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Human Shooter Unit and Variants

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Hi, I made this Human Rifleman / Ranged Footman as a complementary for my personal project, I made this because I want to enjoy Nral's Garithos Human Campaign in the reforged graphic for myself, this model needs to be made since the human rifleman is a custom asset in the original file. the animation, capes, and rifle are imported from the dwarf rifleman model, and the helmet is taken from goblin tinker's (I'm new to contributing, so let me know how what I need to add or fix, thanks)

update : the model is now working properly, missing sound and visual effects are added (shooting sound, blood splat, footprints)
update 2 : the model is now working properly, face animation, decay animation is restored
update 3 : added variants hooded one and black armor one
Previews
Contents

Hooded Ranged Footman (Model)

Hooded Ranged Footman Button (Icon)

Hooded Ranged Footman Portrait (Model)

Human Rifleman / Ranged Footman (Model)

Human Rifleman / Ranged Footman Button (Icon)

Human Rifleman / Ranged Footman Portrait (Model)

Mercenary Shooter (Model)

Mercenary Shooter Button (Icon)

Mercenary Shooter Portrait (Model)

Level 4
Joined
Feb 25, 2025
Messages
14
replaced the rifleman and looks funny, since he is a human but smaller looks like a child soldier, even more when he is near the footman.
also missing the rifle sound.
but overall very nice model.
Hi, thanks for letting me know, the missing sounds and visual effects have been added such as the rifle sound you mentioned, and now the model is working properly as it should. About the size, yes, it is smaller since the model scaling of riflemen is 0.9 and footmen scaling is 0.95, they would have the same size if the model scaling were the same value. there would be variants to come, but I'm not guarantee :peasant-grin:
 
Level 4
Joined
Feb 25, 2025
Messages
14
I think it would be cool if his pauldrons were leather or something similar to make him more versatile. Also I would love to see variations without helmet's hair.
Any pouches etc at his belt would be great addition
thanks, this gives me an idea to make a variant with lighter armor, I might also consider making one that resembles the dwarf version.
cool model, but i thought the campaign was locked to classic graphic and you cant play reforged graphic
yeah, it is locked to SD graphic, but the campaign is editable, and I enabled the HD graphic in World Editor. Since I edited it to enjoy it in the reforged graphic for myself, I think it won't be a problem because I won't redistribute the campaign without any permission
 
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played a few games and I know he is a footman gunner, but he looks too similar to a footman looking from the top, I think it's the hair thingy on his helmet, if you remove it it would help a lot to diferentiate him from the standard footman, and since you already added that red heltmet thing on top of his footman helmet, there's really no need for the hair thingy. he still has the footman look.
also is the face animation not working? he does not move his mouth when talking.
and the fade animation is too abrupt, his armor and stuff just blink out of existence, normally the transition from cropse to bones is slower.
 

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Level 4
Joined
Feb 25, 2025
Messages
14
played a few games and I know he is a footman gunner, but he looks too similar to a footman looking from the top, I think it's the hair thingy on his helmet, if you remove it it would help a lot to diferentiate him from the standard footman, and since you already added that red heltmet thing on top of his footman helmet, there's really no need for the hair thingy. he still has the footman look.
also is the face animation not working? he does not move his mouth when talking.
and the fade animation is too abrupt, his armor and stuff just blink out of existence, normally the transition from cropse to bones is slower.
As for the model, my first purpose is to make a footman that's able to use a rifle, that's why I only added capes and the colored steel cap on the helmet to distinguish between units, hence I put ranged footman in the title, as for now I'm trying to understand how to use mdl/mdx importer/exporter on blender, so I can fix the animation easily since there some awkward sequence that has the model floating like in stand 4, death, decay flesh, and decay bone animation sequence, after this problem resolved, i might come back with more variants
This footman shooter's model --- doesn't have to be a typical shooter

This could just be a footman who always fights with a sword and shield, but in the same second during the battle he grabbed a gun (at such a moment it doesn’t matter whether you are without leather armor or with it)
you got me, since the SD model was only a footman with a cape and rifle
 
Level 4
Joined
Feb 25, 2025
Messages
14
Hi Everyone, I'm back with the fixes, now the animation is less awkward, and I've also made some fixes like Mint Blancmanche listed in the previous comment such as the decay animation is now better, and the model gradually disappears like it is supposed to do rather than instantly, the face animation is now working, there was no facial animation because it was missing a faceFX node. the fixes are taking time for me to learn the tools, and not only spice here and there, but yeah, it's a lot of fun
played a few games and I know he is a footman gunner, but he looks too similar to a footman looking from the top, I think it's the hair thingy on his helmet, if you remove it it would help a lot to diferentiate him from the standard footman, and since you already added that red heltmet thing on top of his footman helmet, there's really no need for the hair thingy. he still has the footman look.
also is the face animation not working? he does not move his mouth when talking.
and the fade animation is too abrupt, his armor and stuff just blink out of existence, normally the transition from cropse to bones is slower.
because the model is now working properly, the variant will be coming soon
 
Level 10
Joined
Aug 22, 2024
Messages
65

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I've made a model before, and I think it's better to wear a helmet
hood over helmet always looked weird.

