- Joined
- Feb 4, 2009
- Messages
- 3,174
Chess Unit
Contestants should create an unit which is an artistic interpretation of a Chess piece.
-Peper-
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White Knight
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skrab
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White Queen
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Mesh: 5/15
The mesh is efficient and okay. But I see there is very little that you actually did there. I can't give you a high rating due to this.
Animations: 6/10
Alright animations. Both the imported and the ones you did. But... it's funny in the portrait model how he has just one eyeball, is it intentional? Well, if it is, it doesn't suit your concept... Also I find pretty funny that he looks like he's just saying bullshit in the talk animations. People don't talk like that, you know... they move the facial muscles.
Skin: 3/10
Boring skin is boring. Lacks something and ends up looking pretty ordinary. Maybe a teamcolour would have worked. (And it would be necessary also)
And that spear looks like an attachment to a model, not like a part of it. Although I like the look of the weapon, it isn't working along with the model texture-wise.
Mechanics: 3/5
Although everything else seems ok, it has no teamcolor.
Effects: 1/5
It is a boring model. Effects could have made it more attractive but they are barely there.
Creativity: 1/5
You said in the thread the bishop chess piece where you live is translated as synonym of Hunter. It makes sense, since the essence of the bishop in chess tradition is to infiltrate places in diagonals with his charisma. The hunter infiltrates with his guile.
I'll respect the different word for the chess piece, what gives a different simbology. But even as a Hunter, it doesn't seem to be very smart and consistent. Don't see this guy hunting anywhere, he doesn't infiltrate or camouflate... just too noble for the thing. He seems more like a chess King or something like it. And even if it would fit it has boring details.
Overall rating: 19/50
The mesh is efficient and okay. But I see there is very little that you actually did there. I can't give you a high rating due to this.
Animations: 6/10
Alright animations. Both the imported and the ones you did. But... it's funny in the portrait model how he has just one eyeball, is it intentional? Well, if it is, it doesn't suit your concept... Also I find pretty funny that he looks like he's just saying bullshit in the talk animations. People don't talk like that, you know... they move the facial muscles.
Skin: 3/10
Boring skin is boring. Lacks something and ends up looking pretty ordinary. Maybe a teamcolour would have worked. (And it would be necessary also)
And that spear looks like an attachment to a model, not like a part of it. Although I like the look of the weapon, it isn't working along with the model texture-wise.
Mechanics: 3/5
Although everything else seems ok, it has no teamcolor.
Effects: 1/5
It is a boring model. Effects could have made it more attractive but they are barely there.
Creativity: 1/5
You said in the thread the bishop chess piece where you live is translated as synonym of Hunter. It makes sense, since the essence of the bishop in chess tradition is to infiltrate places in diagonals with his charisma. The hunter infiltrates with his guile.
I'll respect the different word for the chess piece, what gives a different simbology. But even as a Hunter, it doesn't seem to be very smart and consistent. Don't see this guy hunting anywhere, he doesn't infiltrate or camouflate... just too noble for the thing. He seems more like a chess King or something like it. And even if it would fit it has boring details.
Overall rating: 19/50
Mesh: 5/15
Well... that's quite not the way it works.
It is too low-poly in many parts where more detail would be needed, mainly the guy's body... The anatomy is screwed up. The guy is 4 heads tall, while in reality people are like 8 heads tall and in wc3 like 5 or 6. And his body is all boxy, full of smoothing group seams. (Generally putting everything into the same smoothing group is better for an organic model) In addition, the topology isn't efficient. That shoulder is too flat by default, and when animated looks like the head is trying to sink into the body. Try using anatomy references to do the mesh, it helps.
Also, that boxy depth in the mask and the shield looks pretty bad... they would look better as planes.
Animations: 5/10
The footman animations seem to be efficient... But the chatotic rig and topology makes them look bad and distort the mesh weirdly.
Skin: 6/10
Although the quality of the drawing is good, there are many seams in the skin. You should have tried to make the different regions of the unwrap blend smoothly when wrapped.
Mechanics: 4/5
Performs well in-game... the topology faults kinda get camouflated from above, and the footman event objects are all there.
Effects: 2/5
There's no big need for effects, but you could make your model less boring with them.
Creativity: 5/5
Absolutely a pawn. The concept is far from being ordinary and it has its consistency. Don't really see it as a 'White' Pawn though, but it's ok.
Overall rating: 27/50
Well... that's quite not the way it works.
