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🏆Mini SD Modeling Contest - RESULTS

Archian

Site Director
Level 69
Joined
Jan 1, 2006
Messages
3,208
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Contestants were tasked to create a model from popular media. That meant anything that's not Blizzard's. It could be any monster from movies, series, books, games etc.


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Winner: Villagerino
Second Place: Hotel
Third Place: johnwar

Judge's Pick:
Villagerino

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  • 1st Place: 40$ + 300 EXP Points
  • 2nd Place: 25$ + 200 EXP Points
  • 3rd Place: 10$ + 150 EXP Points
  • Entry: 50 EXP Points
The three winners will receive an award icon representing the winning entry.

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  • The Panda

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MeshThe geometry of the model gives your model a physical form and silhouette. Does the shape look clean or deformed when visualizing the reference? How well does the mesh resemble the character? Are all ends capped, are there any stray faces, etc? How well does the mesh correlate with the SD format: is it too detailed or too low poly?7/10
TexturesThe textures of a model, be they custom made or taken from the game, give your model character and substance. Is the texture blurry or too detailed when visualizing the reference in accordance to the SD format? Are there parts that are clipped, misaligned or stretched?3/5
AnimationsThe movement of your model. The animations give your model life, character, a personality. Are these animations smooth or choppy? Are they organic or cold and robotic, and was this the intended effect? Do the animations deform or clip parts of the mesh? How creative are the animations? How well do they convey the model's character based on the reference?6/10
MechanicsDoes the model contain all required mechanics in order to make it function properly within Warcraft III? These mechanics include collision objects, sounds, footprints, spawn objects, attachment points, proper geoset animations, proper use of Decay/Dissipate animation mechanics, and other mechanics.3/5
End JudgingComments: I love the concept used here and it overall looks like a crazy abomination type character! As everything seems good there are a few points that could need some more attention to detail. First, the "Walk" animation seems a bit funky too me and could use a bit more touch ups towards it. The "Walk fast" animation seems fine overall. Second, the detail/mesh of the model seems ok on some parts of it, but some could use more detail as for the red coat hes wearing and the apron as well as when he does "Attack 2" his apron stretches and makes it looks weird.19/30


MeshThe geometry of the model gives your model a physical form and silhouette. Does the shape look clean or deformed when visualizing the reference? How well does the mesh resemble the character? Are all ends capped, are there any stray faces, etc? How well does the mesh correlate with the SD format: is it too detailed or too low poly?7/10
TexturesThe textures of a model, be they custom made or taken from the game, give your model character and substance. Is the texture blurry or too detailed when visualizing the reference in accordance to the SD format? Are there parts that are clipped, misaligned or stretched?4/5
AnimationsThe movement of your model. The animations give your model life, character, a personality. Are these animations smooth or choppy? Are they organic or cold and robotic, and was this the intended effect? Do the animations deform or clip parts of the mesh? How creative are the animations? How well do they convey the model's character based on the reference?8/10
MechanicsDoes the model contain all required mechanics in order to make it function properly within Warcraft III? These mechanics include collision objects, sounds, footprints, spawn objects, attachment points, proper geoset animations, proper use of Decay/Dissipate animation mechanics, and other mechanics.2/5
End JudgingComments: Another lovely creature. I do enjoy the look of it and how the guts of the head are floating with the head hanging. Reminds me of GOD OF WAR when the main character has the his brothers head attached to him. Overall as i do enjoy it there are some parts that could be looked at better. I feel like there could be more animations added with more "spell" types and a "walk fast" animation. There is also no "dissipate" animation towards this model, as its not needed but it would be nice if someone would want to make this a hero and use that animation. I do enjoy that object like the head/noose/guts do move around the model and the "channel" animation seems really cool to me. Lastly, i feel like the team color would be hard to find since the red guts are always the same color with each team color. This, isn't a big issue as you can add a hero glow towards it but you could add more towards the cape with colored symbols like you did on the back of it.21/30


MeshThe geometry of the model gives your model a physical form and silhouette. Does the shape look clean or deformed when visualizing the reference? How well does the mesh resemble the character? Are all ends capped, are there any stray faces, etc? How well does the mesh correlate with the SD format: is it too detailed or too low poly?5/10
TexturesThe textures of a model, be they custom made or taken from the game, give your model character and substance. Is the texture blurry or too detailed when visualizing the reference in accordance to the SD format? Are there parts that are clipped, misaligned or stretched?3/5
AnimationsThe movement of your model. The animations give your model life, character, a personality. Are these animations smooth or choppy? Are they organic or cold and robotic, and was this the intended effect? Do the animations deform or clip parts of the mesh? How creative are the animations? How well do they convey the model's character based on the reference?5/10
MechanicsDoes the model contain all required mechanics in order to make it function properly within Warcraft III? These mechanics include collision objects, sounds, footprints, spawn objects, attachment points, proper geoset animations, proper use of Decay/Dissipate animation mechanics, and other mechanics.3/5
End JudgingComments: I enjoy the concept and the make of the model itself. It looks and feels like a undead boss that is enraged. As the look and feel of everything is great, there are some factors that im seeing id like to bring up. First, the details around the skin and armor could use a bit more work or polishing towards them. I wish the light effects inside the sword and armor could instead be blood flowing through it.. I think that would be a nice touch overall. Second, the "spell" animation is a bit boring and doesn't really show the true nature of the model being a "undead king." Lastly, The teeth on the blade could be a bit more shaped better and shaded a bit better as well.16/30



