- Joined
- Jul 20, 2011
- Messages
- 1,279
I think the model is basically finished.
I will probably change it a bit later, but right now I can start animating.
![]()
Looking good, it remind me of assassin's creed.
I think the model is basically finished.
I will probably change it a bit later, but right now I can start animating.
![]()
Looking good, it remind me of assassin's creed.
still doesn't look very warcraftish. and still lacks detail, depth and contrast, to define the materials more. i did a quick sketch over your wip to explain how i think it could be betterI like the concept, and I gotta say, I hope he uses the daggers atleast once.
Anyway, I've changed the armor color, and added a few things. Thoughts?
still doesn't look very warcraftish. and still lacks detail, depth and contrast, to define the materials more. i did a quick sketch over your wip to explain how i think it could be better
View attachment 128625
dont judge the quality of my drawing :v
(and im not sure those are the materials you went for)
i don't understand your rage. the "warcrafishness" itself is based on 'composition principles, contrast and unity', etc.Fuck Warcraftish. Warcraft 3 graphics are a shitload clusterfuck of blurry graphics. Continue on this path, maybe add some highlights to make it stand out, and consider composition principles, contrast and unity.
My style generally puts more detail into the mesh, rather than the texture. I've fought with the wrap a few times on a few spots, so those changes probably won't happen.
Besides that, I feel that if I add too much, quality will be lost in the top-down view ingame. If it weren't for that, I probably would add in those changes.
I'll definitely work on the contrast, though.
So I've decided to add an extra layer over his head, to make it easier to add some rotten skin to the skull, but I'm not sure how well thats going to work out.
That didn't go as well as I hoped, so I've decided on a workaround. I'm considering giving his abilities a slight fire theme, and charring his bone, to explain the hair away, as being melted to the bone.
I also added some furs, like on a regular skeleton has on their kilt.
Also, I'm adding runes to the main-hand gauntlet, tryin' to show that its enchanted, to help support the weight of the axe, or something along those lines.
Wow. Just... Wow. This really needs a better image to show it off... You guys that look at just the image (like me) to enjoy this model are missing out on one of the key points of this model... Beautiful animations meshed with STELLAR sfx. It took Skyping with Deolrin to convince me to take an early look at it, and I'm glad I did.WhiteDeath said:Almost complete, just a few things left to polish.
Wrathion said:I'm so fickle. I hope I atleast finish one entry. I asked what Misha's avatar was, and I got an idea..
MiniMage said:Continued with the experiment. Realized that wc3 models always has two sets of geosets for their models. Removed the parts I didn't need and made the firelord stuff look wooly. Because reasons.
To be honest, whether you choose a Footman or a Knight... It can kinda go either way, you're right. He can be mounted/unmounted either way (as in the case of the Footman, mounting him makes him more Heroic).NhazUl said:Hmm... If I make Achilles in his chariot, will it count as a hero version of the footman or knight? If not, I'll make Achilles on foot.
Interesting. Really fine face ya got there, man. Where in the world is that texture from?NhazUl said:Here's my first WIP, Achilles' bronze chest plate
Ah, not bad. I'd have to look into some interesting spells for that one.AnemicRoyalty said:Not much, I'm kinda playing up the Illusionist/Enchantress angle with the purple spell effects (makes her different from BM/Priest). The one I'm using for testing has a hero version of the Wand of Illusion spell but that's mostly just for kicks![]()
Not bad, not bad!AnemicRoyalty said:Woohoo, finished!
Pretty stoked with how this turned out, I'll submit to the database later tomorrow.
Eh, I dunno. I really love Wc3-styled (it's the only thing I can use), but I can understand if modelers want/need a break from a certain style or constraint.BlinkBoy said:That would be a nice theme for a future contest. Really tired of wc3 style contests. Would be nice to let anyone get off that box for a while.
Ooh, a "Bloodlord"? Do tell, sounds quite interesting. Do you mean like a sort of Blood Elven Magister or Warlord? Or perhaps a more demonic "blood for the blood god" Khorne-type deal? Like "Khorne Syrup"?BlinkBoy said:I was actualy working on a bloodlord for neodex samples, but as with most of my scratch made models, I normaly lose interest when i have to unwrap it and texture it.
I dunno, man; Retera's been whipping something amazing up with his MatrixEater. Say hello to effortless unit combinations (animations included!). Just sayin', might want to give it a look.Vermillion Edict said:I'm really rather stuck in my ways. I learned Vertex Modifier and used it this entire time, up until my last submitted model. Aside from that, the damn switch to Windows 7 makes it so Magos doesn't automatically show ingame textures.
