- Joined
- Dec 23, 2013
- Messages
- 1,433
I've added some Defend animations so the Reikland Swordsman can be a comfortable reskin of the Footman.
(14 ratings)
I think you should shorten the sword, and edit the shoulder pads to make them more Warhammer'ishI'm still on the fence about whether or not it's finished
Should I make the shield bigger?
Should I mess with the helmet detail?
How should I tweak the elbows/hands?
Done
Next up on my list is either...
Empire Mortar or Handgunner revamp
YES! FOR THE LADY!!Depending on how popular these variants/soldiers become, I might make a Brettonian variant (Spearman, Archer, Man-at-arms, Grail Knight)
How about using this guys as a base mesh? Ork: Pistol'BoyzGreenskins, yes - though right now my main problem is making an appropriate skeleton / base orc mesh
I really like the Night Goblins and Black Orcs, and while making the armour for the greenskins isn't a problem, it's the base model that I'm challenged by - since I'll need to build one from scratch (which takes a long time on MdlVis, since it's one polygon at a time for each triangle, with hundreds of triangles per model)
Beastmen, probably not, certainly none of the bigger creatures
The tricky part about Beastmen is they need seamless skins.
Combine that with the tricky mesh of goat-men and the more bestial/violent animations, and it's certainly a learning experience.
Presently, the closest violently animated model I have is the Uruk Warrior 2.1 (unreleased) with pushing, shoving, howling, head shaking, and weapon clashing/shield bashing.
Modeling this fellow at the time of writing this
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General of the Empire?Greenskins, yes - though right now my main problem is making an appropriate skeleton / base orc mesh
I really like the Night Goblins and Black Orcs, and while making the armour for the greenskins isn't a problem, it's the base model that I'm challenged by - since I'll need to build one from scratch (which takes a long time on MdlVis, since it's one polygon at a time for each triangle, with hundreds of triangles per model)
Beastmen, probably not, certainly none of the bigger creatures
The tricky part about Beastmen is they need seamless skins.
Combine that with the tricky mesh of goat-men and the more bestial/violent animations, and it's certainly a learning experience.
Presently, the closest violently animated model I have is the Uruk Warrior 2.1 (unreleased) with pushing, shoving, howling, head shaking, and weapon clashing/shield bashing.
Modeling this fellow at the time of writing this
![]()
A very nice, Warhammer Fantasy inspired model.
Works in-game and performs adequately.
Good job.
Handgunners, Crossbowmen, and Huntsmen are going to be in a Ranged pack
Reiksguard and the Brettonian Knights will be in a Cavalry Pack
If I end up making a full set of artillery, they'll go in a Siege Pack
A very good, but will there be other races from Warhammer Fantasy?
Currently working on the 2H & Goblin Greenskins
After that, if I'm still modeling (on the fence because of the EULA) I'll be taking a swing at Chaos & perhaps Dawi
Oh jeez D:i found a glitch with sword - this happen in many anims, like attack, ready and othersView attachment 380101
Thank you! I will check the new model in my map laterOh jeez D:
I checked the copy I have, and that doesn't happen; but I'll re-bind the bones and update the pack just to be sure
Thanks man!
*Update
I've removed an offending polygon, un-tied and re-bound the sword three times, and it looks normal in-game and in the World Editor, but the model viewer on the Hive just doesn't like it![]()