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Kilrogg Deadeye by Aeonux

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
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Kilrogg Deadeye was the chieftain of the Bleeding Hollow clan.[2] He is so named because he lost his left eye.[3] Leading his clan in both the First and Second Wars, Kilrogg was one of the older and more cunning orc chieftains. During the Invasion of Draenor, he was killed in a duel with Danath Trollbane.
Contents

Kilrogg Deadeye by Aeonux (Model)

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. - Would be nice if you zoomed out the camera a bit. Building, destructible, unit, hero, attachment...
Models section

  • All building, destructible, item, and unit models must include a game camera or portrait model; attachment and doodad models need not. - Would be nice if you zoomed out the camera a bit.
  • Building, destructible, unit, hero, attachment models must be properly animated. - The bone protectors on the foot bridges are connected to the wrong bones. The right foot should be connected to "bone27" and the left foot to "bone28". Please make "Spell" and "Attack Slam" have the same start/end keyframes. Also make the weapon invisible in the portrait talk animations so it doesn't flicker in front of the camera. Please add decay or dissipate animations. If you add dissipate animations also add hero glow, team colored background, and preferably some team colored mesh.
  • 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 delete the duplicate attachment points, and add left foot + 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 it should be done in a pastebin, and be linked in the description of the original post in the resource thread.
  • 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. - Please make all materials shaded.
  • 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. - The model contains lots of unused keyframes that can be removed to further reduce file size.
  • 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 reduced one of the textures from around 1.3mb to 256kb without any noticeable 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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