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Windmill

A worn windmill made of old planks and scrap metal. It works! but is not very effective...

Note:
The scale of the model is huge. I suggest using an in game scale of 0.4 - 0.5.
The screenshot in post #1 shows a scale of 0.4


Update 1:
-Added an alternate stand animation where the wings on the mill are static.

Update 2:
-The general wood texture has been almost completely redone
-Added an actual death animation
-The model file size increased by a humungous 110kb
-The old model file can be found in post #1

Update 3:
-The death animation has been shortened and a lot of key frames therefore removed
-A "woody" death sound has been added
-A cloud of dust will appear when the windmill is destroyed (does not show correctly in the 3D viewer)
-The file size decreased from 178kb to 137kb

Keywords:
Wind, mill, windmill, worn, air
Contents

Windmill (Model)

Reviews
12:19, 20th Oct 2015 Misha: oke it's good, but it could use a wood-y death sound and a lill dust to go along with it :P

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M

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12:19, 20th Oct 2015
Misha: oke it's good, but it could use a wood-y death sound and a lill dust to go along with it :p
 
You chose a very cartoony wood texture, but at an appropriate scale it looks fine, really good actually.

A proper death animation would significantly increase the usefulness of this model, but it's still useful without it.

3/5.

Actually I had a more realistic wood texture in mind, but I wanted to create something which fitted to standard War3.
I could upload a secondary version but I'm not sure that's allowed.

When I some day figure out how the hell animations work with War3 I'll change the death "animation".
 
Actually I had a more realistic wood texture in mind, but I wanted to create something which fitted to standard War3.
I could upload a secondary version but I'm not sure that's allowed.

When I some day figure out how the hell animations work with War3 I'll change the death "animation".

You could upload the retextured version as a portrait.
 
So yeah.
I decided to redo the texture and use darker wood.
An actual death animation has also been added, sadly this (along with some other stuff) has increased the file size quite dramatically.

The old Windmill model can be found in post #1.


The scale of the model is HUGE! and I am sorry for that. I forgot to scale is before adding bones.
I suggest using an ingame scale of 0.4 - 0.5 (the screenshot in post #1 show a scale of 0.4).

Oh lastly.
If there is a common disappointment about the more "realistic" texture contra the old more warcraftish style, I might be able to pull the old textures back from the depths of hell.
 
Last edited:
So yeah.
I decided to redo the texture and use darker wood.
An actual death animation has also been added, sadly this (along with some other stuff) has increased the file size quite dramatically.

The old Windmill model can be found in post #1.


The scale of the model is HUGE! and I am sorry for that. I forgot to scale is before adding bones.
I suggest using an ingame scale of 0.4 - 0.5 (the screenshot in post #1 show a scale of 0.4).

Oh lastly.
If there is a common disappointment about the more "realistic" texture contra the old more warcraftish style, I might be able to pull the old textures back from the depths of hell.

The new wood is sexy. And wow, I see where the file size came from. That death animation looks great, but it goes on for way too long. After all of your parts hit the ground, they teeter for a while, which really isn't necessary. Cut that part out of the animation; as soon as all of the parts have hit the ground, the death animation should be over. That should significantly reduce the file size.
 
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So yeah.
I decided to redo the texture and use darker wood.
An actual death animation has also been added, sadly this (along with some other stuff) has increased the file size quite dramatically.

The old Windmill model can be found in post #1.


The scale of the model is HUGE! and I am sorry for that. I forgot to scale is before adding bones.
I suggest using an ingame scale of 0.4 - 0.5 (the screenshot in post #1 show a scale of 0.4).

Oh lastly.
If there is a common disappointment about the more "realistic" texture contra the old more warcraftish style, I might be able to pull the old textures back from the depths of hell.

Maybe use 1 uniform color for all of the wood? (1 texture)

Some of the wood are way too bright, and looks pretty strange because of the high contrast.
 
InfernalTater said:
The new wood is sexy. And wow, I see where the file size came from. That death animation looks great, but it goes on for way too long. After all of your parts hit the ground, they teeter for a while, which really isn't necessary. Cut that part out of the animation; as soon as all of the parts have hit the ground, the death animation should be over. That should significantly reduce the file size.

I'll consider it. To me it looks like the objects just finishes wobling around at the end. And it will take a fair share of work to redo it (I think).


Maybe use 1 uniform color for all of the wood? (1 texture)

Some of the wood are way too bright, and looks pretty strange because of the high contrast.

Hmm yeah. Actually at first retexturing I did all the wooden planks in one wood type. But to me it looked dull and the planks blended too much making it difficult to distinguish them from one another.
 
So it wouldn't take long to redo it without the jitter :grin:

You have to take into account that it is not only the animation that has to be redone. It's also the key clean up, the exporting, the application of materials and so on.
Besides. By having this kind of "realistic" death animation it will take a certain amount of time before stuff hits the ground and stays there.
 
You have to take into account that it is not only the animation that has to be redone. It's also the key clean up, the exporting, the application of materials and so on.
Besides. By having this kind of "realistic" death animation it will take a certain amount of time before stuff hits the ground and stays there.

It doesn't need to stay there. It just died. It's gone. Just let it disappear. You don't need to waste time and file size showing everything teeter-totter on the ground until it achieves rest.
 
physics simulation in wc3 animation, that's pretty avant'garde :>

and the texture looks too realistic to wc3. (if the style was too cartoonish before the changes, i guess i preferred the first one xD )
maybe the issue is the scale of the texture. To look better the wood fibres should appear from a greater distance.

Hehe yeah. I didn't think it would work, but then again, the animation is baked afterall :)

The textures... yeah.
I think I have come down to this. I can't please everybody and it seems there are people who like both textures.
I'm not sure I want to redo it all over again. The model uploaded today is the 12th version :p
 
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