It is too low-poly in many parts where more detail would be needed, mainly the guy's body... The anatomy is screwed up. The guy is 4 heads tall, while in reality people are like 8 heads tall and in wc3 like 5 or 6. And his body is all boxy, full of smoothing group seams. (Generally putting everything into the same smoothing group is better for an organic model) In addition, the topology isn't efficient. That shoulder is too flat by default, and when animated looks like the head is trying to sink into the body. Try using anatomy references to do the mesh, it helps.
Also, that boxy depth in the mask and the shield looks pretty bad... they would look better as planes.
Animations: 5/10
The footman animations seem to be efficient... But the chatotic rig and topology makes them look bad and distort the mesh weirdly.
Skin: 6/10
Although the quality of the drawing is good, there are many seams in the skin. You should have tried to make the different regions of the unwrap blend smoothly when wrapped.
Mechanics: 4/5
Performs well in-game... the topology faults kinda get camouflated from above, and the footman event objects are all there.
Effects: 2/5
There's no big need for effects, but you could make your model less boring with them.
Creativity: 5/5
Absolutely a pawn. The concept is far from being ordinary and it has its consistency. Don't really see it as a 'White' Pawn though, but it's ok.
Overall rating: 27/50
Mesh: 15/15
Perfect topology, detail level, warcraftishness... just purrfect...
Animations: 8/10
They're reeeaally nice. There are some faults, though... stand doesn't loop correctly, has no variations, nor does attack has them.
Skin: 10/10
We're talking about real textures here.
Mechanics: 4/5
Works fine, I just don't like the fact that it takes much more space above than on the ground and it is freaking huge, so it isn't easy to actually make it work perfectly along with other units. But the warcraftish patterns make it work very well as a real WC3 model. One of the few in this contest.
Effects: 3/5
Sorry Dio, but eeew at those particles in the death anim. The ubersplat on it is pleasant to my eye, though.
Creativity: 5/5
A bit random, but very unpredictable. Its personality fits a queen very much, and she's very 'black' concept-wise. Good job.
Overall rating: 45/50
Perfect topology, detail level, warcraftishness... just purrfect...
Animations: 8/10
They're reeeaally nice. There are some faults, though... stand doesn't loop correctly, has no variations, nor does attack has them.
Skin: 10/10
We're talking about real textures here.
Mechanics: 4/5
Works fine, I just don't like the fact that it takes much more space above than on the ground and it is freaking huge, so it isn't easy to actually make it work perfectly along with other units. But the warcraftish patterns make it work very well as a real WC3 model. One of the few in this contest.
Effects: 3/5
Sorry Dio, but eeew at those particles in the death anim. The ubersplat on it is pleasant to my eye, though.
Creativity: 5/5
A bit random, but very unpredictable. Its personality fits a queen very much, and she's very 'black' concept-wise. Good job.
Overall rating: 45/50
Mesh: 12/15
Very nice detail level, polycount and topology. I'd complain about the aesthetics of the mesh itself. Those towers are too bulky and don't make much sense to me there.
Animations: 9/10
Wow. Those animations are really incredible. (Well.. the towers with their nonsense motion, as if they were made of paper, attempt to ruin it... but it is still awesome)
Skin: 7/10
Using those campaign textures everywhere is an effective way to make something boring, like those towers. There are some resolution/colour scheme conflicts, but the usage of texture is smart somewheres, like in the alpha channels.
Mechanics: 5/5
Works well enough in-game. The missile is a really nice addition.
Effects: 6/5
Words just fail me. The effects on this model are amazing. Among the best I ever seen.
Creativity: 3/5
Head of an eagle, elegant patterns of the gryphon aviary, and such elements that inspire lightness and versatility are in conceptual conflict with the tower metal, and the bulk and chains of the towers that allude to heaviness (and sorry, those towers look very random)... Ends up that it is between a creative idea and random mental diarrhea.
Seems like you had an unrelated concept of an eaglefolk and then you added stuff so it can be seen as a chess rook. What isn't very good in terms of conceptual consistency.
The thing that is unquestionable is the 'whiteness' of your rook. And the details made are creative.
Overall rating: 42/50
Very nice detail level, polycount and topology. I'd complain about the aesthetics of the mesh itself. Those towers are too bulky and don't make much sense to me there.
Animations: 9/10
Wow. Those animations are really incredible. (Well.. the towers with their nonsense motion, as if they were made of paper, attempt to ruin it... but it is still awesome)
Skin: 7/10
Using those campaign textures everywhere is an effective way to make something boring, like those towers. There are some resolution/colour scheme conflicts, but the usage of texture is smart somewheres, like in the alpha channels.
Mechanics: 5/5
Works well enough in-game. The missile is a really nice addition.
