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Medieval Knight Variations

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Original authors:
Weapon: by Asssssvi; greatsword by @Blood Raven
Armor: Plate Armor Knight by Gluma;
Helmet: Captain by Rhapsodie; (base model by johnwar)
Medieval knights do not need shields, they only need big long stick.


Notes
Pikeman: I suggest adding minimal range of attack so it doesn't look weird. Bring catapult or ballista to counter them!
Greatsword knight: Women fight with sword! Men fight with greatsword!

Update: Added pikeneer version
Update: Added greatsword version
Previews
Contents

Great Swordsman (Model)

Noble Pikeman (Model)

Reviews
Em!
Em!
-Fix sanity issues. You can test your model without uploading it in the Utility tab, Model Checker. -The gut-mesh should become visible as the model disappears into the ground. -The model should not be visible even when it has gone under in Decay...
I could make a dark soul map with all of your models because they all look awesome.
hmm probably good idea to add roll animation for knightess
Is really handsome,but the movements are a little too formal, and you should be bold if you can.He is more like a janitor than a powerful champion.
it sweeping time

Stop! You've violated the law!​

Have you heard of high elves?
That's a solid one. :peasant-thumbs-up: I like the overall style and especially the animations. There's just one thing that could be improved - creating a variation of the model using only ingame textures.
maybe later
Overall a very nice model. But personally, I think it might be lacking in 1 or 2 more base attack animations in which he uses the halberd/bardiche.
attack 1 was made from For Honor Lawbringer's fastest poke attack, and the weapon is placeholder, I want to change it to Asssssvi guardsman's halberd when he is online again
 

Em!

Em!

Model Reviewer
Level 30
Joined
Jan 9, 2004
Messages
789
-Fix sanity issues. You can test your model without uploading it in the Utility tab, Model Checker.
-The gut-mesh should become visible as the model disappears into the ground.
-The model should not be visible even when it has gone under in Decay Bone. Fix visibility. I am going to have to check your other models for that, aren´t I?
-Reduce the amount of clipping during the walk animation, especially from the back. The front is often consistent and gives it a better illusion of being natural.
-Site rules demand a collision sphere.
-The health bar needs to be higher. Fix the extension.
-Center the portrait camera and portrait backdrop.
 
Last edited:
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