MeshThe geometry of the model gives your model a physical form and silhouette. Does the shape look clean or deformed when visualizing the reference? How well does the mesh resemble the character? Are all ends capped, are there any stray faces, etc? How well does the mesh correlate with the SD format: is it too detailed or too low poly?4/10
TexturesThe textures of a model, be they custom made or taken from the game, give your model character and substance. Is the texture blurry or too detailed when visualizing the reference in accordance to the SD format? Are there parts that are clipped, misaligned or stretched?2/5
AnimationsThe movement of your model. The animations give your model life, character, a personality. Are these animations smooth or choppy? Are they organic or cold and robotic, and was this the intended effect? Do the animations deform or clip parts of the mesh? How creative are the animations? How well do they convey the model's character based on the reference?6/10
MechanicsDoes the model contain all required mechanics in order to make it function properly within Warcraft III? These mechanics include collision objects, sounds, footprints, spawn objects, attachment points, proper geoset animations, proper use of Decay/Dissipate animation mechanics, and other mechanics.3/5
End JudgingComments: Interestingly enough, i do enjoy how this model looks and feels. There are few core things id like to point out though. First, the animations and the moving parts on the model itself are really nice. However the details towards the metal parts/skin tone/eyes could use a bit more work as it is very blurry and not some-what detailed to the eye. Second, the player colors seem to be less saturated than normal when switching through them. Also, the colors are bland and some-what washed out too me. Which sometimes is a good thing but for this instance it could be a bit more saturated in some areas. Overall, it could use a bit more polish in areas and i feel like it could be superb.15/30

@Villagerino


MeshThe geometry of the model gives your model a physical form and silhouette. Does the shape look clean or deformed when visualizing the reference? How well does the mesh resemble the character? Are all ends capped, are there any stray faces, etc? How well does the mesh correlate with the SD format: is it too detailed or too low poly?10/10
TexturesThe textures of a model, be they custom made or taken from the game, give your model character and substance. Is the texture blurry or too detailed when visualizing the reference in accordance to the SD format? Are there parts that are clipped, misaligned or stretched?5/5
AnimationsThe movement of your model. The animations give your model life, character, a personality. Are these animations smooth or choppy? Are they organic or cold and robotic, and was this the intended effect? Do the animations deform or clip parts of the mesh? How creative are the animations? How well do they convey the model's character based on the reference?10/10
MechanicsDoes the model contain all required mechanics in order to make it function properly within Warcraft III? These mechanics include collision objects, sounds, footprints, spawn objects, attachment points, proper geoset animations, proper use of Decay/Dissipate animation mechanics, and other mechanics.5/5
End JudgingComments: What an amazing outcome too a crazed clown. One of my favorite movies and characters. Overall, the model itself is superb and the animations are outstanding and match how the character preforms, even in the movie. I do however wish the team colors would match the red balls on his outfit. All the animations are really cool and the alternative forms are well made and can act like a ultimate ability like the tinker does in melee. The effects/colors/movement and even the dissipate animation are really good and stand out greatly, good work here.30/30


MeshThe geometry of the model gives your model a physical form and silhouette. Does the shape look clean or deformed when visualizing the reference? How well does the mesh resemble the character? Are all ends capped, are there any stray faces, etc? How well does the mesh correlate with the SD format: is it too detailed or too low poly?4/10
TexturesThe textures of a model, be they custom made or taken from the game, give your model character and substance. Is the texture blurry or too detailed when visualizing the reference in accordance to the SD format? Are there parts that are clipped, misaligned or stretched?4/5
AnimationsThe movement of your model. The animations give your model life, character, a personality. Are these animations smooth or choppy? Are they organic or cold and robotic, and was this the intended effect? Do the animations deform or clip parts of the mesh? How creative are the animations? How well do they convey the model's character based on the reference?6/10
MechanicsDoes the model contain all required mechanics in order to make it function properly within Warcraft III? These mechanics include collision objects, sounds, footprints, spawn objects, attachment points, proper geoset animations, proper use of Decay/Dissipate animation mechanics, and other mechanics.4/5
End JudgingComments: What a cute little alien. I wish someone would make a map called "Alien Invasion" now.. would be sweet. Overall i love the concept and the execution made here but just a few things i see that could use a bit of love. First, In the animation "portrait" there is a corpse laying beside the model and not sure if that was intended or not. Second, i would have loved maybe a "spell" animation were the model uses its gun and a beam of light comes from it or something like that. Third, the outfit around the chest and back seems bland and could use more detail towards it like "alien writings" or "symbols" would make it look cool. Or, maybe some sort of metallic type of armor/outfit? Overall, i do enjoy the "death" animation a lot..But, just some spots i think could use work but a nice end concept.18/30




Contest | Poll
@Archian
 
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Once again, thank you very much for hosting the contest, dear staff, @MasterHaosis, and other people involved! (Can't believe I got 30/30, @Panda 😵) And congrats to all the contestants 🏆

I would like to take this opportunity to ask that my prize fund be equally distributed among the following people @Vinz, @bakr and @johnwar, as support for their activities here in times of ambiguous life circumstances, you deserve it, guys 🤝
 
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