Vermillion Edict said:So I've decided to add an extra layer over his head, to make it easier to add some rotten skin to the skull, but I'm not sure how well thats going to work out.
That didn't go as well as I hoped, so I've decided on a workaround. I'm considering giving his abilities a slight fire theme, and charring his bone, to explain the hair away, as being melted to the bone.
I also added some furs, like on a regular skeleton has on their kilt.
Also, I'm adding runes to the main-hand gauntlet, tryin' to show that its enchanted, to help support the weight of the axe, or something along those lines.
Lookin' good. I'm likin' all the motion of the rider; he's not too stiff. His weapon is really really tall, though.icewolf055 said:Im current working on it's animations, i'll give the rider more armor (shoud be clothes) later as well as effects and teamcolor (coz MDLVIS gives me a freakin laggy if i put 2 layers material in the model)
Though we should number ourselves among the blessed to be honored with your concept art alone, I am glad you didn't stop there.jigrael said:My update.
Yeah, unfortunately not.paladinjst said:my old WIP King Varian should fit this contest . could i join this and update that WIP to be finished ? and if i should use the WOW animations ?
I'm not sure how using only WoW anims appears to the rules, but watch out. And yes, unfortunately it has to be all work made originally for this contest.First Post said:
- Originality - Your submission may not be started/made before the official launch of the contest.
- Rule-Breaker - No submission may violate any of the site rules.
Looking good. Again, strive for Warcraft proportions (i.e. don't worry about fingers or what-not, and make the silhouette-enhancing parts of the mesh stand out), but keep it up.Chucky said:Just a small update, fixed mesh topology on both models, redefined anatomy on the knight, reduced polly usage, and overall minor bug fixes. Thanks to BallisticTerrain for helping me:
Oh come now, they're not that bad. Yes, it's dated, and yes, it's blocky and such, but that was somewhat intentional; the units couldn't be too too advanced else people's computers would die.Chucky said:Forget Warcraftish. Warcraft 3 graphics are a shitload clusterfuck of blurry graphics.
Hey man, don't give up! You've really been progressing well so far. If you're looking for ideas, I can definitely throw someChucky said:I'm out, I suck at modelling and I lost all motivation. I can draw and create awesome concepts but when it actually comes to modelling it, unless it's real high poly so I can make details I lose all interest, I don't know...Everyone has cool ideas for a model except me. That sorceress thing is awesome and so is BallisticTerrain's undead. I had an idea of what my knight was going to be like and now I'm blank...yeah, I'm out ! I'm sticking to 2D
Lookin' good. I really like the royal armor-stuff you got going there. I'm a little worried about all those Coral-Reef-doodads stuck on the top; will have to see that in-game to determine whether it's too cluttered or not.Wandering Soul said:Here's a third WIP of my model entry...
Decorated the surrounding of the planned 'Orb Altar' and have the Murloc wearing golden forearm/shin bracer & crown...
Now working on the Turtle's new look before beginning animating...
NOTE : The Murloc's back fin are a little different that the typical RoC counterpart (inspired from the real-life Viper Fish)...
NOTE II : I may create an alternate version of the Murloc (a shaman looking version smoking a peace-pipe)...
Yeah, I'm kinda glad you decided to reconsider; the Shaman has already been chosen twice in the contest so far; there are plenty of good units to choose from.JokeMaster said:Hmm scrapped my idea and decided to start something new. A human berserker/viking/ optionaly bandit leader, got the shield axe and the feet wips coming tommorow.
Will be based on Cpt. Thorvard from castle storm.
Systemfre1 said:WIP #2
Not much further now.
Until I get to animating it.
~~~
I think the model is basically finished.
I will probably change it a bit later, but right now I can start animating.
I have to say, while I'm quite impressed with your artistry (mesh & textures are both detailed and descriptive), I have felt like it was still missing something. Or rather, had somewhat 'missed the point' of the contest. It's got additions & enhancements (big gaping spiky hole, spiky armor, etc), it's got some neat twists (chain-hook arm, lolling tongue)... But it's more like a "Hero-ized" Abomination, rather than a "Heroic" abomination.SuPa- said:K, here's my final submission.
