate Zeratul (Model)

StarCraft I - Dark Prelate Zeratul - Portrait (Model)

StarCraft I - Dark Templar (Model)

StarCraft I - Dark Templar - Portrait (Model)

StarCraft I - High Templar (Model)

StarCraft I - High Templar - Portrait (Model)

StarCraft I - Protoss Zealot - New 2 (Model)

StarCraft I - Protoss Zealot Portrait - New 2 (Model)

StarCraft I - Rogue High Templar Tassadar (Model)

StarCraft I - Rogue High Templar Tassadar - Portrait (Model)

Reviews
HappyCockroach
What a great bundle. :) They're light in filesize, low-poly, and from in-game view they look pretty nice. The Draenei animations were probably the best choice to fit a Protoss unit. There's only 1 small issue. The 2 heroes (Tassadar and Zeratul) are...
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Wow, this is really creative. Great work.
the only thing I would recommend you to do is to made the inner part of the psi blades have the material property of 'Add Alpha'.
Other than that, great job.

I have done this. However the inner part became very similar as the outer, even using the Team Color Texture.

Edit: The best solution I could find was setting the material property of the Team Color texture to Unfogged.
 
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this is neat, but you missed one important thing about their hands. they have a thumb on each side of the hand. and the easiest way to do that would be to copy the index and thumb mesh and flip it. then a little bit of rigging, and its all good.

by the way, some of his animations don't fit, especially the 'looking around' one, and.. well something lags majorly in the hive viewer in the death anim
 
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this is neat, but you missed one important thing about their hands. they have a thumb on each side of the hand. and the easiest way to do that would be to copy the index and thumb mesh and flip it. then a little bit of rigging, and its all good.

by the way, some of his animations don't fit, especially the 'looking around' one, and.. well something lags majorly in the hive viewer in the death anim

1 - Thumbs in the front side or backside of their hands?

2 - Maybe the lag is because I've used almost 20 ghosts and team color to make a 360° effect of the rising soul. Maybe lagging in viewer but does not ingame, I can assure you.

Yes, I tried Billboarded but the effect was rotating the soul too much.

Edit:

3 - Which "looking around" anims you spoke of? The one that he puts his hand on the top of his eyes or the other one. Or both, maybe?
 
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1 - Thumbs in the front side or backside of their hands?

2 - Maybe the lag is because I've used almost 20 ghosts and team color to make a 360° effect of the rising soul. Maybe lagging in viewer but does not ingame, I can assure you.

Yes, I tried Billboarded but the effect was rotating the soul too much.

Edit:

3 - Which "looking around" anims you spoke of? The one that he puts his hand on the top of his eyes or the other one. Or both, maybe?

1 in front and in the back of each hand. their hands are literally mirrored thumb and index finger
2 I think you'd really need to red rid of that and replace with a better sfx. here i give you the death sfx from my 'protonaga' model, if you can remove everything else (bones and geosets) but the sfx
3 yep the one with hand in front of eyes. protoss, and especially zealots are really very upright and they don't really duck down.

speakin' of protoss, you might wanna make their forehead extend into a bit of a bony crest with two tiny 'side-horns' in the front, like in my avatar or in any other protoss picture :)
 
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1 in front and in the back of each hand. their hands are literally mirrored thumb and index finger
2 I think you'd really need to red rid of that and replace with a better sfx. here i give you the death sfx from my 'protonaga' model, if you can remove everything else (bones and geosets) but the sfx
3 yep the one with hand in front of eyes. protoss, and especially zealots are really very upright and they don't really duck down.

speakin' of protoss, you might wanna make their forehead extend into a bit of a bony crest with two tiny 'side-horns' in the front, like in my avatar or in any other protoss picture :)

1 - Ah, I never noticed that. I was trying to maintain the style of SC I (honestly, I prefer that style, black cloths and stuff)

2 - Yeah, I was wandering if I should use a ribbon emitter just like in Undead Building Death (soul lifting up) but I don't know how to put Team Color in a ribbon texture without screwing the material property, or should I keep the Team Glow.

3 - AH! I hate that animation because the nerval cords clips his right arm.

As I said I wanted to keep the SC I style, but I guess that facial 'side-horns' as you said wouldn't hurt anyone.

Edit: I tried to extend the forehead but it wasn't good to look at.
 
1 - Ah, I never noticed that. I was trying to maintain the style of SC I (honestly, I prefer that style, black cloths and stuff)

2 - Yeah, I was wandering if I should use a ribbon emitter just like in Undead Building Death (soul lifting up) but I don't know how to put Team Color in a ribbon texture without screwing the material property, or should I keep the Team Glow.

3 - AH! I hate that animation because the nerval cords clips his right arm.

As I said I wanted to keep the SC I style, but I guess that facial 'side-horns' as you said wouldn't hurt anyone.

