Kobold Pack

This bundle is marked as high quality. It exceeds standards and is highly desirable.
Deep within the mines, Kobolds toil tirelessly as expert extractors of gems and rare minerals. They carve out intricate tunnels and underground chambers, fiercely protecting their findings from intruders. These diminutive beings are renowned for their dedication to mining and their cunning ability to navigate the perils of the deep earth.

Credits:


Base models by Ujimasa Hojo.

Updates

• Optimized the Kobold Tunneler model, and also reduced its geoset and changed its sails.
• Improved the attack alternate animation so that he tunnels out of the ground, as suggested by Tillinghast.
• Added a variation of the Kobold Tunneler model.
• Added six new units and optimized them with Mdlvis.
• Flattened all the models and fixed the Kobold Warrior's issue and I've changed the texture of the shield.
• I fixed most of the errors presented by the Sanity Test and also the arm with the Kobold Warrior's shield.
• I fixed all the errors in the sanity text and updated the models for the kobold warrior, kobold miner, and kobold berserker.

I have to thank my friend who taught me how to fix the problems; I am very grateful. Thank you very much.

Additionally, I need to clarify that all my models are completely editable, meaning you can do whatever you want with them, but I ask that you give me a little credit.

I also need to clarify that I have a problem with Matrix that affects the shadows of the models and also the camera in the model editor. The thing is, I don’t know how to fix it, so if you know how to do it, I'm all ears, of course, if it’s not too much trouble.

This is my first time ever publishing a model. It's simple, but you have to start somewhere.
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Previews
Contents

BTNKoboldBerserker (Icon)

BTNKoboldBrute (Icon)

BTNKoboldHarvester (Icon)

BTNKoboldMiner (Icon)

BTNKoboldTunneler (Icon)

BTNKoboldTunnelerV2 (Icon)

BTNKoboldWarrior (Icon)

BTNLordOfTheMine (Icon)

Kobold Berserker (Model)

Kobold Berserker_Portrait (Model)

Kobold Brute (Model)

Kobold Harvester (Model)

Kobold Miner (Model)

Kobold Tunneler (Model)

Kobold Tunneler V2 (Model)

Kobold Warrior (Model)

LordOfTheMine (Model)

Reviews
ILH
ILH
A great custom pack of kobolds. Changes made. Works in-game. Approved!
Level 14
Joined
Aug 29, 2021
Messages
123
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'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.
 
Level 14
Joined
Aug 29, 2021
Messages
123
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 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.
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 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.
Nice! I wasn't exactly sure what you changed, but I love the Alternate anims for him digging underground to move & attack & all that.
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.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,215
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.
Yes, you can simply get creative with ingame textures, wrapped properly in various places.
But yeah, along with that editing the model is much more versatile.
 
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.
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.
 
Level 14
Joined
Aug 29, 2021
Messages
123
Please add an in-game screenshot of the model and try to optimize the model by fixing the Sanity Issues. This tool might help.
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.
 
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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.
 

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Last edited:
Level 14
Joined
Aug 29, 2021
Messages
123
A beautiful pack :)
Thanks for the feedback, it's greatly appreciated 😃 and as a curious fact I was inspired by your model packs because they are very good.
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.
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.
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 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.
I love Berserker model - it's really awesome!
A suggestion: something similar to Candle King / Candlekeeper as the additional hero for your pack.
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.
Really nice and useful pack.
Thank you very much.
 
Level 14
Joined
Aug 29, 2021
Messages
123
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 :thumbs_up:
In general I think you did a really good job using existing assets in the game.
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.
Niceee Siirrrrrr!!!!
Thank you very much:thumbs_up:
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?
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.
now the kobold warrior look much better! :thumbs_up:
If the truth is that the warrior looks much better and thanks for the advice.
 
Level 7
Joined
Oct 19, 2021
Messages
68
Great kobold models pack! Best pack of them so far. But i think it would be better to change kobold warrior's shield texture from campaign one to bandit's shield, because it would much better fit other textures. I hope it wouldn't be annoying and hard to replace shield's texture for the third time xd
 
Last edited:
Level 19
Joined
Jun 11, 2022
Messages
201
Looking 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.
 

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Level 38
Joined
Sep 17, 2010
Messages
2,878
Looking 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.
Edited it a bit more for cosmetic consistency
 

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Level 19
Joined
Jun 17, 2023
Messages
91
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.
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?
 

ILH

ILH

Model Reviewer
Level 34
Joined
May 8, 2012
Messages
1,579
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?
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.

So not only will it be less of a hassle, but it will also prevent possible mistakes.

EDIT: For particles, one should animate the Emission Rate instead of Visibility.
 
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