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Mortis

Mystic skeleton warrior.

Enjoy and give credits if you use it.


update: upgraded few animations.

Keywords:
death, knight, skeleton, hero, dead, warrior, lord, boss, mortis
Contents

Mortis (Model)

Reviews
22:05, 3rd Sep 2010 anarchianbedlam: Pretty good looking model, works ingame, i like the death animation. Im a bit unsure about the walk animation though. He is looking at the ground and slowly limping. It could use some work, but it's still...

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22:05, 3rd Sep 2010
anarchianbedlam: Pretty good looking model, works ingame, i like the death animation. Im a bit unsure about the walk animation though. He is looking at the ground and slowly limping. It could use some work, but it's still approvable. Good job
 
Level 49
Joined
Apr 18, 2008
Messages
8,421
Very good looking but also very high-poly model. I recommend cutting off some polygons; a few areas I see that could use a bit of poylgon-shaving are the bone 'spines' that come out of his back, his actual spine, and the 'coat' under his 'leaf' things. What I recommend is to either remove the bone spines or redo them somehow with a lot less polies(they are the most high-poly part of the model, or so it seems), make the spine a simple cube or 5-sided cylinder and completely remove the 'coat' thing as it is not visible at all. His leaf-ish things could also use some work, they look rather strange and are sort of high-poly. I suggest making them more like a coat, going down instead of weirdly floating upwards like that. His pelvis bone could also be removed, it is barely visible and will most likely be ignored in-game, especially with those huge leaf-cape things that hide most of his lower body.
Now, for animations: All the attack animations could use some more power. He should strike a little bit faster, and his scythe should go much farther; currently it looks like he stops in the middle of a strike, especially on Attack - 2. Attack - 3 makes no sense; you don't use a scythe like that! It seems very weak. Attack Slam looks great though.
Death makes absolutely no sense to me; why would he rip off his own heart and smash it? I suggest, instead, making his 'heart' crystal fall off while he himself is falling, and as the crystal breaks and disappears to dust the skeleton darkens and becomes dust as well. Perhaps leaving only his clothing and scythe that will rise in Dissipate.
In many animations, like Spell, Spell Channel and Stand - 3, the skeleton's hand goes straight through his leaf-cloak and sometimes even through his skeletal spines on the back. This is minor, but looks rather strange.
Walk is very slow - I suggest adding a 'Walk Fast' animation where he is actually running, to fit more with the rest of the Warcraft 3 units.
Other than that, I've got nothing to say about the animations. They are all great - very creative at times, and very fluid as well. They work well and make sense, mostly. I like stand channel, except for the whole 'hand goes through cloak' thing that I mentioned. Perhaps consider removing the leaf-cloak instead? More of the model's details will then be seen in-game, making many of my previous statements unneeded.
Now, to game mechanics: You've got most of it - death sound, footprints, collision object, etc. What you seem to lack, however, is teamcolor and teamglow. As it is a hero, teamglow is required to distinguish it in-game. I highly advise you to implement teamcolor as well.

Other than what I mentioned, it is a very nice model. It's creative and very nice, and doesn't abuse the Skeleton head texture\mesh... Despite being skeletal. Great job!
 
Level 15
Joined
Jan 16, 2009
Messages
109
Debode,
thanks for review, man. must say that the model is still low poly, even with ~2k triangles. yes in some places i can redo much of them, but it can be done only with a help of good texture.

about animations. well, some of your remarks sound right ill take a look on them.

its rly lucked of teamcolor, my mistake but cant do much now. and teamglow can be attached easily.

glad to see someone spent time for a criticism of my stuff. thank you again.
 
This model is so Gottfrei-ish.

I mean... all your models have so much identity, and a whole character feeling into them.
Keep up with them.

I suggest you to change the gem's filter to modulate, so it won't make the teamcolor become different from what it's supposed to be. It'll become darker, but red won't look like pink. Just add a teamglow around it later and it will look fantastic.
 
Level 9
Joined
Aug 18, 2008
Messages
345
Death makes absolutely no sense to me; why would he rip off his own heart and smash it?
Debode - why would the Demon Hunter kill himself upon death?
No it doesn't make that much sense but its awesome!

I personally found the death animation to be the most epic thing about this model. I love it - don't listen to Debode.
Disliked the walk animation though (as the rest).

Overall it could have smother animations - 4/5

Good job - I liked it.
 
Level 49
Joined
Apr 18, 2008
Messages
8,421
Debode - why would the Demon Hunter kill himself upon death?
The Demon Hunter's death scene is based heavily on the samurai suicide ritual. When a Samurai loses a battle, and that means he is heavily wounded or have surrendered, he would commit suicide. The Demon Hunter is quite obviously heavily wounded when committing suicide. Blood splashes from him even before he stabs(iirc).
This model's death animation shows him perfectly fine, standing, and randomly taking out his heart and suiciding. That makes sense for a honorable Night Elf - but for an undead monstrosity like this, it doesn't. For one, there aren't even any visible indications he is 'wounded' - he's standing straight. Not even bending or anything.
 
Level 6
Joined
Oct 29, 2008
Messages
115
This is just the model I need but there is one reason I will not use this, and it's because of the hat with the bones sticking up from it. It should look more like spike bones not really joined up long bones. It just put it off, or just put the bones off the hat and you maybe will make my day :)
 
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