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HD Modeling Contest #5: Creep Camps

Ardenaso

HD Model Reviewer
Level 34
Joined
Jun 22, 2013
Messages
1,950
Author
Model
Mesh
Skin
Animations
Integration/Optimization
Theme
Effects
Creativity
Total
Recommendations
Barorque
Amani Empire
The mesh and polygon distribution is balanced in such a way the pack is consistent with its meshes. The simplicity yet efficiency is also seen at the lower level creeps. 15/15
The textures fit perfectly with the model and the theme. 15/15
The Priestess' snakes are also animated which adds more creativity and effort. However, there are problems in the Death animations: the Warrior's weapon goes through his body, the Priestess' flickers and her body floats a bit then slams down at the end, and then her ankle guards spin repeatedly during Decay. 7/15
The Guardian doesn't have working footprints and it does not make a sound when it dies. The Priestess doesn't have faceFX for the portrait and the model proper. 9/15
The pack follows the theme very well. 15/15
There were custom visibility edits for body and corpse geosets for the Guardian as it was used from a hero model to a unit. The Guardian also utilizes popcorn effects on its weapon. 3/5
The pack is very unique compared to the original Forest Troll creeps and the execution is good. The uniqueness is also seen from the model's readability and distinguishability compared to the other Forest Troll Creeps. 20/20
84/100
Fix their death animations. Add the missing footprints and death sound effect for the Guardian.

For extra recommendations: bring back the Attack Walk Slam animation for the Guardian. Add another melee unit like the Warrior, and give them Defend animations. Add Stand Channel for the Priestess.
Symphoneum
Hath's Highlanders
Custom meshes were used. The mesh and polygon distribution is balanced in such a way the pack is consistent with its meshes. The simplicity yet efficiency is also seen for both the Captain and the others. 15/15
The textures fit perfectly with the model and the theme. 15/15
Custom animations were utilized. The Pikeman doesn't seem to be lineared properly by the end of the Attack animation. The Arquebussier's corpse is standing on a T-pose on Decay Bone. The Captian's Attack Two doesn't loop to Stand Ready Two. 4/15
The Captain flickers on death with some geosets instantly disappearing on Decay Flesh. The Arquebussier's non-corpse geosets do not disintegrate properly in Decay Flesh and its corpse appears instantly on Decay Bone. The Pikeman's non-corpse geosets are instantly gone on Decay Flesh. The Surgeon's non-corpse geosets do not linearly disintegrate for Decay Bone. 8/15
The pack follows the theme very well. 15/15
Custom emissives and popcorn effects were used for Surgeon. 3/5
The pack is very creative with the custom meshes and geosets and as well as the custom animations. It's also very unique compared to the Human units and the execution is good. Every model is also unique compared to each other, having good readability and distinguishability. Although the readability could be improved if they have various styles for boots. Various differing icons other than BTN and DISBTN were also given. 20/20
80/100
Fix the death animations of the Captain and the Arquebussier. Set the first and last framers of the Captain's Attack Two with his Stand Ready Two. Delete some extra frames of the Pikeman's Attack animation near the end of the sequence or re-linearize them.

For extra recommendations: add a Walk Fast animation for the Surgeon, add a Spell Throw animation for the Pikeman, Make their boots different by means of different shades of color, or extra decorations.
Superfrycook
Female Bandits
The mesh and polygon distribution is somewhat balanced in such a way the pack is consistent with its meshes. The Outrider's pauldrons are a bit too large and the Cutthroat and Matriarch's hair are both a bit too loose. The Matriarch's mask isn't double-sided and the TC portrait is seen from behind it. The Outrider also appears to have no hair 10/15
The textures fit with the model and the theme, although color harmony is lacking. 12/15
No custom animations were used. However, the animations are sufficient enough for basic approval and they are smooth with proper transitions. 12/15
The Cutthroat's portrait isn't spelled properly so it doesn't work. Everything else work properly. 12/15
The pack follows the theme very well. 15/15
No custom effects were utilized 0/5
The pack is decent enough to be a group of female rogue ragtag group although the lack of color harmony is a huge factor against it. Also the animations between the riderless units have the same animations with no variety. Though the uniqueness is seen from their readability and distinguishability, and most of them are different enough to each other. 15/20
76/100
Address the mesh and portrait issues.

For extra recommendations: regarding color harmony, recolor the outlines to match each other, preferably brownish; also reduce the metallic features on their ORMs; since they are rogues, the riderless ones may take use of having Spell Throw animation while the melee ones could get Attack Slam.
vindorei
Mantids
The mesh and polygon distribution is balanced in such a way the pack is consistent with its meshes. 15/15
The textures fit perfectly with the model and the theme. 15/15
No custom animations were used. However, the animations are sufficient enough for basic approval and they are smooth with proper transitions. 12/15
The Vizier and the General do not have working faceFX. The Empress' portrait needs to be optimized by removing the geosets below her chest Everything else works properly. 13/15
The pack follows the theme very well. 15/15
Custom emissives were used. 2/5
The pack is very unique and creative as it is a new pack for Mantids and they're very distinguishable from the Nerubians. The execution is also good. 20/20
93/100
Address the faceFX and Death animation issues. Remove geosets below the chest for the Empress.

