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Alliance Uldir Expedition Warrior (WoW)

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
Plate Uldir armor set. I made 2 models with spear and sword + shield. Spearman model has 2 new talk animations and a little bit changes in helm.

You can support me by Patreon. You can check here why I ask for this support.

Models are converted and edited by me.
Previews
Contents

Alliance Uldir Expedition Warrior Orange Spear (WoW) (Model)

Alliance Uldir Expedition Warrior Orange Spear Portrait (Model)

Alliance Uldir Expedition Warrior Orange Sword (WoW) (Model)

Alliance Uldir Expedition Warrior Orange Sword Portrait (Model)

Icon BTN (Texture)

Icon BTN2 (Texture)

Icon DISBTN (Texture)

Icon DISBTN2 (Texture)

Reviews
FeelsGoodMan
Models section All building, destructible, item, and unit models must include a game camera or portrait model; attachment and doodad models need not. Building, destructible, unit, hero, attachment models must be properly animated. - Please rename...
Level 10
Joined
Mar 16, 2013
Messages
297
This is the ones on the wcunderground. Love your works there dude sadly they closed permissions again
 
Models section

  • All building, destructible, item, and unit models must include a game camera or portrait model; attachment and doodad models need not.
  • Building, destructible, unit, hero, attachment models must be properly animated. - Please rename Walk to Walk Alternate and rename Walk Fast to Walk. Please make Stand Victory looping. Please make Spell Slam, Attack 4, Attack Slam 3 (for the sword model), Attack Slam 2 (for the spear model), Spell Looping (also please rename this to something other than looping as looping is a channeling animation, and the animation played isn't actually a "channeled" animation), Attack Slam 2 and0Spell have the same start/end keyframes. Please remove all portrait animations from the main model when you're uploading models that also have a _Portrait.mdx model.
  • The mesh must be clean, with no excess of unnecessary edges and no wasteful geosets or polies.
  • The UV map must be decent and continuous, with as few seams as possible and without nasty stretching of the skin.
  • The model must have proper attachment points.
  • Attachment models must list all models for which they were optimized for (One at the very least).
  • If the model is a geomerge, make sure the parts are blended properly and so they don't look like something wickedly unnatural (i.e. exaggeratedly huge heads, very thin necks/waists, etc); objects that should be attached to body parts must not float around or be attached unnaturally (i.e. a sword floating near the hand or attached to the lower arm instead of being in the fist); also make sure the UV mapping is correct and that it has no nasty stretching. If so, redo it.
  • The submission must include an in-game screenshot.
  • Models ported/converted from other games/sources must be submitted in the "Ported Models" sub section.
  • Models for HD graphics in Reforged must be submitted in the "Reforged HD Models" sub section.


Ported animated models
  • As a side note of the second rule, if you want to submit a model that retains all of its default WoW (or source game) animations you are encouraged to upload it separately, and link it in the description.
  • Must have death sounds.
  • Must have footsteps/footprints if applicable.
  • Extents must be properly calculated.
  • Normals should be recalculated to remove any dark/black areas (if any). This can be done easily with RMS (Retera Model Studio Reforged Hack).
  • Must be properly scaled (WoW models are often way too small) so attachments and projectiles are also properly scaled.
  • All materials must have the correct filtering mode.
  • If the model has a dissipate animation it must have a dissipate sound in the dissipate animation.

Optional changes that may improve ported models
  • Particle emitters on models that originally have particles in the source game is a big plus.
  • Make a portrait animation instead of a separate _Portrait model.
  • In case the model uses fabric headgear (such as various bandanas etc) try to attach the bottom part of the bandana mesh to the chest bone so the cloth doesn't clip through the chest, but rather stick to the chest while the upper part follows the heads' animations.
  • The models should be optimized using Mdlvis with everything checked except for "Increase compressibility (MDX Only)" as that function is faulty.
  • Textures should be renamed with a prefix to make imports easier, and to be more structured. For example a human male warrior body texture could be; HMW_Body.blp. - Most of them are named nicely, but it would be perfect if you also can rename Human_Male_Hair_Red.blp to Alliance_Uldir_Expedition_Warrior_Orange_Hair.blp. Or even better, make a shorter prefix for all of them like; AUEWO_Hair.blp, AUEWO_Body.blp and so on.
  • All textures can be saved with 75% compressibility to further reduce file size. - I was able to reduce the texture from 1911kb to 468kb without significant loss of quality.
  • Footstep sounds are a big plus, especially with big models that would obviously make sound when moving around.
  • Splats in death animations is recommended.

Set to awaiting update.
 
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