Archian
Site Director
- Joined
- Jan 1, 2006
- Messages
- 2,986
Interesting skin. Approved 
Version 1.0 | Released.![]() |
Version 1.1 | Change the "beads" to purple/blue hue. Blademaster is now have fingers properly. Major details adjust for visiblity. Added edge shadow for the sword. ![]() |
If you wish a resource to be re-reviewed or have a 2nd opinion on it's review the best way would to be make a wee thread in staff contact requesting one. My review was made before I was skin reviewer and before the new texturing guidelines had been drafted, so if you wish I can re-review it with a focus on what points are needed in order to achieve HQ?but also being one of my favorite that I still salty that this ain't getting HQ. C'mon Purple is Purple you might as well give him purple too.
Only staff/reviewers can assign HQ, although Nightmare's opinion would be very valuable for feedbackActually, I would like to invite @~Nightmare to review this one but i'm not gotta force getting HQ. Purple is purple for the meme.
He is literally a Dark Star Blademaster. Which mean his head is literally an asteroid.I really like your idea. It reminds me of the Empyrean skinline from League of Legends. It's a shame that the model doesn't have any visual effects to make it stand out more. However, I do appreciate how it looks in the game, especially how you focused on the neck as it will become the first one to be noticed. I really liked how you used gradient in the sword, which is one of the parts that stands out within the skin.
In my opinion, to make it more visually appealing, I suggest using brighter highlights and vibrant complementary colors like a bold orange to go with the purple scheme. On the downside, it looks a bit flat, so adding more shadows could help improve it. Always remember that the global lighting of Warcraft 3 is above the unit. Also, definition is very important here. From afar, especially when in game, we won't be zooming in very often. So it is very important to be able to define every material. It is important to know whhat kind of material a part of the texture is, because if the end-user sees the material as plastic but for you it is a metal surface then that means that you have a definition issue with your texture. Currently, I cannot understand what kind of material the head skull area is or even the body. Overall, a very interesting concept, could use some fixes but you're there. Good job.