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Alliance Uldir Expedition Mage (WoW)

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
Uldir was a titan research and quarantine facility where the titans conducted experiments on the Old Gods and dissected them to try to understand them. The titans' plan was to kill the Old Gods without ending their host: Azeroth. They ended up accidentally creating something that could potentially wipe out all life on the planet, a fifth Old God named G'huun. It was locked away within Uldir via three seals, each located within the pyramids of Atul'Aman, Nazwatha, and Dazar'alor. With the fall of the last seal, nothing now prevents G'huun from spreading his rot and decay across the world.

During the expedition to Uldir, the Alliance forces were able to obtain valuable equipment that could help in the war against the Horde.

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

Models are converted and edited by me.

I will upload another 3 skins later.

Somebody can find new animations in model (spell looping and spell entangle). It's spell animations which Warcraft can understand without triggers. Check example screenshot how to use it.

Added 3 skins
Previews
Contents

Alliance Uldir Expedition Mage (Model)

Alliance Uldir Expedition Mage Gold (Model)

Alliance Uldir Expedition Mage Gold Portrait (Model)

Alliance Uldir Expedition Mage Green (Model)

Alliance Uldir Expedition Mage Green Portrait (Model)

Alliance Uldir Expedition Mage Orange (Model)

Alliance Uldir Expedition Mage Orange Portrait (Model)

Alliance Uldir Expedition Mage Portrait (Model)

Icon BTN (Texture)

Icon DISBTN (Texture)

Icon2 BTN (Texture)

Icon2 DISBTN (Texture)

Icon3 BTN (Texture)

Icon3 DISBTN (Texture)

Icon4 BTN (Texture)

Icon4 DISBTN (Texture)

Reviews
FeelsGoodMan
Must meet these requirements: Must have optimized animations for Warcraft III. All animations must have the same start/end keyframes and must have names that can be utilized by Warcraft III (not counting custom scripts that can set animation by...
Must meet these requirements:
  • Must have optimized animations for Warcraft III. All animations must have the same start/end keyframes and must have names that can be utilized by Warcraft III (not counting custom scripts that can set animation by index). If you want to submit a model that retains all of its default WoW animations you are encouraged to upload it separately, and link it in the description. - The attack animations doesn't have the same start/end keyframes. The first and last frame of all attack animations should have the same keyframe as the last keyframe in Stand Ready. Spell Throw 1, Spell 1, Spell Throw 2, Spell 2 and Spell Entangle 2 also needs to have the same start/end keyframes. Also please change the name of the Walk animation to Walk Alternate (or similar) and make the Walk Fast animation the primary walk animation.
  • Must have death, decay/dissipate, stand, stand ready, walk and attack animations as a bare minimum. Exceptions can be made where it's natural to make an exception (for example a stationary attack unit without a walk animation is fine).
  • Must have a working portrait. - On a side note of this, when you have a _Portrait model there is no need for the main model to have Portrait Talk animations.
  • Must have attachment points.
  • 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. 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.

These are optional things the resource submitter should think about that will improve the ported model (for animated models).
  • Particle emitters on models that originally have particles in WoW 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.
  • All textures can be saved with 75% compressibility to further reduce file size.
  • Footstep sounds are a big plus, especially with big models that would obviously make sound when moving around.
  • Splats in death animations is recommended.
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Please revise the things marked in red. The optional changes are not requirements, but would be a nice addition.

Set to awaiting update.
 
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