Effects: 6/5
Words just fail me. The effects on this model are amazing. Among the best I ever seen.
Creativity: 3/5
Head of an eagle, elegant patterns of the gryphon aviary, and such elements that inspire lightness and versatility are in conceptual conflict with the tower metal, and the bulk and chains of the towers that allude to heaviness (and sorry, those towers look very random)... Ends up that it is between a creative idea and random mental diarrhea.
Seems like you had an unrelated concept of an eaglefolk and then you added stuff so it can be seen as a chess rook. What isn't very good in terms of conceptual consistency.
The thing that is unquestionable is the 'whiteness' of your rook. And the details made are creative.
Overall rating: 42/50
Mesh: 1/15
Okay, so basically you picked the footman mesh and added some random cross-overs to "decorate it".
Animations: 1/10
Yes, obviously the animations do fit well... but what's the big deal if you didn't even had to 'adapt' it, from footman to footman.
Skin: 1/10
Lololololo
Mechanics: 2/5
Okay, it works. Applauses.
Effects: 5/5
It... attacks, and... **SPARKLES*!!!!!!!!1
wow........it is... amazing.
Creativity: 1/5
Good job deducting that the footman fits as a white pawn.
Overall rating: 11/50
Okay, so basically you picked the footman mesh and added some random cross-overs to "decorate it".
Animations: 1/10
Yes, obviously the animations do fit well... but what's the big deal if you didn't even had to 'adapt' it, from footman to footman.
Skin: 1/10
Lololololo
Mechanics: 2/5
Okay, it works. Applauses.
Effects: 5/5
It... attacks, and... **SPARKLES*!!!!!!!!1
wow........it is... amazing.
Creativity: 1/5
Good job deducting that the footman fits as a white pawn.
Overall rating: 11/50
Mesh: 12/15
It is good-looking. The polycount is pretty high, but I can't really spot many unreasonable polies. Although I'd say the detail level is too high, when you use in-game textures sometimes you can't run away from high polycount if you need edges to wrap the texture... And there's a couple of internal polies there.
Animations: 8/10
The mountain giant animations fit well and it is well-rigged. They are smooth and fine. (Eventhough I would do something more agressive for attack anim considering I'd have 2 heavy arms like those)
Skin: 7/10
Although it is well-wrapped and the choices aren't bad, in-game it turns into a boring combination of different colour schemes and tiny details in such a way you can't tell stuff very well.
Mechanics: 5/5
Works fine in-game.
Effects: 4/5
Good effects overall. That ubersplat at death is something I like.
Creativity: 1/5
It is conceptually perfect as a rook, the concept is consistent and the details show creative effort. What a shame the ideas aren't yours.
Overall rating: 37/50
It is good-looking. The polycount is pretty high, but I can't really spot many unreasonable polies. Although I'd say the detail level is too high, when you use in-game textures sometimes you can't run away from high polycount if you need edges to wrap the texture... And there's a couple of internal polies there.
Animations: 8/10
The mountain giant animations fit well and it is well-rigged. They are smooth and fine. (Eventhough I would do something more agressive for attack anim considering I'd have 2 heavy arms like those)
Skin: 7/10
Although it is well-wrapped and the choices aren't bad, in-game it turns into a boring combination of different colour schemes and tiny details in such a way you can't tell stuff very well.
Mechanics: 5/5
Works fine in-game.
Effects: 4/5
Good effects overall. That ubersplat at death is something I like.
Creativity: 1/5
It is conceptually perfect as a rook, the concept is consistent and the details show creative effort. What a shame the ideas aren't yours.
Overall rating: 37/50
Mesh: 13/15
The mesh is okay. Nothing impressive, but well-made.
Animations: 4/10
Bad animations. Linear animations are far from being the best choice when handling things like a spring... You should have used TCB, or bezier, hermite or any curve-supporting animation. There are no spring dynamics if the animation is linear. In-game the stand anims are quite misleading also, because they don't suggest the spring is a spring and suddenly in stand-4 there's too much motion what looks like a spell was cast or anything like it, while attack has too little of it. The portrait has an idle anim that seems like talking, what is misleading as well... and there could be more life on the talking. But death and walk are alright.
Skin: 8/10
Quite plain and boring, but it has good quality.
Mechanics: 2/5
You need to make some changes to turn this into a proper warcraft model. It is essential for a model that walks the way yours do to have some kind of footprint, and also the portrait isn't very nice, has no attachments, etc. And the animations are bad mechanic-wise, since they don't suggest very effectively what is the action being performed with the exception of walk and death.
Effects: 2/5
Yeah, there's that talk particle emmiter, which looks a bit weird. But a jumping model would require dirt particles as it walks.
