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Mannoroth and Pit Lords

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Based on: Pit Lord and Derivatives
I haven't finished yet, but I found that I accidentally deleted important bones while using mdlvis to clean up vertices, which affected its speaking action. So I want to know if anyone can help me fix it, and I will set you as another author later. Of course, I need you to teach me how to do it.
Lefroit fixed the issues and added flames from Brutallus by CommediaBaiyuGalanMagnaroth. I added long green scars and mesh bones after death.
Update:
2026/4/24:Replaced the old Mannoroth And add Azgalor's model was also added to the comments.
2026/4/25:Uploaded Azgalor, optimizing wing performance in Stand-1. Optimized chain wearing on the right hand. Added a version with head particles and more team colors.
2026/4/25(2): Added additional animations from https://www.hiveworkshop.com/threads/mannoroth.371556/#post-3718717
Previews
Contents

Azgalor A1.0 (Model)

Azgalor A1.1 (Model)

Azgalor A2.0 (Model)

Azgalor A2.1 (Model)

Azgalor A3.0 (Model)

Azgalor A3.1 (Model)

Azgalor A4.0 (Model)

Azgalor B1.0 (Model)

Azgalor A4.1 (Model)

Azgalor B1.1 (Model)

Azgalor B2.0 (Model)

Azgalor B2.1 (Model)

Azgalor B3.0 (Model)

Azgalor B3.0 (Model)

Azgalor B3.1 (Model)

Azgalor B4.0 (Model)

Azgalor B4.1 (Model)

Mannoroth (Model)

10/10, would drink blood of in an unholy blood pact to doom my entire race

That chestplate is especially sick. Maybe also release it as a shield attachment?
Great idea, the defeated demons should be given new equipment to the warriors.
What does my comment has to do with animations?
In my past work, I was restricted in the use of surfaces and was told that too many faces would take up too much space. Later, they found that actions took up more space than faces, and I was asked to focus on parts closer to my head or easily noticed during the production of the movie. So I always give this explanation when encountering such problems.
It seems that there are other issues.
Updated Attack Slam - 3
 
Cool, because this looks like a DAMN cool model!!
Indeed.

Ten times the amount of polygons for a very cluttered looking with a lot of internal errors and visible clipping... I don't know chief, this ain't it sadly.
Good attempt though. Keep trying. :)
It is! It just needs a bit of fixing, but it's a damn good model overall. Pretty badass
 
Great idea, the defeated demons should be given new equipment to the warriors.

In my past work, I was restricted in the use of surfaces and was told that too many faces would take up too much space. Later, they found that actions took up more space than faces, and I was asked to focus on parts closer to my head or easily noticed during the production of the movie. So I always give this explanation when encountering such problems.

Updated Attack Slam - 3
It's not about the model size, it's about visuals, as Frank put it, looks very cluttered and messy, try reworking textures and once again, fully modeled chains are just not necessary at all
 
It's not about the model size, it's about visuals, as Frank put it, looks very cluttered and messy, try reworking textures and once again, fully modeled chains are just not necessary at all
The chain's main problem is that if they have some messed up normals then you can certain see issue with lighting them correctly. Being very thin non-plane chains is not really feasible within wc3.

The texture look 'bad' because it is not meant be on so many polygons as there are right now.
I think that is the main issue - unnecessary polygons and visuals you cannot really see.
 
A number of models have pulled chains off successfully though - e.g. Tarrasque's Brutal Lord. And it looks kickass, much better than mere textured chains.
They are just planes though and very similar to 'just' textured chains, two polygons per chain link instead of about 24 for this very model.
 
Congrats on you first upload, it is a very solid one. I took the liberty of slightly editing your model by adding fire particles from https://www.hiveworkshop.com/threads/brutallus.356217/ , fixing hero glow repeating animations tracks and armor's geoset animation severe warning. I noticed, however, a gap between geosets 1, 7 and 9. And, as others said, fully modeled chains can be quite heavy for an old game such as warcraft 3, perhaps make a "light" version with 2d chains?
upd. Ported mesh of this model back into rig of Optimized Pitlord By Ujimasa Hojo thus fixing missing facial bones issue.
upd2. Changed the tusks, armor wing and glaive skull textures, also fixed gaps in the neck area.
 

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Looks nice, but why are spikes yellow? Seriously, why?! You have so much pretty bone looking textures, grunt, tauren chief, wolfrider, mammoth, etc. And you chosen... this? Brother, why?
Thank you for your suggestion. I will try them out.
Congrats on you first upload, it is a very solid one. I took the liberty of slightly editing your model by adding fire particles from https://www.hiveworkshop.com/threads/brutallus.356217/ , fixing hero glow repeating animations tracks and armor's geoset animation severe warning. I noticed, however, a gap between geosets 1, 7 and 9. And, as others said, fully modeled chains can be quite heavy for an old game such as warcraft 3, perhaps make a "light" version with 2d chains?
1776151249277.png

Thank you for the reminder. It's okay now. I haven't asked its author if they can use it yet, so I used Infernal's fire. I know there is a tool for checking models, but I couldn't find it in the Resource Submission Rules. Sorry, this is my first time using these. Can you tell me how to find them.
As your first uploaded model, it’s really quite good.

I love that unique face.

The chains are a bit messy, though. And dark grayish-black would probably suit him better than this color.
Thank you for your compliment. I did choose this type of chain initially, but I couldn't find a golden chain that was equally suitable for Azgalor. Pitlord's chains are connected together, and only adjusting the color can make it look like yellow instead of gold.
Great job, but the polycount is unnecessarily high. ReteraMS and MOP could help u a lot.
Thank you for liking it. I have tried optimizing the model, but it was actually two directions from the beginning, so I will provide a model in the other direction instead of modifying the current model in the other direction.
A number of models have pulled chains off successfully though - e.g. Tarrasque's Brutal Lord. And it looks kickass, much better than mere textured chains.
The chain's main problem is that if they have some messed up normals then you can certain see issue with lighting them correctly. Being very thin non-plane chains is not really feasible within wc3.

The texture look 'bad' because it is not meant be on so many polygons as there are right now.
I think that is the main issue - unnecessary polygons and visuals you cannot really see.
It's not about the model size, it's about visuals, as Frank put it, looks very cluttered and messy, try reworking textures and once again, fully modeled chains are just not necessary at all
Thank you for your suggestion. I am trying to understand your point, but change takes time.
 

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I've completed Azgalor, but I can't add resources directly, so they're here. If you want to use them in the game, you need to import a texture for the chains. I don't plan to do anything for it other than bug fixes for the time being, so I won't be making a version that uses in-game textures anytime soon.
 

Attachments

I've completed Azgalor, but I can't add resources directly, so they're here. If you want to use them in the game, you need to import a texture for the chains. I don't plan to do anything for it other than bug fixes for the time being, so I won't be making a version that uses in-game textures anytime soon.
I was wondering if you can make a alternate version of Azgalor that has Team Color on his Armors.
And also never forget the Flame Effects on his head. Anyways, another finee model and exquisite design for Azgalor.
 
It would be nice if Azgalor had another slam animation, but using the hammerhead to make it crash into the ground.
 
It would be nice if Azgalor had another slam animation, but using the hammerhead to make it crash into the ground.
I have made some attempts, but the GIF seems too large to upload. Azgalor
The style is very similar to johnwar. By the way, are you planning to make a Magtheridon model?
It's the next one, and not a single Pit Lord can escape.
 
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