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Alliance Uldir Expedition Warrior Gold (WoW)

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
Another model in Uldir armor set. I made 2 models with 1h and 2h sword. Expedition in Uldir is continiue and now the Alliance forces find plate armors and perfect swords.

Yes-yes, idea to just flip icons is very original:xxd:

You can support me by Patreon. You can check here why I ask for this support.

Models are converted and edited by me.
Previews
Contents

Alliance Uldir Expedition Warrior Gold (WoW) (Model)

Alliance Uldir Expedition Warrior Gold 2H (Model)

Alliance Uldir Expedition Warrior Gold 2H Portrait (Model)

Alliance Uldir Expedition Warrior Gold Portrait (Model)

Icon BTN (Texture)

Icon BTN2 (Texture)

Icon DISBTN (Texture)

Icon DISBTN2 (Texture)

Reviews
FeelsGoodMan
Models section All building, destructible, item, and unit models must include a game camera or portrait model; attachment and doodad models need not. Building, destructible, unit, hero, attachment models must be properly animated. - Please rename...
Models section
  • All building, destructible, item, and unit models must include a game camera or portrait model; attachment and doodad models need not.
  • Building, destructible, unit, hero, attachment models must be properly animated. - Please rename Walk to Walk Alternate and rename Walk Fast to Walk. Please make Stand Victory looping. Please make Attack Slam 1, Spell Slam, Attack Slam 3, Attack Slam 2 and Spell have the same start/end keyframes. Please rename Spell Looping to another Spell animation as Spell Looping indicates a "channeling" animation, but it is in fact a non looping spell animation. Also please make sure Spell Looping has the same start and end keyframes. Also please delete all portrait animations from the non-portrait model unless you intend on getting rid of the _Portrait model. This can further reduce file size by having less animations.
  • Don't upload standard assets if you have not modified them.
  • The mesh must be clean, with no excess of unnecessary edges and no wasteful geosets or polies.
  • The UV map must be decent and continuous, with as few seams as possible and without nasty stretching of the skin.
  • The model must have proper attachment points.
  • Attachment models must list all models for which they were optimized for (One at the very least).
  • If the model is a geomerge, make sure the parts are blended properly and so they don't look like something wickedly unnatural (i.e. exaggeratedly huge heads, very thin necks/waists, etc); objects that should be attached to body parts must not float around or be attached unnaturally (i.e. a sword floating near the hand or attached to the lower arm instead of being in the fist); also make sure the UV mapping is correct and that it has no nasty stretching. If so, redo it.
  • The submission must include an in-game screenshot.
  • Models ported/converted from other games/sources must be submitted in the "Ported Models" sub section.
  • Models for HD graphics in Reforged must be submitted in the "Reforged HD Models" sub section.


Ported animated models:
  • As a side note of the second rule, if you want to submit a model that retains all of its default WoW (or source game) animations you are encouraged to upload it separately, and link it in the description.
  • Must have death sounds.
  • Must have footsteps/footprints if applicable.
  • Extents must be properly calculated.
  • Normals should be recalculated to remove any dark/black areas (if any). This can be done easily with RMS (Retera Model Studio Reforged Hack).
  • Must be properly scaled (WoW models are often way too small) so attachments and projectiles are also properly scaled.
  • All materials must have the correct filtering mode.
  • If the model has a dissipate animation it must have a dissipate sound in the dissipate animation.
Optional changes that may improve ported models:
  • Particle emitters on models that originally have particles in the source game is a big plus.
  • Make a portrait animation instead of a separate _Portrait model.
  • In case the model uses fabric headgear (such as various bandanas etc) try to attach the bottom part of the bandana mesh to the chest bone so the cloth doesn't clip through the chest, but rather stick to the chest while the upper part follows the heads' animations.
  • The models should be optimized using Mdlvis with everything checked except for "Increase compressibility (MDX Only)" as that function is faulty.
  • Textures should be renamed with a prefix to make imports easier, and to be more structured. For example a human male warrior body texture could be; HMW_Body.blp.
  • All textures can be saved with 75% compressibility to further reduce file size.
  • Footstep sounds are a big plus, especially with big models that would obviously make sound when moving around.
  • Splats in death animations is recommended.

Set to awaiting update.
 
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