Creativity: 1/5
The concept is very random and lacks art. There isn't an actual relation between the model and a 'bishop' symbolically, just literally, and the details aren't bishop-like, they are random metal parts, like springs and bear trap halves. This makes the concept ordinary and unimpressive.
I mentioned at the theme presentation that you weren't supposed to make a literal interpretation, but pick a piece and take from it its personality, its symbology, its essence, its artistic image in your head and transform it into a wc3 unit. Even for a literal thing, this artistic process of abstraction isn't present in your concept, which is modelling the actual bishop chess piece with one or two twists. Ends up that even in the details, the concept turns out random. I mean... although there are pointers to the diagonals and a priest-headress shaped helmet, I ask myself...
Why a spring? Bishops are priests, or even runners in some languages... not tinkers, gadgeteers, etc...
Why a metal jaw? There aren't a lot of priests that lay bear traps in the woods.
Why would a bishop headdress be made of steel? When they tend to use soft linen clothing with golden accessories.
And so on... Seems to me everything is very arbitrary and there aren't big worries of conceptual consistency.
Overall rating: 30/50
The mesh is okay. Nothing impressive, but well-made.
Animations: 4/10
Bad animations. Linear animations are far from being the best choice when handling things like a spring... You should have used TCB, or bezier, hermite or any curve-supporting animation. There are no spring dynamics if the animation is linear. In-game the stand anims are quite misleading also, because they don't suggest the spring is a spring and suddenly in stand-4 there's too much motion what looks like a spell was cast or anything like it, while attack has too little of it. The portrait has an idle anim that seems like talking, what is misleading as well... and there could be more life on the talking. But death and walk are alright.
Skin: 8/10
Quite plain and boring, but it has good quality.
Mechanics: 2/5
You need to make some changes to turn this into a proper warcraft model. It is essential for a model that walks the way yours do to have some kind of footprint, and also the portrait isn't very nice, has no attachments, etc. And the animations are bad mechanic-wise, since they don't suggest very effectively what is the action being performed with the exception of walk and death.
Effects: 2/5
Yeah, there's that talk particle emmiter, which looks a bit weird. But a jumping model would require dirt particles as it walks.
Creativity: 1/5
The concept is very random and lacks art. There isn't an actual relation between the model and a 'bishop' symbolically, just literally, and the details aren't bishop-like, they are random metal parts, like springs and bear trap halves. This makes the concept ordinary and unimpressive.
I mentioned at the theme presentation that you weren't supposed to make a literal interpretation, but pick a piece and take from it its personality, its symbology, its essence, its artistic image in your head and transform it into a wc3 unit. Even for a literal thing, this artistic process of abstraction isn't present in your concept, which is modelling the actual bishop chess piece with one or two twists. Ends up that even in the details, the concept turns out random. I mean... although there are pointers to the diagonals and a priest-headress shaped helmet, I ask myself...
Why a spring? Bishops are priests, or even runners in some languages... not tinkers, gadgeteers, etc...
Why a metal jaw? There aren't a lot of priests that lay bear traps in the woods.
Why would a bishop headdress be made of steel? When they tend to use soft linen clothing with golden accessories.
And so on... Seems to me everything is very arbitrary and there aren't big worries of conceptual consistency.
Overall rating: 30/50
Mesh: 9/15
Although it looks good, it isn't very clean and optimized. I mean, there are many hidden polies and wrong geometry decisions, like: modelling teeth while you can use alpha planes; giving a very thin cylinder 5 sides instead of 3; making a poly-shaped flat weapon instead of looking for an alpha one, which would even look much better; leaving there polies that won't be ever seen by the players, etc.
Animations: 8/10
The chosen animations fit well and it is well-rigged.
Skin: 7/10
Although choices are good, there's too much information going on. Some wrap faults here and there, also.
Mechanics: 4/5
Works fairly well in-game.
Effects: 2/5
It is an overkill. Hurts my eyes. Particles could be softer and fewer.
Creativity: 4/5
It is an eccentric concept. There's a little conflict on the blackness of the rider overall with the supposed whiteness of the model. I don't take it as critical, but it is an issue. White Knights don't need to be holy - one common simbology of the white knight is the one that rescues. That saves the princess and rejects the reward. I see that character in your model. But that character can't be frightening, as a black dragonfolk suggests.
Overall rating: 34/50
Although it looks good, it isn't very clean and optimized. I mean, there are many hidden polies and wrong geometry decisions, like: modelling teeth while you can use alpha planes; giving a very thin cylinder 5 sides instead of 3; making a poly-shaped flat weapon instead of looking for an alpha one, which would even look much better; leaving there polies that won't be ever seen by the players, etc.