Update: added new variants, Hooded one and one with black armor
the shoulder pads are good, he looks armored but not roided out like a footman, could you make them use team color? the brown looks meh.
still the hood over chainmail look good, makes him look like a rifleman but retaining his armored look.
 
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Level 4
Joined
Feb 25, 2025
Messages
14
hood over helmet always looked weird.


the shoulder pads are good, he looks armored but not roided out like a footman, could you make them use team color? the brown looks meh.
still the hood over chainmail look good, makes him look like a rifleman but retaining his armored look.
Yeah, I agree. The unmodified shoulder pads look out of place, so I made them into team colors instead. There were some mistakes when I uploaded them: they were texture format and tangent, the viewer wouldn't show the texture, and some geo sets were black. Now, these problems are fixed.

for the next variant, I might use Captain as a base in case of the shooter unit needs a leader, or maybe i would like to try some particles, i might want to make magic based rifle unit
 
Level 4
Joined
Feb 25, 2025
Messages
14
I know I'm being a pain in the ass, but could you fix this TC part?
also the gold accents from the footman kind of clash with the rest that does not have it, I found it easier and more fitting to remove the gold, what do you think?
you have keen eyes. you see the model at that distance, Are you interested in using it for cinematic?
the fix will be done, I'm working on it and also adjusting the colored part with a different texture.
1741520971237.png

For the golden border, I don't have a decision yet, since i want to preserve the color scheme from footman for that variant, to compensate for that, maybe i will have the pauldron with gold border i think.
These parts aren't visible ingame
yes, it won't be visible at playing distance, but it would be nice if we had it tidier
 
you have keen eyes. you see the model at that distance, Are you interested in using it for cinematic?
the fix will be done, I'm working on it and also adjusting the colored part with a different texture.
View attachment 516723
For the golden border, I don't have a decision yet, since i want to preserve the color scheme from footman for that variant, to compensate for that, maybe i will have the pauldron with gold border i think.

yes, it won't be visible at playing distance, but it would be nice if we had it tidier
I only play the game, but I'm a bit autistic when it comes to game modding (adding models).
I'm using the rifleman as shown on my pic. but fixing that shoulder color is appreciated :D
good work on the first usable "rifleman", I fucking love armored versions of other units.
this is a little edit of the sorceress, removed TC from shoulderpad so it looks more metallic, made her blonde and her tiara painted red(silver for roc version)
 

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Level 4
Joined
Feb 25, 2025
Messages
14
I only play the game, but I'm a bit autistic when it comes to game modding (adding models).
I'm using the rifleman as shown on my pic. but fixing that shoulder color is appreciated :D
good work on the first usable "rifleman", I fucking love armored versions of other units.
this is a little edit of the sorceress, removed TC from shoulderpad so it looks more metallic, made her blonde and her tiara painted red(silver for roc version)
this is a preview of the new texture for the shoulder pad, might still some adjustments, the black armor variant will have the border in iron color
1741619751818.png
 
thank you
anyway, do you have problem with the world editor reforged? the editor crashes when opening a map with imported model, this problem happens when you open the map with imported model with custom texture if you quit the editor in the previous session of editing the map
Use MPQ to delete all imported models
Open map without models
Save map as folder (with TFT)
Drag models to the root folder of the map

It should help you :)
 
Level 4
Joined
Feb 25, 2025
Messages
14
Use MPQ to delete all imported models
Open map without models
Save map as folder (with TFT)
Drag models to the root folder of the map

It should help you :)
Thanks a lot, i've experimented on model directory, as long as the map is saved in folder format, the crash wont happen wherever you put the model, and by this method, asset importing is much easier
 

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Thanks a lot, i've experimented on model directory, as long as the map is saved in folder format, the crash wont happen wherever you put the model, and by this method, asset importing is much easier
Right now Reforged Editor is bugged, so its the only way to make proper maps. Also make a lot of backup copies of your world
 
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