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Visorak (& Variants)

This bundle is marked as pending. It has not been reviewed by a staff member yet.
This here is a project jumping off from the work of AnyNameYouWish, who is seeking to bolster the Hive with Bionicle content. I'm certainly not complaining, as a Bionicle fan myself. Given this is my first published model, it was quite the learning experience and I feel very privileged to have had the opportunity to expend so much time and energy on it despite still being off of half my medications. I started simply wanting to retexture his work with ingame assets, but I've been doing too much animating for other personal projects to just not experiment a bit.

The Visorak, a spider-like species of creatures from the Bionicle universe, sporting four short legs and a pair of massive pincers. On their back, they are capable of generating swift-flying wheels of energy known as Rhotuka, which can paralyze enemies upon contact. Furthering their likeness to spiders in the abstract, these creatures are also capable of spinning webs, be them intended for cocooning and poisoning prey, or building webs of communication between Visorak across variable distances. Beyond this, each breed of Visorak is also assigned mastery over a special power stored within their spinners - all of which make them perfect assets for battle under the command of their makers, the shadowy Makuta.

363687-a9aeb6019448169e3bb490d8e2dcf73f.gif


Below I have provided an ingame screenshot - unimpressive as it is. I have optimized this model to the best of my knowledge and sanity, and learned much in the process, but I am happy to receive constructive criticism, should any be readily available. It is more likely than not that I will edit this model specifically, given that I will want it to more or less be as good as it can be before I start applying new textures and making additional variants.

363686-1e4ff6bc4f0871a2bd6e25741cea5b22_tn.jpg

2025_1013 - White Visorak "Suukorak" (green eyed variant) added.

2025_1015:
5 variants using the various ingame Dragon textures have been created.
- Blue Visorak "Boggarak"
- Green Visorak "Keelerak"
- Brown Visorak "Roporak"
- Red Visorak "Vohtorak"

Please feel free to use this resource as you so please; if you use it as a resource for your own published projects, credit ought to go to both I and AnyNameYouWish.
Previews
Contents

BTNSuukV1 (Icon)

BTNSuukV2 (Icon)

Visorak "Boggarak" (dragon) (Model)

Visorak "Keelerak" (dragon) (Model)

Visorak "Oohnorak" (dragon) (Model)

Visorak "Roporak" (dragon) (Model)

Visorak "Suukorak" (green eyes) (Model)

Visorak "Vohtorak" (dragon) (Model)

I love it! Really great work on all fronts! The choice of in game texture and the wrapping is really impressive, fits both Warcraft 3 and the character of the Visorak. The new animations are great, and you've even expanded the basic animations with walking and attacking while burrowed. I'm very impressed and super chuffed that you expanded on my work so well.

However, there are some small issues.

The 'Attack - Slam' animation, because of how it's named, plays along with standard attack animations. I don't know if this was intentional, but if not, maybe renaming it 'Spell Slam' would be better.

The death and decay animations are a bit off. In the death animation, it sinks into the ground like the normal Carrion beetle. Then the bony corpse floats up from beneath the ground. (You can see this in the video I've attached)

Though it hasn't appeared in-game, this shows up in Magos. I know how to fix this. I've discovered that alpha animations on textures in material layers don't work if the filter mode is set to none. However, you can set the team colour texture to be transparent and it will show up as normal and be affected by alpha animations.

Screenshot (28867).png


Lastly, this is more a matter of taste than quality, but I would personally make the particles different for some of the animations. The 'launch' animations I would make kind of windy and gray, and the attack slam animations could be green poison. But that is up to you at the end of the day, and I guess anyone who edits these for their own use.
 

Attachments

  • Warcraft III 2025-10-13 22-30-36.mp4
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[1] The 'Attack - Slam' animation, because of how it's named [...] I don't know if this was intentional, but if not, maybe renaming it 'Spell Slam' would be better.

[2] The death and decay animations are a bit off. In the death animation, it sinks into the ground like the normal Carrion beetle. Then the bony corpse floats up from beneath the ground. (You can see this in the video I've attached)

[3] I've discovered that alpha animations on textures in material layers don't work if the filter mode is set to none. However, you can set the team colour texture to be transparent and it will show up as normal and be affected by alpha animations.

[4] Lastly [...] I would personally make the particles different for some of the animations. The 'launch' animations I would make kind of windy and gray, and the attack slam animations could be green poison. But that is up to you at the end of the day, and I guess anyone who edits these for their own use.

1) Yeah... that was definitely unintentional. Easy to fix! I was going for something like the blademaster's crit anim, for critical strikes or pulverize etc, but because of the particles (which borrow from the original "Death" animation) it does seem much more spell-esque. That said, it's pretty likely I'll be tweaking the FX going forward, now that I know much much more about how to edit FX with text.

2) Hm... that is strange, I'll take a look and see why - I might have accidentally somehow messed up a keyframe while optimizing with sanity checker, it's definitely not supposed to be doing that.

3) Let's go!! I was trying to figure out how to fix it and was kinda pulling my hair out until I realized it wasn't visible in-game, so I may or may not have left it as a result :hohum:

4) As mentioned before, I definitely want to get more invested in creating custom particle FX, this model just borrows the FX that came with it from the Carrion Beetle. Specifically, I'm just reusing the "death" splat, which is a sort of green burst of energy. But I like and concur with the ideas you put forward here! Given that this first model is incorrect anyway (this Suukorak has Green eyes and Purple skin instead of light blue for both) I will at bare minimum be adding a more accurate version as a follow up, if not directly tweaking the FX and such for the green-eyed variant.

Thanks so much for your feedback!

Edit to Add - the icons are also just screenshots for now, but I fantasize of making some freehand &/or traced icons in the future what fit a bit better with the more stylized icons in W3. But for now, I figured these fit well enough without appearing jarring in contrast to other icons.

Additional Edit - I've now updated the bundle with fixes for most of what @AnyNameYouWish brought up in the above comment; I'm still a bit mystified about why the Decay Flesh animation is sort of sped through so quickly after the death animation plays. I managed to fix the strange translation behaviour with the Gutz, but for now, our lil guy is just gonna rot a touch too quickly. It seems beyond my depth for now, but I also thought that about most of the things I've learned over the course of development for this model... :3
 
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