Animations: 8/10
The chosen animations fit well and it is well-rigged.
Skin: 7/10
Although choices are good, there's too much information going on. Some wrap faults here and there, also.
Mechanics: 4/5
Works fairly well in-game.
Effects: 2/5
It is an overkill. Hurts my eyes. Particles could be softer and fewer.
Creativity: 4/5
It is an eccentric concept. There's a little conflict on the blackness of the rider overall with the supposed whiteness of the model. I don't take it as critical, but it is an issue. White Knights don't need to be holy - one common simbology of the white knight is the one that rescues. That saves the princess and rejects the reward. I see that character in your model. But that character can't be frightening, as a black dragonfolk suggests.
Overall rating: 34/50
Mesh: 6/15
Well, well... I really have my issues with your style of modeling. Basically objects mashed together, repeating several times to give shape to something. Turns out very high poly, and boring. There were many other possible choices to give the effect you want that wouldn't be poly-heavy, and that would look better. I mean, why having so many geometry segments when they don't articulate?
Animations: 5/10
The spider anims go fairly well with it. But the anims you made are ordinary.
Skin: 0/10
Really? One item-object 128x128 texture for the whole model? You should have realized that in-game it looks totally out-of-place. (And it is full of errors and seams)
Mechanics: 1/5
Even if it had everything to work properly (which it has not), it just doesn't fit in-game, can't actually work in it.
Effects: 3/5
I'll pretend I understood what are those green blobs in the spider joints: Nice effects.
Creativity: 2/5
What is this...really. I just don't get it. Seems overall too random, although alternate suggests being a tower.
Overall rating: 17/50
Well, well... I really have my issues with your style of modeling. Basically objects mashed together, repeating several times to give shape to something. Turns out very high poly, and boring. There were many other possible choices to give the effect you want that wouldn't be poly-heavy, and that would look better. I mean, why having so many geometry segments when they don't articulate?
Animations: 5/10
The spider anims go fairly well with it. But the anims you made are ordinary.
Skin: 0/10
Really? One item-object 128x128 texture for the whole model? You should have realized that in-game it looks totally out-of-place. (And it is full of errors and seams)
Mechanics: 1/5
Even if it had everything to work properly (which it has not), it just doesn't fit in-game, can't actually work in it.
Effects: 3/5
I'll pretend I understood what are those green blobs in the spider joints: Nice effects.
Creativity: 2/5
What is this...really. I just don't get it. Seems overall too random, although alternate suggests being a tower.
Overall rating: 17/50
Mesh: 12/15
Very efficient mesh. It looks very good, but there's an issue with smoothing groups... There are geometry seams spread all over it.
Animations: 7/10
The animations are of high quality and very well-made. But they are dumb. Stand has no variation and she's just standing, vaguely looking forwards, forever. Then, at stand ready she's just 10% more stressed out. Death is dumbest. Seems like she got too drunk and fell forwards, head down. The head going down is the critical aspect - dying like this is not noble at all.
Skin: 4/10
The texture is too blurry and lacks shading/highlights. Too plain colored, everything is way too soft and even teamcolour gets misleading because of it.
Mechanics: 4/5
Misleading teamcolor mask is no good in terms of mechanics. Everything else is acceptable.
Effects: 4/5
Nothing impressive, but the attack particles are effective.
Creativity: 4/5
The model belongs to its own concept and it is conceptually consistent. Eventhough, it is too predictable.
Overall rating: 35/50
Very efficient mesh. It looks very good, but there's an issue with smoothing groups... There are geometry seams spread all over it.
Animations: 7/10
The animations are of high quality and very well-made. But they are dumb. Stand has no variation and she's just standing, vaguely looking forwards, forever. Then, at stand ready she's just 10% more stressed out. Death is dumbest. Seems like she got too drunk and fell forwards, head down. The head going down is the critical aspect - dying like this is not noble at all.
Skin: 4/10
The texture is too blurry and lacks shading/highlights. Too plain colored, everything is way too soft and even teamcolour gets misleading because of it.
Mechanics: 4/5
Misleading teamcolor mask is no good in terms of mechanics. Everything else is acceptable.
Effects: 4/5
Nothing impressive, but the attack particles are effective.
Creativity: 4/5
The model belongs to its own concept and it is conceptually consistent. Eventhough, it is too predictable.
Overall rating: 35/50
Mesh: 15/15
This is the exact detail level, proportions and style for a WC3 model. And it looks very good.
