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Crawg Rider

This bundle is marked as pending. It has not been reviewed by a staff member yet.
The Crawg Rider are great trackers in te battlefield with their crawg sniffing blood, after the campain in Nazmir the san'layn have found a perfect creature for their hunting for pure blood, with the crawgs they became a very hard enemy to deal in the war.
โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰
I modeled and animated this entirely in blender, for the textures i used both blender and gimp.
โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰
Character model belongs to World of Warcraft - Blizzard ยฎ
Creative Commons Attribution-Noncommercial-Share Alike 3.0 License
Contents

Crawg Rider (Model)

SLCrawgRider (Reforged) (Icon)

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 all "Cinematic" animations so they're usable in Warcraft III. Especially the Cinematic Talk so the Portrait Talk animations works properly. Please make the Spell animation have the same start/end keyframes. Please make Attack 1 non-looping. It would also be nice with a texture animation on the helm and shoulder glow mesh. Please adjust the camera so it's focused on the face of either of the units.
  • 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. - Please add Left and Right Foot.
  • 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. - I was able to reduce the textures from 2.3mb to 530kb and 1.9mb to 450kb without significant 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.

Set to awaiting update.
 
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