No, I'm sure no one has any ideas.Hey guys; I messed around with this contest making some stuff a few weeks ago, and since then I've been busy with starting college. Does anyone have any cool ideas for a model I should make for this contest? I haven't been following the contest too closely recently.
Kyrbi0 said:I wonder why no one has yet done an "Earthmother/Earthlord" or "Stormfather/Windlord". We've already got the Firelord and the Tidal Lord, and we desperately need to complete the set. Perfect opportunity.
That, or Goblins. Or Trolls! Or Pandaren. Man, Pandaren.
However, I'm curious about it; you're making "Achilles"? Like the Greek hero? Not sure how well that'd fit in Wc3... But definitely interesting.![]()
Ah ah, very cool then. (I've seen your other models & I was worried for a bitI'm just using the name to note the style of his battle gear (pseudo-greco-roman or something). Otherwise I'll make sure he fits in Warcraft III. I'll try custom animations.
The shield. I thought I could either make it depict a gorgon or a cyclops, so I settled for a cyclopean gorgon.
My idea is a an hero orc warlock (like Gul'dan). I'll post it later
Aw dang, sorry to hear that. Well, thanks for joining, and good luck with that; grades are definitely more important than modding.stonneash said:I would like to remove my entry, am currently busy with School and have to focus on getting good grades.
My idea is a an hero orc warlock (like Gul'dan). I'll post it later
Frankster said:What happened to the Furbolg Ursa idea? I though it was much cooler...
Sounds cool. Look forward to seeing some interesting animations. You should have one where he balances it on his hand for a second.So I've been focusing mostly on the animations, and I haven't touched the texture so far. I intend to give my model a wide variety of animations to make it useful in any number of roles, but my main focus will be on its four ability animations, and a good number of attack animations, using each one of the blades on the axe, and more.
That aside, I'm having trouble with the contrast. Any more and it'll be far, far too bright for me to be comfortable with.
Eesh, that's not good. Well, a half-finished entry is better than no entry... If worse comes to worse, maybe just cut & paste some existing animations on him? I know there's not a lot of similarly-meshed units (nothing I can think of with spider-y legs like that...), but you could certainly do a mix of the Lich (pretend he just uses his claws to float) and Dreadlord/Doom Guard (give the shoulder-hook-wings some motion).I'm having trouble with animations to. I have no idea how I'm going to get them all done by the deadline. Next week I will have absolutely no time to spend on animation, and this may continue on for up to a whole nother week. After that when I'll have the ability to animate again is anyone's guess. In the best possible scenario I'll be able to continue in two weeks. In the worst possible scenario I won't be able to finish my entry.
What happened to the Furbolg Ursa idea? I though it was much cooler...
You know what I'm going to sit down and animate the damn thing this very night. I've procrastinated for too long.
Ah, good point. Well, why you could always re-make it for the contest (easier now that you know what to do, and you can always improve upon it), I can respect wanting to try something new.I was using the Ursa warrior in my Furbolg campaign so I can't be able to join with it. And I cant put many improvements in it. Don't worry I can post it right after the contest.
Beautiful. Just beautiful. Love the Roar, and I'm surprised no one has thought of a spell anim like that "Channel" is.I'm nearly finished with the core animations. Finalizing the model is gonna be fun, considering how long its been since I've done it last.
Take a look.
Now, that being said, I have a few suggestions to really polish up this model. And some questions.
While the effects are fantastic, I still believe he should have something on the mesh to indicate what his weapon is and how it works. This guy really reminded me of a Protoss Zealot meets Wolverine... So maybe some kind of channeling Crystal, or Gauntlet, stuck on the back of his weapon-hand? (technically it's both, though...) Perhaps just throwing the original Shaman claws back on there (slightly more epic, though), wouldn't hurt. Thoughts?
I loved the animations. Did you do them yourself? I noticed some Beastmaster ones (which is perfectly fine, they fit great). However, in my opinion the existing-Beastmaster's two Spell anims, as devoid of particles as they are, really stand out (poorly) in contrast to your beautifully-animated-&-particled ones. Nothing too flashy, but I'd suggest sprucing them up a bit.
Like I said earlier, the wolfs-head pauldron is great, but consider making it slightly smaller & maybe minor mesh editing.
1) So please tell; what exactly did you have envisioned with this character? You usually make your models in such a way that they tell a story. What's this guy? Why does he have a stuffed wolfs-head when he's ostensibly the "alpha wolf-dude"? Is he ranged or (likely) melee? What kinda spells would you see on him?