Animations: 10/10
Oh my god, these anims are incredible. Amazing job. Really well-made and very warcraft-ish.
Skin: 7/10
This texture isn't the best aspect of your model, but it works well as a WC3 texture. What's weird is that you took stuff from other textures which you could have used directly instead.
Mechanics: 4/5
Decay animation is lacking and portrait is kinda weird, but everything else is working. The fact that this model fits warcraft so well is good in terms of mechanics.
Effects: 3/5
It's not like there's desperate need for effects, but some dust particles in walk would be good.
Creativity: 6/5
In my opinion this is the gem of the contest. Consider yourself a winner even if you don't win. The idea is marvelous and it has perfect relation to the Black Knight. I see it going in L's over a macabre chessboard, frightening the White King with its deep eyes. You really know how to be unpredictable without being random. Amazing job. And please, make the whole chess set!
Overall rating: 45/50
This is the exact detail level, proportions and style for a WC3 model. And it looks very good.
Animations: 10/10
Oh my god, these anims are incredible. Amazing job. Really well-made and very warcraft-ish.
Skin: 7/10
This texture isn't the best aspect of your model, but it works well as a WC3 texture. What's weird is that you took stuff from other textures which you could have used directly instead.
Mechanics: 4/5
Decay animation is lacking and portrait is kinda weird, but everything else is working. The fact that this model fits warcraft so well is good in terms of mechanics.
Effects: 3/5
It's not like there's desperate need for effects, but some dust particles in walk would be good.
Creativity: 6/5
In my opinion this is the gem of the contest. Consider yourself a winner even if you don't win. The idea is marvelous and it has perfect relation to the Black Knight. I see it going in L's over a macabre chessboard, frightening the White King with its deep eyes. You really know how to be unpredictable without being random. Amazing job. And please, make the whole chess set!
Overall rating: 45/50
Arisato - White Bishop
Mesh: (1\15) Blizzard's Arthas and Kael meshes are used heavily. Almost the entire mesh is Blizzard-made. The few parts that are not made by Blizzard(the glove guards, the weapon and possibly the book) are sloppily made and very boring. Altogether, it just looks like Kael with a pike. Sorry. One point for good effort.
Animations (4\10): Most of the animations seem to be taken from Kael. The few that aren't(Attack animations, Stand Ready, Spell, Stand 3) are rather decent, but have sloppy transitions and are not very smooth. During Stand 3, his legs move rather awkwardly and seem to go completely out of the position that the rest of the animations are played in. The transition back into the regular pose is very sloppy. Walk and Stand Channel make absolutely no sense - He is carrying a two-handed pike, yet all of a sudden he is able to lift it in only one hand and swing it around wildly, with great ease? The way he holds the pike in those animations also seems very strange. The pike seems very unbalanced. The attack animations and the spell animation are rather well made, and of decent quality. The strikes do seem powerful and strong. Well done on those.
Skin: (2\10) Since the model uses entirely Blizzard skins, I'll be judging the creativity of the usage of skins, and the wrap. To me, it seems like much of the wrap was kept as it is, and simply switched texture from Kael to Arthas. Nonetheless(perhaps due to this reason), the legs and chest are very well wrapped and look good. The shoulderpads and handguards, however, are extremely messy, and don't look like anything but a splodge of gray and gold colors. The head and cape seem to not have been modified at all. In addition to that, very few textures are used, thus the creativity is very limited. The whole skin is monotone and boring. Try some different colors! You could've given him some leather boots, a helmet, a necklace, some different shoulderpads; Yet all we see is metal and gold.
Mechanics: (2\5) The model doesn't have any teamcolor! This is a major point lose in the mechanics department, which is a real shame, since all other mechanics seem to be present(with the exception of hero glow - Which is necessary for a hero unit): Blood effects, footprints, Dissipate animation, a functioning portrait with team-colored background, a fitting death sound, attachment points and the model is selectable in-game.
Effects: (1\5) The model has a ribbon emitter, but it is seen during ALL animations, which leads to a very strange looking effect. No other particles or effects that I noticed. One point for effort.