For extra recommendations: add lower leveled Mantids so there would be grunts to accompany them.
Mr. Paupiette
Leper Gnomes
The mesh and polygon distribution is balanced in such a way the pack is consistent with its meshes. The Spidertank utilizes a unique gimmick of having a person for its portrait. 15/15
The textures fit perfectly with the model and the theme. 15/15
The Spidertank utilizes a unique gimmick where it has a talking person on its portrait though the bugged faceFX has impact against it. 14/15
The Defender's upper body and helmet doesn't transition together with the rest of the body during Decay Flesh consistently. There weren't custom faceFX used so the models can conflict with the original models with the same faceFX. 13/15
The pack follows the theme very well. 15/15
Flame effects were added on the Spidertank for movement and attack. The Spidertank's portrait also utilizes different lighting colors for the cockpit. 1/5
The pack is very unique as it is a new pack for a subset of Gnomes and they're very distinguishable enough from the Dwarven and Goblin units. The execution is also good enough. Various differing icons other than BTN and DISBTN were also given. One highlight of creativity is the use of custom made portrait for the Spidertank. 20/20
91/100
Address the faceFX issues and as well as the Decay Flesh issue with the Rifleman
ZoomMan
Tuskar Team
The mesh and polygon distribution is balanced in such a way the pack is consistent with its meshes. 15/15
The textures fit perfectly with the model and the theme. 15/15

The Rider is time-scaled together with its turtle mount. The animations are sufficient enough for basic approval and most of them are smooth with proper transitions; however, the Rider's death animation shakes a bit during Decay Flesh. The Murloc Skeleton's Attack Spell is just static on a T-pose. 9/15
The Rider's Decay Flesh doesn't have consistent visibility transitions. Everything else work properly. 14/15
The pack follows the theme very well. 15/15
Custom emissives were used for the Murloc Skeleton. 2/5
The execution is very good as it is a fine addition to the Tuskarr creeps where each new model is readable enough and they are distinguishable from the said creeps, and so is the Murloc Skeleton to the Murloc creeps. 20/20
90/100
There are some extra stray frames in the Death and Decay Flesh animations to delete to linearize the sequences properly. Also, fix the Attack animation issue with the Murloc Skeleton.

For extra suggestions: Give Birth animation for the Murloc Skeleton, and make him crumble down for Death and Death Swim animations. For more readability and differentiation to the Rider: change his beard color to brown or dark blonde, and change his turks to a different Tuskarr, then change the teeth in his bracers to something else or another set of teeth decorations from another unit. And give the Necromancer a Stand/Spell Channel animation.
Rukhmar
The Qiraji
The mesh and polygon distribution is mostly balanced in such a way the pack is consistent with its meshes, however the Battle Guard's claws become a bit too large on Attack. 14/15
The textures fit perfectly with the model and the theme. 15/15
Ported animations were used. The Anubisath and Prophet's Death animations aren't properly linearized as they instantly drop to the ground. The Wasp needs more linearization on Attack animation. The animations in general are sufficient enough for basic approval and they are smooth with proper transitions, however. 9/15
The Battle Guard, the Gladiator, and the Warrior do not have proper tranistions to Decay Bone as if its body just instantly disappears. The Anubisath's body becomes transparent on Death animation then just becomes fully opaque in Decay Flesh. The Warrior's body fades then fully reappears on Death then instantly disappears to leave a corpse to Death Decay. The Propthet only has certain parts disintegrate properly to skeleton for Decay Bone while the rest take a long time to be removed properly. Most of them do not disintegrate properly at the end of Decay Bone as their corpses just disappear instantly. The Wasp is hard to click and it needs to have its extents recalculated. The Prophet's head and shoulder normals should be resized to half to save space as both have very large file sizes. 6/15
The pack follows the theme very well. 15/15
Custom emissives were used. 2/5
The pack is very unique and as it is a new pack for the Qiraji and they're very distinguishable from the Nerubians. 20/20
81/100
Address the numerous issues. Make their bodies sink a bit further down to the ground on Decay, and have their bodies compressed down.

For extra suggestions: Add Stand/Spell Channel to the Battle Guard.
Malmgrev
Corrupted Green Dragons
The mesh and polygon distribution is mostly balanced in such a way the pack is consistent with its meshes, however the Drakonid's tail isn't properly closed with its pelvis. 14/15
The textures fit perfectly with the model and the theme. 15/15
No custom animations were used. However, the animations are sufficient enough for basic approval and they are smooth with proper transitions; although their Death animation could be linearized more. 11/15
The Drakonid emits a green smoke on its body that doesn't go away on Death nor the Decay animations. The mender's weapon popcorn doesn't go away too on Death nor the Decay animations. The Watcher instantly disappears in the middle of its Death animation and it doesn't have a death sound effect. The ground models' armors and weapon do not disintegrate at the same time with their bodies. The Mender and the Spellkin's upper skeleton disappears for a short while then instantly reappears. 7/15
The pack follows the theme very well. 15/15
Custom emissives were used. Popcorn effects were also utilized for the Mender and the Drakonid. 3/5
The execution is good as it is a new variation for the Dragonspawn creeps where each new model is readable enough and they are distinguishable from the said creeps, although the ground models could have certain animation and base variety. 19/20
84/100
Address the issues. Also, delete the numberous duplicate animations.

For extra suggestions: Add Stand/Spell Channel to the Mender and the Spellkin.
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