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Lack of furbolg models

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Level 21
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One day I got a lot more excited about furbolgs than usually(although I still like them a lot). On that day I searched for furbolgs in the hive and literally saw NONE that match the blizzard style and 1 that could even be considered a furbolg.

Any decent furbolg model from now on will get +rep from me.
 
Level 21
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Well the problem is, variation in when baking furbolgs is quite.. hard to add and the animations are quite limited too.

Well it would help if there were:
An undead furbolg
Tough/Armored furbolg(Something like beastmaster?)
Some heavily armed furbolg(similar to tauren chieftain - big weapons)
Non-magical ranged(Gnoll animations would maybe work)
 
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A lot of the problem, like PROXY is saying, is diversity. Sure, you can geo-mod a whole buncha Furbolgs with various armor & weapons, but in the end, they've all got this dumb hunched bulky stature. Editing proportions might work (seems difficult; not sure how much), but again, the animations.

If there were a way to create a more humanoid-like Furbolg base mesh (allowing for easier anim transfer?), and you could convince the players that the "normal" Furbolgs you see are a more primitive type (or something), maybe you could flesh out a race...

That being said, if one was making a mini-race, you could probably make a decent one for a campaign or such (Naga-style) with just model-editing the base Furbolgs. Just would be difficult to make a full-race out of them, for reasons of mesh/anim-similarity.

//EDIT - Then again, when you consider that, as Forest Dwellers, they'd have large portion of their race made up of creatures & perhaps treekin... You could avoid the "too-many-Furbolg" syndrome. Even moreso if you combined them with another race (Forest Troll, Gnoll, etc?).

Ay Dahno. Furbolgs are neat but I've always loved Jungle Trolls.
 
Level 21
Joined
Mar 27, 2012
Messages
3,232
A lot of the problem, like PROXY is saying, is diversity. Sure, you can geo-mod a whole buncha Furbolgs with various armor & weapons, but in the end, they've all got this dumb hunched bulky stature. Editing proportions might work (seems difficult; not sure how much), but again, the animations.

If there were a way to create a more humanoid-like Furbolg base mesh (allowing for easier anim transfer?), and you could convince the players that the "normal" Furbolgs you see are a more primitive type (or something), maybe you could flesh out a race...

That being said, if one was making a mini-race, you could probably make a decent one for a campaign or such (Naga-style) with just model-editing the base Furbolgs. Just would be difficult to make a full-race out of them, for reasons of mesh/anim-similarity.

//EDIT - Then again, when you consider that, as Forest Dwellers, they'd have large portion of their race made up of creatures & perhaps treekin... You could avoid the "too-many-Furbolg" syndrome. Even moreso if you combined them with another race (Forest Troll, Gnoll, etc?).

Ay Dahno. Furbolgs are neat but I've always loved Jungle Trolls.

Well, there is ONE model that is more closer to having a humanoid base. I guess a lot could be built off of that, as it has attachment points and the author has also made some attachments for it.
If it's not viable to make a ton of furbolgs or furbolg-like creatures, then another way is having a few good base models and the attachments will diversify them. (With the further benefit of taking less space due to making new units by applying attachments)
 
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