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Human SwordMaster

Human SwordMaster v1.2
By LordNaturalDisaster A.K.A NatDis
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I was inspired to make this model when I found out that the Fire Pandaren Brewmaster model had proper leg animations and animation bones. I made this model out of the Militia model. Please give credit if used and do not edit or distribute it without my permission although if find the reason for it's abnormally large size, kindly let me know. I'm sorry that I had to make a custom texture for the head but I couldn't fit existing ones on it. Tested in Warcraft III The Frozen Throne v1.21b
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Credits:
Blizzard Entertainment: Animation of the original models and the base structure of the models.
I: Editing it, making minor corrections to the animation, and making and UV Mapping a custom head texture.
Oinkerwinkle and Magos: They made the programmes I required.
General Frank, Cavman and zombie2279: They pointed out some bugs.
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Versions:
v1.2: Updated screenshot, centred the head, added scabbards.
v1.1: Scaled the head, fixed 2 bugs.
v1.0: Initial Release.

Keywords:
NatDis, Swordsman, Swordmaster, Sword Fighter, Fighter, Human, Sword, Killer
Contents

Human SwordMaster (Model)

Human SwordMaster (Model)

Reviews
14:44, 12th Apr 2008 General Frank: Model works fine and performs well.

Moderator

M

Moderator

14:44, 12th Apr 2008
General Frank:
Model works fine and performs well.
 
A tad too fat in my humble unabbreviated opinion.

And I hate the fact that it has to use a custom texture.

Yeah, the face could get the same look with intense vertex editing. And some of the animation stretch some part very brutally (e.g. the right arm in walk animation). You could have use another base than villager/worker.
 
Level 8
Joined
Jan 11, 2008
Messages
164
I tried to use the peasant's texture for the head but the hair looked horrible. I'm curious about why the arm stretches in the walk anim. I'll fix it. I saw that translation part in attack-3 part and fixed the flattening foot but now it sinks through the ground. Anyway, it looks fat in the screenshot. I would make it look like he was muscular but then, you can't have high poly models in WC3.
EDIT: Scaled the head to a more appropriate size.
 
I tried to use the peasant's texture for the head but the hair looked horrible. I'm curious about why the arm stretches in the walk anim. I'll fix it. I saw that translation part in attack-3 part and fixed the flattening foot but now it sinks through the ground. Anyway, it looks fat in the screenshot. I would make it look like he was muscular but then, you can't have high poly models in WC3.

You can have rather high poly models in warcraft. An additional 200 poligons won't hurt that much.
 
Level 8
Joined
Jan 11, 2008
Messages
164
Size of the head makes him look like an ogre.
I'll fix the scale code.
I despise the custom skin.
You want me to wrap it on Arthas complete with his blonde hair and beardless face?
Some anims are bugged (stand ready, his feet go off the ground for example).
I sincerely wish that WC3 didn't use 4 fields for rotations. Even Maya uses only 3. :(
Also, I don't think that birth animation is needed, but it is your choice of course ;)
It's only to show that this warrior is ready after all his training...blah...blah...blah...(This is only to show that I'm saying a very boring thing.
Otherwise I like the idea, and how you used the breastplate.
Thank you.
 
Level 2
Joined
Sep 23, 2007
Messages
14
It looks cool...but i think you should make his blades have a hero glow...you know what i mean? All of the heros in WC3 have hero glows for their origin attachment point and for their weapons...just a suggestion
4.5/5

BannanaHead has a good point i think it would make it look alot cooler and original also i think if u slimmed his body down that would help idk why but i picture a blademaster as a skinny agile warrior the model u made is more of a warrior based but its only a name truely
 
Level 3
Joined
Aug 24, 2007
Messages
42
Good Model!!! And why too fat? xD You know how long i search for a fat human? xD And it isnt unnecessary ~_~
 
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