tillinghast
Banned
- Joined
- Jun 2, 2008
- Messages
- 696
i like the alternate animations, but weapon should be hidden at the start and end of the "attack alternate", you might also make it a bit faster
(10 ratings)
I'm very sorry, but unfortunately, I don't know how to do that. The alternative animations came with the model, but if you can help me with that, I would be very grateful, or if not, could you recommend me some tutorials to be able to do it.i like the alternate animations, but weapon should be hidden at the start and end of the "attack alternate", you might also make it a bit faster
I already have the screenshot, but I want to redo it because I made the same model but with a variation, and I want to add two more models. I don't know how to optimize the model, but could you give me some advice or a brief tutorial on how to do it.That is a very fine and simple model edit. I like the little additions you did and the alternate animations are pretty cool.
But this model needs some serious work to fix the issues and lots of optimization. An in-game screenshot would be nice.
I don't know how to make textures, but I recently made a variation of the model by changing the texture of the backpack to another from the game.Lovely, however, I think either a texture rework and/or model editing could be done for further differentiation as this one will surely get lost among the original game Kobolds when many on screen.
I didn't edit the base model much, I just tweaked the mapping a little, and added other components like the helmet. I modified the shape of the beak and added other things.Nice! I wasn't exactly sure what you changed, but I love the Alternate anims for him digging underground to move & attack & all that.
Yes, you can simply get creative with ingame textures, wrapped properly in various places.I don't know how to make textures, but I recently made a variation of the model by changing the texture of the backpack to another from the game.
Make sure to check your model with this tool and you can try to optimize it with this tool and maybe even linearlize the animations to reduce the size of the model.I already have the screenshot, but I want to redo it because I made the same model but with a variation, and I want to add two more models. I don't know how to optimize the model, but could you give me some advice or a brief tutorial on how to do it.
I am going to add the screenshot when I update the model, which will be very soon because I have made 2 other models that are 2 workers, but what I am missing is to create the work animation. As for optimizing the model, I have a problem because I use my phone to publish, and when I use the tool, I can't do anything, but I will use my laptop to see if I can use it.Please add an in-game screenshot of the model and try to optimize the model by fixing the Sanity Issues. This tool might help.
Thanks for letting me know. The description was originally in English, but it seems that when I updated the model's description, Google Translate changed it.Not sure how I missed it the first time (updates?) but you definitely want to translate your model description into English.
Thanks for the feedback, it's greatly appreciatedA beautiful pack![]()
Thank you for telling me about that problem, I didn't even notice because in the model editor that problem doesn't happen to me, I will try to fix it as soon as possible.You even made icons. It can be seen that you are very attentive.However, I checked and found that the warrior's weapon was not properly hidden or was redundant. Please fix it.
I appreciate the suggestion and I will change the shield, the truth is I gave it that look because my idea was to make a kind of rodela, similar to the small shields that are in the video game called elden ring.also warrior shield is not looking nice i recommend you to wrap it on the orc campaign shield texture of wooden shield. The current one is ugly.
I'm glad you like the berserker model and to my surprise it was one of the easiest to create, in addition to your suggestion of making a Candle King I came up with it while making the Brute Kobold model but I didn't do it because I wanted to do the Fat King similar to the Goblin King from the Hobbit movie.I love Berserker model - it's really awesome!
A suggestion: something similar to Candle King / Candlekeeper as the additional hero for your pack.
Thank you very much.Really nice and useful pack.
Thank you very much, I'm glad you liked the Kobold Brute model. And with regard to the textures, they are easy to use but the difficult thing in my opinion is finding a texture that I like when using them.Interesting...
edit*
I think they are a bit busy for my personal taste but I also think they are quite creative. I like the ogre dude with the crate of coal or whatever on his back.
And plenty of candles
In general I think you did a really good job using existing assets in the game.
Thank you very muchNiceee Siirrrrrr!!!!
Yes I plan to do a Kobold King and also a Candle King and I thank you for the image as thanks to it I have a good reference.The War Within isn't even out yet and we already have the gigachad kobolds in WC3. Love it!
Will you also be making The Candle King?
If the truth is that the warrior looks much better and thanks for the advice.now the kobold warrior look much better!![]()
Edited it a bit more for cosmetic consistencyLooking good, a very solid work for your first models upload, hoping to see more. I edited your kobold warrior to use rig from demon taskmaster from Demonic Brethren (pack II). Perhaps you would like to take a look. Also, I think kobold brute's head is too small for it's body, it should be bigger.
Why can't the visibility of particles be interpolated? What is the issue with this feature? It is a feature many people would want to use on particles.Good work. There are just some issues left in Sanity Checker, such as unused textures, frames and also the visibility interpolation must be set to "None" in particle emitters. Please fix them.
As to my knowledge, because visibility is a binary value, so its only 0 (hide) or 1 (show). Having set it to Linear or others will require one to always put two keyframes at the start and the end of an animation, which if one occasionally forgets to do so, will cause problems with the visibility.Why can't the visibility of particles be interpolated? What is the issue with this feature? It is a feature many people would want to use on particles.
I know it shows up on sanity checker but can anyone provide an explanation for why it is not allowable?
Thank you this is very useful.EDIT: For particles, one should animate the Emission Rate instead of Visibility.