Edit: I tried to extend the forehead but it wasn't good to look at.
no worries, you can always do something else and improve it much later :3

although, for his nerve cords, it would be better if you find some braided hair texture and wrap it multiple times to a single tube-like structure. you'll get the similar effect with a lot less polygons. what you have currently is really.. not fancy
 
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no worries, you can always do something else and improve it much later :3

although, for his nerve cords, it would be better if you find some braided hair texture and wrap it multiple times to a single tube-like structure. you'll get the similar effect with a lot less polygons. what you have currently is really.. not fancy

About the nerve cords, I use a lots of polygons and vertices because in SC2 or in any picture the Zealot have a lots of nerve cords, maybe if I reduce their number it will be good.
 
About the nerve cords, I use a lots of polygons and vertices because in SC2 or in any picture the Zealot have a lots of nerve cords, maybe if I reduce their number it will be good.
as i said, its better to find a texture that shows hair or cords bundled together and use it on a single 'tube', than to have this many and waste polygons for no reason
 
Single tube will be too much static than it really is, I've made some changes yesterday, I'll show here.
I'm not going to discuss this with you anymore, because i keep having a problem where its very frustrating to post, because some error prevents me from posting, i have to literally try numerous times, including now, to be able to post anything.

either you try what i'm suggesting, or wait until someone else suggests it as well
 
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I'm not going to discuss this with you anymore, because i keep having a problem where its very frustrating to post, because some error prevents me from posting, i have to literally try numerous times, including now, to be able to post anything.

either you try what i'm suggesting, or wait until someone else suggests it as well


No problem at all
 

Kyrbi0

Arena Moderator
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Jul 29, 2008
Messages
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Impressive stuff, man, and pretty creative (using the Draenei like this).

I think what Misha is trying to say is that there's a way to minimize the polygons but still keep as much (if not more) detail; instead of 3 separate 'nerve cord' geosets all wrapped the same, create just 1 'nerve cord' geoset (something like a tube), then find a texture (perhaps the same one) & wrap it to that single tube ("multiple times" he says; not sure how that's done). It will look cool, but also save a lot of polies. Warcraft models tend not to have very thin things like that; it opts for (sometimes overly) big stuff instead.

Good work!
 
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Impressive stuff, man, and pretty creative (using the Draenei like this).

I think what Misha is trying to say is that there's a way to minimize the polygons but still keep as much (if not more) detail; instead of 3 separate 'nerve cord' geosets all wrapped the same, create just 1 'nerve cord' geoset (something like a tube), then find a texture (perhaps the same one) & wrap it to that single tube ("multiple times" he says; not sure how that's done). It will look cool, but also save a lot of polies. Warcraft models tend not to have very thin things like that; it opts for (sometimes overly) big stuff instead.

Good work!


Hm, Now I understand what he was trying to say. I always thought that he wanted a straight tube. But I guess that one or three nerve cords wouldn't make such difference in the size.

Thanks, anyway
 
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What a great bundle. :) They're light in filesize, low-poly, and from in-game view they look pretty nice. The Draenei animations were probably the best choice to fit a Protoss unit.

There's only 1 small issue. The 2 heroes (Tassadar and Zeratul) are "too selectable". The mouse hovers somewhat near and you're already clicking them, and that can be problematic to the gameplay. Probably has to do with the teamglow mesh. If you give it collision shapes, the engine will follow the shapes to define selectablity instead of the mesh, and it will work better.

I'll leave it Approved already, since the issue is a rather small one. But please check that as soon as you're able to.
 

Deleted member 247165

D

Deleted member 247165

Executor! You've done an awesome job here! 5/5
 
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Lieutenant Sarah Kerrigan - StarCraft I

This is just her human form

What a great bundle. :) They're light in filesize, low-poly, and from in-game view they look pretty nice. The Draenei animations were probably the best choice to fit a Protoss unit.

There's only 1 small issue. The 2 heroes (Tassadar and Zeratul) are "too selectable". The mouse hovers somewhat near and you're already clicking them, and that can be problematic to the gameplay. Probably has to do with the teamglow mesh. If you give it collision shapes, the engine will follow the shapes to define selectablity instead of the mesh, and it will work better.

I'll leave it Approved already, since the issue is a rather small one. But please check that as soon as you're able to.

Changes Made
 
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Level 20
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I am suggesting to make High Templar based on sorceress's animation.
You know they are on air.

It was exactly what I thought when I was doing. But my animation skills are awful. The only thing I could do is Geoset Merge between the Geosets of High Templar to the Sorceress Model. I guess I tried once, but it was a complete #$%¨@!
 
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They look awesome i cant get any of them to work. My Map editor keeps making them .mdl file types for models. ive only gotten 4 skins to work none of them were these and so far the rest do not. Ive imported them with the correct paths anyone got some advice?
 
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They look awesome i cant get any of them to work. My Map editor keeps making them .mdl file types for models. ive only gotten 4 skins to work none of them were these and so far the rest do not. Ive imported them with the correct paths anyone got some advice?


When you import a texture, you have to set the path to "Texture\NameOfTexture\.blp"

With models there is this need. Perhaps your WC3 is missing a mpq file such as War3X.mpq. I didn't used any custom texture for these models.

They are mdx, but when imported they are "temporarily converted" to mdl, I suppose...
 
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