Kultiras Buildings

This bundle is marked as approved. It works and satisfies the submission rules.
Description:
Just some buildings for the Island Nation of Kultiras.

Note/s:
  • I will be updating the Castle, Arcane Sanctum, Gryphon Roost and Towers soon.
Updates:
  • Tried to follow the recommendations to fix some issues
  • Removed extra geoset extents and free vertices
  • Removed unused textures, materials and global sequences
  • Fixed negative extents in some sequences
  • Added missing tracks in some of the particles
  • Added birth animation to shipyard
  • Fixed most sequences and/ or animations
  • Added missing attachment: "Origin" in some of the models
  • fixed the blade of the Lumber Mill, it will no longer rotate during the Stand animation.


"All models passed the sanity check!"
Contents

Altar (Model)

Altar (Icon)

Arcane of Sanctum (Model)

Arcane of Sanctum (Icon)

Arcane Tower (Icon)

Aviary (Icon)

Aviary (Model)

Barracks (Model)

Barracks (Icon)

Blacksmith (Model)

Blacksmith (Icon)

Cannon Tower (Icon)

Castle (Icon)

Guard Tower (Icon)

House (Model)

House (Icon)

Keep (Icon)

Lumbermill (Model)

Lumbermill (Icon)

Scout Tower (Icon)

Shipyard (Model)

Shipyard (Icon)

Tower (Model)

Town Hall (Model)

Town Hall (Icon)

Trade House (Model)

Trade House (Icon)

Workshop (Model)

Workshop (Icon)

Reviews
loktar
Since this is a large bundle, I'm gonna start by just listing stuff Sanity Tester reports. There may be more feedback later. Please check your models with the sanity test and fix these issues: -Remove unused textures -Fix multiple tracks in the same...
ILH
ILH
Please add a Birth animation for the shipyard and fix the arcane effect that appears in every animation for the Tower.
General Frank
Extremely well made building pack. A bit on the high-poly side, but very good looking and excellent in execution. Great job!
Level 11
Joined
Nov 23, 2013
Messages
662
Those models look really nice. Are they inspired from KT buildings in WoW?
I'll keep an eye on your work :)
 

Deleted member 212788

D

Deleted member 212788

They look very good and I applaud your creative use of ingame textures. The only criticism I could think of is that they would benefit from optimization and a reduction of overall poly count. I don't expect massive cuts but there are a few things that could be optimized to make them more light-weight and viable for maps where large quantities of buildings are required (large-scale RTS maps, for example). Still, though, excellent work. Keep it up! I look forward to seeing more from you :)
 
Level 20
Joined
Feb 11, 2020
Messages
68
They look very good and I applaud your creative use of ingame textures. The only criticism I could think of is that they would benefit from optimization and a reduction of overall poly count. I don't expect massive cuts but there are a few things that could be optimized to make them more light-weight and viable for maps where large quantities of buildings are required (large-scale RTS maps, for example). Still, though, excellent work. Keep it up! I look forward to seeing more from you :)
Will do sir in future updates.

Thanks
 
Level 23
Joined
Mar 1, 2017
Messages
114
Excellent work on these!
The different wooden structure but same roofing make them distinct from all the normal human buildings but still
give them a very recognizable but unique look.
Only thing I had thoughts on would perhaps be the altar, perhaps make a statue of a captain holding the anchor?
 
Level 20
Joined
Feb 11, 2020
Messages
68
Excellent work on these!
The different wooden structure but same roofing make them distinct from all the normal human buildings but still
give them a very recognizable but unique look.
Only thing I had thoughts on would perhaps be the altar, perhaps make a statue of a captain holding the anchor?
Thanks for the suggestion, maybe in the future Ill replace it with that design.
 
Level 46
Joined
Apr 18, 2008
Messages
8,324
Now, these... These are absolutely beautiful. Wow.

Although if I could give some feedback, I would say that the Altar is the weakest point. It doesn't seem to fit the rest thematically that well, the Anchor by itself looks a little strange, and it's just a little too similar to the Altar of Kings. Try to mess with the shape some more, maybe add some fishing lines around it, nets, etcetera. A captain holding/resting on an anchor, as suggested, may be interesting to see.
 
Last edited:
Level 11
Joined
Apr 13, 2016
Messages
368
Those are absolutely beautiful! I wanted to make something like this on my own (but with a different theming) But I'm a lazy bum.

P.S Are you okay, If I use these with some slight changes, in my project (I won't upload, and of course'll give credit)
 
Since this is a large bundle, I'm gonna start by just listing stuff Sanity Tester reports. There may be more feedback later.

Please check your models with the sanity test and fix these issues:
-Remove unused textures
-Fix multiple tracks in the same frame
-Fix geosets with multiple geoset animations
-Set Visibility animations interpolation to None instead of Linear
-Remove unused global sequences

I also recommend recalculating extents, though usually it doesn't cause problems ingame.

There are also many unused animation tracks that can be deleted. It doesn't cause problems so it's up to you.
 
Level 5
Joined
Jun 14, 2008
Messages
24
These look really awesome! Please fix the Lumber Mill Animations. The Stand Animation has over-lap for Saw and the Stand Work Animation also has overlap with wooden plank. Suggestion to add a variant with the Human Lumber Mill which is cutting the Logs instead of Plank.
 
Level 19
Joined
Jul 28, 2021
Messages
139
So much effort has gone into this amazing set of structures! IMO this beauty deserves the highest score once you're done fixing the issues :thumbs_up:
I know that it is not too polite to point out the flaws, but I do not intend to somehow criticize your creations. Instead I write this so that in the future it will be much easier to keep track of all the corrections, just like a modeler for a modeler, because I know how painful it may be to repair things over and over, and also because the pack is too awesome to let it stay unfinished 😵

Lumbermill: Stand anim - the saw is spinning, should be?
Aviary: Stand Work anim - you might want to have the blue glow always face the camera, I mean billboarded bones?
Barracks: Stand Work anim - the doors get completely slammed 😤 but a new door appears behind them instead 😀
House: just wanted to say it looks perfect! 😍
Shipyard: Stand Work anim - should the glow rotate too?
Altar: the glow has a strange wrap 🧐
Tower: I guess you know about the particle issues, just wanted to say that the team color stripe changes its colors or material type 😞
Townhall: isn't the bell moving too fast? By the way, it might be a very little thing but the shutters on the windows of the tower (the 2nd tier and 3rd) are not simmetric and that's why some of them look like doors.

My stupid and insolent ideas:
Eggs in hay in the small birdhouses may also support the idea of the Aviary, Blizz know a lot about their own Aviary 😀
Maybe make the anchors bigger (since they play a role of an identification mark for the race) and give them another texture, like something rusty, or from more shiny metal to let it be more noticable over the grey walls 🤏 They can also be put on the facades of the other buildings as there's enough suitable space for it, just like spicing up your dish, good idea?
 
Last edited:
Level 9
Joined
Jun 12, 2012
Messages
147
I think that altar is good as it is. What needs work is arcane sanctum because it doesn't feel kul-tiran at all.
Kul-tirans are connected with the sea, their tidesages worship enigmatic Tidemother and wield hydromantic powers. This should be reflected in the sanctum's design.
You can try to have inspiration in Stormsong Monastery of Boralus - a square with a fountang, I guess, a spire-like building with a tentacle on it and, maybe, some enchanted stones like these.
The same thing is about arcane tower - maybe it's better to replace it with some kind of hydro-tower?
 
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