2) I love the "Stand Channel" anim; for some reason, after all that motion & ferocity, an animation where he's just standing there, menacingly, hulking down as if preparing for battle or hibernating or whatever.
See, right there I just made all that up... But what exactly did you have in mind for that animation?
[/hidden]
So, ah. Funny story.
Thanks to my bumbling, rusted skills, I seem to have screwed up somewhere along the line, and the export fucked up all the animations. That I worked all day on. All day. Excuse me, I need to go find something to break. With my bare hands.
So, ah. Funny story.
Thanks to my bumbling, rusted skills, I seem to have screwed up somewhere along the line, and the export fucked up all the animations. That I worked all day on. All day. Excuse me, I need to go find something to break. With my bare hands.
I'd tell you how it goes, but I'd rather not narrate all the high-volume obscenities I intend to blurt out.
Cool cool. For the Beastmaster's SFX-less anims... I realized that's not a bad point at all, and in fact, many times the SFX is provided by the spell, not the caster (Blizzard models, even heroes, often eschew unit-based SFX for spell-based SFX). So really, leaving them sparse or empty isn't a bad idea. Good thinking.WhiteDeat said:I currently have no idea what to put on his hands to indicate weapons, I will see if I can come up with something.
The animations are the beastmaster's with some editing to make them look better and fit the model and a few animations that I added. I left those two animations without SFX so that people have the option of adding abilities that are not necessarily spirit based. However most people will probably be unwilling to waste time triggering SFX so I will add SFX to those animations as well.
The wolf head is supposed to be big and it has to be so that it can cover up his shoulder completely - his shoulder is quite big thus the thing covering it is big. I will try to reduce the wolf face a bit but there is no way to actually reduce the shoulder pad.
<3The character is supposed to be a grand/high shaman, a normal shaman becomes a high shaman by performing "The Task". He has to go in to the "Orky Forest" find a pack of giant timber wolves and kill their alpha. This has to be done unarmed, so that he proves his endurance, strength and shamanic skills. Naturally very few shamans pass and a lot of wolves get overfed on not so smart shamans. He can than wear the alpha timber wolf's head on his shoulder as proof, basically the wolf shoulder is his diploma.
The claws that he creates are not lightning based, they are spirit based, giving him the advantage of being able to strike through most armor. The claws however have the disadvantage to not be able to block weapons so the shaman basically has to soak up the damage, thus the heavy scaring.
The channel animation is supposed to be a trance state where he either buffs up or heals himself, when you are unarmored and have no way to block sharp stuff you have to learn to heal yourself.
Umm... So a a "few Plague abilities -> Plague Knight" is too deviating, but a "few Fire abilities -> Fire Knight" isn't? Ok...Vermillion Edict said:On another note, I don't really want to deviate from the simple 'Skeleton Warrior' concept too much, so turning him into a plague knight is off the table. However, I think I WILL release alternate versions later on.
I would say go with the Lich, as it's more Heroic and exciting. Or maybe "simple jaw movements" for the basic talking, and then the "special" portrait anims have some moving/stretching.Vermillion Edict said:Also, I've made his jaw move and stretch a bit, like the Lich, should I go with that when he talks, or simple jaw movements, like from regular skeletons?
Aw crud, that really stinks. My condolences go out to his next of kin. :< (Not having used those particular programs, I'm surprised; is there no way to save a WIP or a draft, like on an e-mail or something?)So, ah. Funny story.
Thanks to my bumbling, rusted skills, I seem to have screwed up somewhere along the line, and the export fucked up all the animations. That I worked all day on. All day. Excuse me, I need to go find something to break. With my bare hands.
I'd tell you how it goes, but I'd rather not narrate all the high-volume obscenities I intend to blurt out.
~~~
So anyway, I've decided to just buckle down and rework the animations. I'll add pictures to this post as I complete them.
That aside, I'm having trouble with the contrast. Any more and it'll be far, far too bright for me to be comfortable with.
Alright, currently done animations are Stand, Walk, and Attack 1.
Attack 1 still needs a little polishing. I've never animated anything like this before so It's taking longer than expected.
Are you using Ik, Fk, Biped or a CAT?
I did, and somehow something went wrong.
It was all like...
I'm working... working... exporting file
AND THEN SUDDENLY NOPE.
Oh, you were working on that? CUTE LOLOLOLOL ,,!,
So anyway, I've decided to just buckle down and rework the animations. I'll add pictures to this post as I complete them.