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Anduin Wrynn, King of Stormwind

Anduin Llane Wrynn is the King of Stormwind, since the death of his father, Varian Wrynn.
Following Varian's death, Anduin permanently assumed the throne. In the face of the Legion's onslaught, Anduin grew certain that lasting peace would not be achieved without bloodshed, and as he worked to save lives and fend off the demons' advance, Anduin was forced to reconcile his yearning for peace with the necessity for war.

⚠️ Edition Notes ⚠️
Matrices Model
Skin Weight Model
This version contains a binary association (0, 1) of the vertices, so it is lighter and used for maps with less cinematics.

- Takes up less storage.
- Model has less fluidity in the mesh, which can give the impression of robotization.

-Works with all versions of the game and in SD or HD mode.
This version contains a gradient association (0, 0.1, 0.2, ..., 0.9, 1) of the vertices, so it is havier and used for maps with more cinematics.

- Model has more fluidity in the mesh, feels natural and organic shaped.
- Takes up more storage.

-Works with version 1.32 of the game or superior, works in SD or HD mode.
⚠️ Attention: Backup your map before adding this model since is highly experimental


◈Credits◈
Character model belongs to World of Warcraft - Blizzard ®
Character was edited by Zaffar - edition includes:
- Mesh number of polygons increased and smoothed.
- Texture repaint, recolor and resize.
- Rigging, all the bones where renamed.
- Animation, all existing animations where edited to fit diferent stand poses, and new animations where added for spell and attacks.
Creative Commons Attribution-Noncommercial-Share Alike 3.0 License
Previews
Contents

BTN_UNIT_HU_Anduin_Wrynn (Icon)

BTN_UNIT_HU_Anduin_Wrynn (Classic) (Icon)

Anduin Wrynn, King of Stormwind (Matrices) (Model)

Anduin Wrynn, King of Stormwind (SkinWeight) (Model)

BTN_UNIT_HU_Anduin_Wrynn_With_Helm (Icon)

BTN_UNIT_HU_Anduin_Wrynn_With_Helm (Classic) (Icon)

Anduin Wrynn (With Helm) (Matrices) (Model)

Anduin Wrynn (With Helm) (SkinWeight) (Model)

Reviews
FeelsGoodMan
Thanks, works great now! Fair enough with the scaling. Good job on the model! :) Set to Approved.
Level 1
Joined
Nov 4, 2020
Messages
3
Finally -- an Anduin Wrynn model! This is so good and even captures the cinematic parts of WoW. I was hoping for a HotS version of Anduin since he looks more like a Reforged model while this one looks like his Classic counterpart. Not that I'm complaining; this is awesome!
 
Must meet these requirements:
  • Must have optimized animations for Warcraft III. All animations must have the same start/end keyframes and must have names that can be utilized by Warcraft III (not counting custom scripts that can set animation by index). If you want to submit a model that retains all of its default WoW animations you are encouraged to upload it separately, and link it in the description. - Please make the Spell, Spell Throw and Attack 2 animation have the same start and end keyframes. Please rename all "Cinematic" animations so they can be used by Warcraft III (Especially cinematic talk so the portrait has a Portrait Talk animation. Now the portrait is completely still when you order the unit around).
  • Must have death, decay/dissipate, stand, stand ready, walk and attack animations as a bare minimum. Exceptions can be made where it's natural to make an exception (for example a stationary attack unit without a walk animation is fine).
  • Must have a working portrait. - The Portrait Talk animation can't be used since it's named Cinematic Talk.
  • Must have attachment points.
  • 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.

These are optional things the resource submitter should think about that will improve the ported model (for animated 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. - I managed to reduce one of the textures from 2.2mb to around 600kb without any noticeable loss of quality.
  • Footstep sounds are a big plus, especially with big models that would obviously make sound when moving around.
  • Splats in death animations is recommended.

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Please revise the things marked in red. The optional changes are not requirements, but would be a nice addition.

Set to awaiting update.
 
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