Creativity\Theme: (2\5) The model is neither creative, nor does it actually fit the theme all that well. I'm sorry, but I just don't see a white bishop. Bishops in Chess move diagonally(e.g: They are fast and have rather free movement, unlike for example pawns or kings), and in real life are religious figures. The model resembles a royal guard or a generic pikeman to me more than anything else. I know that 'Bishop' is translated into 'Runner', 'Elephant' and other meanings in other languages, but to be fair, none of these seem to fit the model either. :/
Overall: 12\50
darkdeathknight - White Pawn\Tribesman
Mesh: (13\15) The mesh seems to be entirely scratch-made, and rather well done. It is low-poly, but detailed in places that need to be detailed - Which is very fitting for Warcraft III. It should not stand out too much in-game, mesh-wise, which is absolutely marvelous. The only downside is that it may be a little TOO simple, and some additional details or decorations could've been added(e.g: A bone becklace, a dagger tied to his belt...) to make the model look less boring. However, that could be intentional, since the model represents a pawn: The most simple and basic front-line infantry, insignificant and expendable. Sidenote: I really like the 'stand-out' detail on the mask and the shield. Well done!
Animations (3\10): Footman animations were used. Although the animations are very fitting, and obviously well made(though, not by you), custom animations might have been better. It seems kind of lazy to me, using Blizzard animations when the texture and mesh are custom-made. On the bright side, the animations fit well with the intended concept. They certainly don't look bad.
Skin: (6\10) The texture is custom, and looks wonderful. The bright, cheerful colors seem fitting to Warcraft III, although I feel like it could have been slightly brighter, and the shading could have been better made. The alligator pelt doesn't seem to fit all that well in-game, either, although it looks good on the model in itself. In-game, the model is just a little bit too dark and monochromatic. There could've been more colors, and more teamcolor. The wrap is well done, but for some reason, the sides of the mask are completely bland. I don't know if it is an overlook on the wrap, or an issue with the skin - It looks bad nonetheless.
Mechanics: (3\5) Team color - Check.
Decay animations - Check.
Blood effects - Check.
Footprints - Check.
Attachment points - Check.
Death sound - Eh, it's there; But honestly, the footman sound doesn't seem very fitting for a simple tribesman.
Portrait... Now here's the problem. There is no separate Portrait file, and there isn't an in-built Portrait animation either, although there is an in-built camera, so the unit uses Stand and Stand 2 for portrait animations. This honestly doesn't look very good, and the unit doesn't talk. There is no teamcolored background behind the unit's head, either. I really feel like this model should have had a separate portrait file.
Effects: (0\5) There are absolutely no effects that I could see. Zero points.
Creativity\Theme: (4\5) I'd say this is rather creative. It fits the role of a pawn very well, while not being a generic and cliche front-line swordsman in cheap armor, and with a sword and a shield. Nice job.
Overall: 29\50
Dionesiist - Black Queen\Succubus Queen
Mesh: (14\15) Very creative and well-done mesh. It's a bit too high-poly for a unit, but it could definitely work as a hero. The arms tied to her hair are really epic. I also like the hair on the front of her face. Well done! One tiny little problem is, though, that she is absolutely GINORMOUS in-game. You could've scaled her down a bit.
Animations (5\10): Honestly... There's simply too few animations. The ones you do have are rather basic, as well. During Stand, she seems to be... Pounding the ground, while shaking her ass in a stripper-like cycle of movement. I really don't understand what's going on in this animation - Is she breathing? Struggling against the giant arms that oppress her? Walk seems to be better, although the movement of the giant arms is not very smooth. In-game, you really have to make her move slowly, or else the animation will appear to be screwed up. Attack seems very good. There's a sense of power, of action, surrounding that punch... Too bad there's only one animation. That actually goes for the rest of the animations, too. Spell seems alright, but it is a little too short and simple. Some magic effects could have helped. Alternatively, you could've made it look like she's grabbing a unit in front of her; That would require the animation to be a lot more 'powerful' and strong, and possibly longer. Finally, we have Death. The animation itself is extremely bland and simple; She goes into a frozen pose, and then magically drills through the ground. Not very exciting.
Honestly, I think you could've done much better on this department. A lot of animations are missing(you could've done multiple variations of Stand and Attack, too), like various other Spells(Slam, Throw, Channel), a Dissipate\Decay animation instead of the sloppy, lazy Death animation, and maybe even a Walk Fast where she runs on all fours(six?), with the giant arms leaping around.
Skin: (8\10) The skin is extremely well made. The shading is perfect, and there's plenty of color. I think the red is a little too vibrant, though, and the purple\red bits are a bit overwhelming. They could easily be confused as teamcolor. Speaking of which, there is far too little teamcolor on the texture!
The texture seems to fit fine in-game, although, again, the purple is overwhelming.
Mechanics: (3\5) There is far too little teamcolor. Honestly, you cannot tell who the unit belongs to, even after looking hard. Much of the purple and red bits could have easily been teamcolor, and probably would've looked much better that way, too. Asides from that, there is no hero glow, which is not necessarily bad - But it implies the model is that of a unit, not a hero. There are footprints, attachments points, a death sound, and even an ubersplat - Which seems to replace blood effects, in this case. A good and working portrait is also included, and the model is selectable in-game. The Chest attachment point seems to be missing, though. The portrait is very well made!
