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Classic HD research

Since I now use scorched village atlas for Decay animations, I decided I could as well burn down some buildings (sorry, villagers). Proportions are almost identical but I nudged some debris that would otherwise float in the air if the structure was on a slope.
Cant wait for unburned ones too lol
 
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Since I now use scorched village atlas for Decay animations, I decided I could as well burn down some buildings (sorry, villagers). Proportions are almost identical but I nudged some debris that would otherwise float in the air if the structure was on a slope.
Looks gorgeous! Honestly, I've been looking for some high-quality ruins for a long time, and here they are; finally, I found them!

And yeah, I totally agree with @YourArthas , It would be very interesting to see village buildings in your own interpretation :peasant-thumbs-up:

Good luck in your work and inspiration :peasant-smile:
 
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Another illustrative comparison. Tweaked the texture a bit towards more contrast as it looked a little washed out.
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Scorhed Inn. I decided not to bother with those ruined tiles from the original - they look a little weird and the unburnt version of the inn actually has straw roof which burn away completely. I think the only reason Blizzard went with that texture is to save on the roof beams (and I can totally understand that, it was a little nightmare to place them all)
 

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Argh, still had to redo the thing, my perfectionism just wouldn't let me leave it be :ugly:
Also, ruined the facade just a bit more...
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Lol love you for it. Kinda like my obsession. But I suck at burned buildings so I can’t obsess over much.

I’d get rid of chimneys like original(nothing important since it is like one click and delete lol)
 
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Lol love you for it. Kinda like my obsession. But I suck at burned buildings so I can’t obsess over much.
I guess that's the prime reason we're both doing this, heh. Everybody sucks at burned buildings, they're a pain to create.
I’d get rid of chimneys like original(nothing important since it is like one click and delete lol)
You mean the clay parts? It's possible of course but then I would need to make the actual chimney holes:
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Anyone ever noticed that granaries in Warcraft have actual wooden grain CONVEYORS attached to them? I'm pretty sure they're being set in motion by a peasant tirelessly pedaling inside the building :grin:

GranaryBurned5.png


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My favourite part about this is that you can still combine the shirt out of these structures, oldschool style :peasant-cool:
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Magnificent :)
Anyone ever noticed that granaries in Warcraft have actual wooden grain CONVEYORS attached to them? I'm pretty sure they're being set in motion by a peasant tirelessly pedaling inside the building :grin:

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My favourite part about this is that you can still combine the shirt out of these structures, oldschool style :peasant-cool:
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Thats anothe reason to why it should be as close to original. People like Brian Sousa didnt even have such tconsideration for split second at any point in development. I woupf also try to extend this making texture layout the same as original, or atleast easy to adapt. Letting textures still be relatively same in effectiveness of changing the look of a building(though just a an LOD without more elaborate 3d details would suffoce for that purpose as a secondary model too). So modding and mkre crestive use of the models remains the same or even better.

My only feedback would be to make a texture a bit brighter to match the tone of original one. And adding a variant or two for the dooda to have bits of roof or some.other debris remaining vs more burned down variants so it allows also.extra variety with 1 version identical to original plus 1-2 more mildly edited variants. So its better than original varietywise aswell.

Anyone has any idea what this roof could be made of? Wood would make more sense such barn but it kinda looks like clay shingles if you look closer.
I dont think its vlay at all. Barns like these are wood only i think wildwest barns were more of a reference than anything strickly medieval. So the 2nd image of wooden rooftiles is closer.
 
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I woupf also try to extend this making texture layout the same as original, or atleast easy to adapt.
That's my general approach, yes. I always start from upscaling the original texture rather than creating a model and unwrapping it. This way I ensure that the atlas stays relatively universal, unlike reforged assets (and most modern stylized assets) that have everything baked for a specific mesh and mostly non-reusable. Of course, it always needs to be rearranged to accomodate additional parts and provide more consistent texel density but it's still very much modding friendly.
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My only feedback would be to make a texture a bit brighter to match the tone of original one.
You're right, @YourArthas also noted that. I will add brighter spots.
And adding a variant or two for the dooda to have bits of roof or some.
As I already said in another thread, my current priority is to cover more original assets so I'd rather not spend time on variations for now. I think there are artists in this community that are more than capable of adding some variations to existing models - I am always open for collaboration :wink:
Barns like these are wood only i think wildwest barns were more of a reference than anything strickly medieval.
You're right, I should check some American barns, they're definitely a closer reference.
 
That's my general approach, yes. I always start from upscaling the original texture rather than creating a model and unwrapping it. This way I ensure that the atlas stays relatively universal, unlike reforged assets (and most modern stylized assets) that have everything baked for a specific mesh and mostly non-reusable. Of course, it always needs to be rearranged to accomodate additional parts and provide more consistent texel density but it's still very much modding friendly.
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You're right, @YourArthas also noted that. I will add brighter spots.

As I already said in another thread, my current priority is to cover more original assets so I'd rather not spend time on variations for now. I think there are artists in this community that are more than capable of adding some variations to existing models - I am always open for collaboration :wink:

You're right, I should check some American barns, they're definitely a closer reference.
Yeah I'd throw away any variations before core wc3 is done
 
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This is insanity level nitpicking but, maybe more saturation/more vibrant red hue?
My version is indeed less saturated but that's intentional - the original was made with with cranked up contrast values which caused a color burn effect. I consider it a bug, rather than a feature 🐛
I also use this atlas for Decay stuff which also shouldn't be oversaturated.
Sidenote: I'll be the happiest WC3 person alive when you make MageTower(High Elf Barracks) and WayGate even though I got an awesome version for Reforged lol.
That doesn't sound to difficult by the way. Maybe I'll look into that not too long after the village buildings.
 
My version is indeed less saturated but that's intentional - the original was made with with cranked up contrast values which caused a color burn effect. I consider it a bug, rather than a feature 🐛
I also use this atlas for Decay stuff which also shouldn't be oversaturated.

That doesn't sound to difficult by the way. Maybe I'll look into that not too long after the village buildings.
They are just unique things that noone really bother to do justice like getting that Led Zeppelin like logo they had. Not as hard as Naga or UD stuff though ofc.
 
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My version is indeed less saturated but that's intentional - the original was made with with cranked up contrast values which caused a color burn effect. I consider it a bug, rather than a feature 🐛
I would argue with that, its part of the colourfulness that goces wc3 its cartoony/comic book look. It has to be quite vibrant. If its too dark it will get details lost in certsin lighting conditions too. Combine it with missing roof and it nakes it quite alot dsrker than original
 
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I would argue with that, its part of the colourfulness that goces wc3 its cartoony/comic book look. It has to be quite vibrant. If its too dark it will get details lost in certsin lighting conditions too. Combine it with missing roof and it nakes it quite alot dsrker than original
That's a valid point. I will look into this when I have time.

Maybe an emissive texture then. To add that freshly burnt effect like Reforged does.
I was actually thinking about that. But as far as I remember, everything except Transparent and Blend modes will be unshaded. Blend has rendering priority issues but maybe if overlayed on top of normal material it will not bug. It all seems a bit overcomplicated though.
...
Ahh, you probably mean burning cinders with emissive. I think that strays too far from the purist approach.
 
That's a valid point. I will look into this when I have time.


I was actually thinking about that. But as far as I remember, everything except Transparent and Blend modes will be unshaded. Blend has rendering priority issues but maybe if overlayed on top of normal material it will not bug. It all seems a bit overcomplicated though.
...
Ahh, you probably mean burning cinders with emissive. I think that strays too far from the purist approach.
nah just to get it even more purist tbh
 
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