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Furbolg Worker

A worker for the furbolg race.

Please give credit if you use this.

Update 1: Added a new version of the model without the pickaxe and with good furbolg-like animations.
Update 2: Version without pickaxe: Reduced the model size, deleted one team-coloured feather, moved another one to the centre, optimised the model (file size reduced), changed the internal name of the portrait, numerous other small changes. Version with pickaxe: Added the portrait model to the bundle, optimised the model (file size reduced), changed the internal name.
Update 3: Removed the version with the pickaxe because it's glitchy and buggy. Added footprints in Walk Gold and Walk Lumber. Footprints are now smaller. Fixed the Decay animations. Fixed the arm position in the Gold animations.
Contents

FurbolgWorker (Model)

FurbolgWorker_portrait (Model)

Reviews
General Frank
Updates are applied and model is approvable now. Good job.

Kyrbi0

Arena Moderator
Level 44
Joined
Jul 29, 2008
Messages
9,487
The original was fine. This new one is exactly what was needed. Another great worker for a potential custom race.

If there was anything left to be done, my only suggestions would revolve around making him look different somehow from the regular Furbolg creep; slightly thinner, and/or tinted textures, and/or some kind of accoutrements befitting a worker... Etc.

Great work. 4(.5)/5
 
Level 15
Joined
Sep 6, 2015
Messages
576
Update: Version without pickaxe: Reduced the model size, deleted one team-coloured feather, moved another one to the centre, optimised the model (file size reduced), changed the internal name of the portrait, numerous other small changes. Version with pickaxe: Added the portrait model to the bundle, optimised the model (file size reduced), changed the internal name.
 
Really nice to have worker variations of the creep races. A few issues to be fixed though:
  • At the Furbolg without Pickax:
    • He only leaves footprints on the ground when not carrying resources. And the footprint itself looks a bit too massive. A smaller one could be better.
    • There's a sound playing at the end of spell anim which sounds wrong. Must be accidental. Check that.
    • The corpse doesn't appear in Decay Flesh. And the way it appears in Decay Bone looks glitchy. Fix that someway.
      (In regular WC3 models, the mesh sinks through a corpse already visible in Decay Flesh, which remains visible and vanishes softly in Decay Bone's last 5 or 10 seconds [linearly from 100% to 74% alpha])

  • At the Furbolg with Pickax:
    • The same Decay issue with the corpse, except for one more error here, which is the whole mesh re-appearing at Decay Bone.
In both models, the set of animations carrying gold, while being a great idea, look a bit wrong in-game. You could preserve the idea and improve it a bit. At the moment, from some angles looks like the Furbolg doesn't have one arm, since it is rotated too drastically. Try to preserve a natural articulation of the arm there.

Awaiting at least the fixes mentioned on the list above. (If you have any doubt feel free to contact me)
 
Level 15
Joined
Sep 6, 2015
Messages
576
He only leaves footprints on the ground when not carrying resources. And the footprint itself looks a bit too massive. A smaller one could be better.
Added footprints when carrying and made them smaller.
There's a sound playing at the end of spell anim which sounds wrong. Must be accidental. Check that.
It's an Attack Spell animation that is probably designed by Blizzard to be used with an upgrade or attack modifier ability for a stronger attack that leaves that sound. One example of this use is Ursa in DotA. I could remove the sound with one click, but I'd rather leave it to be used like that. Plus, workers usually don't have any spells.
The corpse doesn't appear in Decay Flesh. And the way it appears in Decay Bone looks glitchy. Fix that someway.
(In regular WC3 models, the mesh sinks through a corpse already visible in Decay Flesh, which remains visible and vanishes softly in Decay Bone's last 5 or 10 seconds [linearly from 100% to 74% alpha])
Fixed the Decay animations. Their filter somehow changed to Linear from None, probably while I was changing the geoset visibility in MdlVis or Magos.
At the Furbolg with Pickax:
  • The same Decay issue with the corpse, except for one more error here, which is the whole mesh re-appearing at Decay Bone.
I removed the worker with the pickaxe because it was glitchy, buggy and beyond repair with screwed animations from Peon which don't fit with Furbolg bones or mesh.
In both models, the set of animations carrying gold, while being a great idea, look a bit wrong in-game. You could preserve the idea and improve it a bit. At the moment, from some angles looks like the Furbolg doesn't have one arm, since it is rotated too drastically. Try to preserve a natural articulation of the arm there.
Fixed the arm position in the Gold animations.
 
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