🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
In the depths of the mines, the Kobolds work tirelessly, skilled in extracting precious stones and rare minerals. They dig intricate tunnels and underground galleries, zealously guarding their findings from intruders. These diminutive beings are known for their dedication to mining and their cunning in navigating dangers in the depths of the earth.
Credits to Ujimasa Hojo, creator of the base model.
This is the first time I have published a model, it's simple but you have to start somewhere.
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.
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.
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.
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 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.
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.
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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