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Clockwork Horror

- Clockwork Horror -

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A contraption designed by the Undead to be an "undead" out of things that never had life. It is meant to be a beast raised out of the assembly of dead machinery. It may eventually lose its own parts, and regain them at a later time. Able to cannibalize debris and regain health. Might as well rebuild its own wings by eating old iron junk.​
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Average polycount in-game: 790 polys.
Average polycount at alternate form: 950 polys.
(particles are included in the polycount)

Attack Point: 0.333
Attack Backswing: 0.750
Attack Point (Alternate Form): 0.720
Attack Backswing (Alternate): 0.900
Animation Walk Speed: 200
Animation Run Speed: 400 (Or 2000 if you want it to always perform the walk animation)
Death Time: 1.70
Death Time (Alternate): 1.00

- Height of the alternate is better set to around 200, but it is adaptable
- Set it to a mechanical unit so it won't decay twice


Keywords:
steampunk, clockwork, oil, beast, chimera, hound
Contents

Clockwork Horror (Model)

Reviews
15:53, 6th Aug 2014 MiniMage: Contest is finally over, so approved.

Moderator

M

Moderator

15:53, 6th Aug 2014
MiniMage: Contest is finally over, so approved.
 
thanks guys for the positive feedback

Awesome! :D but it the Walk Fast animation, it looks like it's gonna trip or something. Also, isn't it odd that wings would just pop out of nowhere and attach to him?
the walk fast anim was going to be out of the set, or reworked, but the deadline of the contest caught me and it ended up in for some reason. :v

and the about the popping-out-of-nowhere-wings, two issues:
1 - when the alternate form has flying height, the wc3 engine performs a linear transition of height during the morph anim, so I couldn't make it so the wings were "built up" and then it set off flight, because I can't make a "prepare to morph" animation and the unit can't build them up while taking off, that would be even more nonsense :p
2 - to soften that problem i made it "burn-out" and "burn-in", so it has a mystical/demonesque/appealing way of coming out of nowhere. the problem is that the 3D viewer here in THW doesn't show the visibility transition and the particles. so they look really really awkward, coming totally out of nowhere. ;/ (the gifs show better how it actually performs in-game)

anyhow, that isn't an excuse. I should make a whole set of animations to the "winged horror walking" and then a set of "winged horror flying", so morph would consist of only the take-off.

I hope that explains the issue though.
 

Deleted member 237964

D

Deleted member 237964

I don't know why but it scares me. :eek: Looks good.
 
Level 47
Joined
Jul 29, 2008
Messages
9,685
While I think this is pretty cool, I kinda wish contestants would avoid putting up their model to the resource section before at least the end of the deadline. :<

That being said, this is pretty schweet, HappyCockroach. I not only love your 'concept art -> model' paradigm, but it's a pretty neat idea; like a mechanical chimera (noice use of keywords there), ghoulishly cannabilizing (c wut i did thar?) mech rubbish and flying around. Spinning clockwerk gears, nice tie-in with the Frost Wyrm 'heart-in-rib-cage', definitely an interesting & unique profile, and a nice complement of animations.

I must say, though, as I said elsewhere... It just kinda seems "off" somehow. I think a big part of it is how incredibly thin it is; the head, the legs, etc. I know it's what you were 'going for', but he'll melt away in-game (especially on Blight or dark tilesets), and doesn't have, seemingly, enough room for a 'face' or 'head'. Granted, the contrast of bronze-ish gears & such helps to 'show him up', or contrast against all that black... But then the 'head' is noticeably devoid of anything contrasting (bands, studs, eyes, markings, magic, runes, horns, teeth, nostrils, etc...)

@Strikest: You are right, it's really better suited as a unit... But I don't believe anywhere he indicated it was for use as a Hero. Heke?
 
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