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Grunt from WarCraft: Orcs and Humans

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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This is a model of the Grunt from WarCraft: Orcs and Humans. As depicted in an old picture drawn in the Early 90's, this orc would not have had any shoulder pads and instead had a leather vest.
I have manipulated the geometry of the Lower Jaw; the tusks; and the helmet's horns to make this beast look more beastly.
Please give me credit for my work.
If you have any requests, please fill me in.

Keywords:
grunt, warcraft 1, orc, melee unit, creep, Old Horde.
Contents

Grunt from WarCraft: Orcs and Humans (Model)

Grunt from WarCraft: Orcs and Humans (Model)

Reviews
21:24, 21st Oct 2013 Deolrin: As of this moment, this is simply a Grunt with an unnecessary custom texture and very, very few changes. If you can significantly improve upon this, as well as make sufficient changes and get rid of the custom texture...

Moderator

M

Moderator

21:24, 21st Oct 2013
Deolrin: As of this moment, this is simply a Grunt with an unnecessary custom texture and very, very few changes. If you can significantly improve upon this, as well as make sufficient changes and get rid of the custom texture, feel free to resubmit it.
 
Level 18
Joined
Nov 19, 2008
Messages
472
well.. the problem with that texture is that the leather vest and other bits are a little bit too blurry.. could you maybe try to get them to the same look and definition like the boots on the same texture?

EDIT: and who on earth prevents someone from using their creativity with ingame textures?

the body's texture can be used with forest troll trapper . he wears a leather armor and also has green skin . and actually this style had been come out on XGM .
 
This definitely should have been done with in-game textures. 2/5 for now, it doesn't look very good (blurry) and a massive waste of file size by using custom textures for what would have looked even better with in-game textures (which would also result in a lower file size).

Follow this general rule: Use custom textures only to achieve things that cannot be achieved with in-game textures. This means either to draw something that doesn't exist on in-game textures, or to draw something with a higher quality than what in-game textures have to offer.
 
Here's my answer.
I got this letter from the Modding Team, regarding a Priest skin I previously revamped.

*********************************

Moderation: High Elven Priest_New Skin
Hello SuperAttackrabbit,

This is an automated private message regarding the resource High Elven Priest_New Skin

The status of your resource is Rejected and the moderator posted the following comment:
Quote:
Originally Posted by shiiK
13:56, 24th Jul 2011
shiiK: As I am sure you've received most of the necessary information from the massive amount of comments below, I will be very brief here. There's a segment of the rules dedicated to resources, and a part of that is designed to cover skins specifically. In the set of these resource rules, it is mentioned that a skin has to be original, which is explained as such; the majority of the resource has to be original content. It is implied here that the original content is freehanded, as we do not accept wholly CNPed skins. This skin falls short of the mentioned criteria, as it is hardly different from the original, and even if it is useful and pleasing to look at, it is not a change large enough to justify the filesize. Therefore, I am rejecting this skin.
If you have questions about this action, please respond to this private message.

Sincerely,
The Modding Team

*********************************

This is all I know. Sorry.
 
Here's my answer.
I got this letter from the Modding Team, regarding a Priest skin I previously revamped.

*********************************

Moderation: High Elven Priest_New Skin
Hello SuperAttackrabbit,

This is an automated private message regarding the resource High Elven Priest_New Skin

The status of your resource is Rejected and the moderator posted the following comment:
Quote:
Originally Posted by shiiK
13:56, 24th Jul 2011
shiiK: As I am sure you've received most of the necessary information from the massive amount of comments below, I will be very brief here. There's a segment of the rules dedicated to resources, and a part of that is designed to cover skins specifically. In the set of these resource rules, it is mentioned that a skin has to be original, which is explained as such; the majority of the resource has to be original content. It is implied here that the original content is freehanded, as we do not accept wholly CNPed skins. This skin falls short of the mentioned criteria, as it is hardly different from the original, and even if it is useful and pleasing to look at, it is not a change large enough to justify the filesize. Therefore, I am rejecting this skin.
If you have questions about this action, please respond to this private message.

Sincerely,
The Modding Team

*********************************

This is all I know. Sorry.


ah, i see.. yeah, textures are supposed to be unique and hand-made, but, for models, you are completely free to use ingame textures that match well, (like that forest troll with leather vest) you are allowed (and encouraged) to use any texture that is in the game's mpq files

hope that makes it clear :)

oh and.. do something about those multi-posts of yours, they are a bit spammy :b
 
Level 48
Joined
Apr 18, 2008
Messages
8,421
Okay, I think I have to explain a few things here.

1) The message you received from "The Modding Team" is automated. This is the format used for when a moderator moderates your resource. The message from shiiK is his moderation of your skin.

2) Multi-posting is not allowed; Please edit your previous post, instead of posting several ones.

3) Moderators, or "The Modding Team", would never tell you not to use in-game textures. That's silly.
 
You misunderstood the message.

The message was telling you that when you upload a custom skin, it must use freehand custom textures, and not be a complete CnP or color mod.

When making models, you are free to wrap in-game textures, and it is usually even preferred that you use in-game textures, but the mesh, which is the model, should contain a good amount of customization (or even be scratch-made; we love that stuff).
 
Level 7
Joined
Feb 9, 2010
Messages
298
That's a very nice model but guys the actual WC Orcs and Humans Grunt has a two handed axe and strikes with both hands - could you try and add that to the Grunt as well because by now I only see one handed axed Grunts... :/

Try making the eyes red or red like might improve the resemblance even more.

Look at the image :)

3/5 for the model and the skin though I like that you made the skin just like the one from the WC 1 Grunt and that you made the horns on the Helmet smaller! :)
 

Attachments

  • WC1 Grunt.png
    WC1 Grunt.png
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Level 7
Joined
Feb 9, 2010
Messages
298
There doesn't it look better with those red eyes?

Deolrin were you talking to me?!:grin: Yep I agree that the use of Ingame Textures will be the better choice
 

Attachments

  • WC1 Grunt.png
    WC1 Grunt.png
    122.5 KB · Views: 6,994
Last edited:
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