Effects: (3\5) Although there are few effects(only in the Death animation), they are very well executed. Honestly, I think that the model would benefit from additional effects on Spell, and possibly some (hero-)glow here and there.
Creativity\Theme: (5\5) Dionesiist is known to be a master of creativity, and he doesn't disappoint here either. The model could be conceived as a black queen, seeing how she is seemingly a powerful female role, possibly of great significance, yet she is bound to a power greater than her own; In the model's case, the giant demonic arms connected to her hair. In real-life, the player controlling the chess pieces.
Well done!
Overall: 38\50
epsilon - White Rook
Mesh: (13\15) The mesh seems to be custom made, and well done. Very creatively executed. The little details such as the helmet on the eagle statue head, the chains connecting the two towers and the rotating bits on the towers themselves add a lot to the model. The morphed version looks equally good as the regular version. I do feel the model may be a little TOO detailed, though. I don't see it being used as a regular unit, that's for sure; Perhaps as a hero, or as a big creep, or a boss. The polycount is slightly too high, and the legs do look a little strange, and unfitting.
Animations (7\10): I don't know if those animations are custom or not, but they certainly SEEM custom and unique, and that's what matters. I do not recognize any of them, apart from maybe the Death animation, which could be the Shaman's... But I could as well be wrong. The animations are very well made, anyway - Asides from the "Walk" animation. Honestly, it looks very strange. The legs deform a lot. Could it be possible that the entire leg part was rushed? Honestly, it's not as good as the rest. It's very bad, actually. The morphing animations, on the other side, are very good, mostly thanks to the animated SFX. One thing I noticed, however - Is that there is no "Bone_Turret", and as such, the model cannot rotate to face attackers in-game, in building form.
Skin: (9\10) Although the model uses Blizzard textures, the textures were chosen well, and wrapped well. The textures fit together and look great on the model. Major props for that! They don't even stick out in-game, due to them being Blizzard textures, which is a great bonus.
Mechanics: (4\5) The model seems to have all the necessary mechanics. It can morph back and forth well in-game. It has a beautiful, working portrait, plenty of teamcolored glow, sounds, footprints, attachment points, and the model is selectable in-game. One problem I noticed is that there are no "Sprite" attachment points, which is strange for a seemingly mechanical unit; It cannot burn when damaged in-game, not even in Building form. That may be intentional, though, as the model may not be intended to be used as a mechanical unit. Another problem is that the team-glow seems to be a little... Bleak, and it's sometimes hard to tell the exact team color of the unit. Red could easily be confused with pink, for example, and blue with light blue.
Effects: (5\5) There is plenty of gorgeous effects, all over the model. Temacolored glow, particles and effects in various animations and a SPECTACULAR death animation. Well done!
Creativity\Theme: (4\5) Although a walking statue is not very creative by itself, the idea was executed rather creatively. The two big towers attached to the model, the glowing aura, etc - All add to the creativity of the model. It also is basically the definition of a Rook - It is big, sturdy, defensive(has a defending form), and in general a giant tower. Nicely done, indeed!
Overall: 42\50
eubz - White Pawn
Mesh: (1\15) It's Blizzard's footman mesh, with strange spikes all over the place. It's very messy and I have no idea what's going on.
Animations (1\10): Blizzard's footman animations are used. No changes at all.
Skin: (3\10) Terrible, TERRIBLE use of Blizzard textures. It's white, all over the place. The wrap is absolutely horrendous.
Mechanics: (5\5) All needed mechanics seem to be present.
Effects: (3\5) There seem to be a few particle emitters seen during "attack" animations, and a star emitter during "stand victory", but I really don't understand their purpose. Why are they there? They really make little sense to me. Nonetheless, 3 points for usage of SFX.
Creativity\Theme: (4\5) I suppose that it fits the theme, as a white pawn. It's a simple frontline soldier(as it is based on the footman), and it's quite white, so I see nothing wrong here. It may be a little "overdecorated" for a simple pawn, though. The cape and all the spikes really make it seem somewhat royal.
Overall: 17\50
-Grendel - White Rook
Mesh: (14\15) A very well-made mesh. It seems to be entirely custom. There is plenty of details everywhere, and it just looks awesome. My only concern here is that it may be a little too detailed for WC3, but it's okay, since it's probably not supposed to be used en-masse, but rather, as one, big unit.
Animations: (8\10) Mountain Giant animations were used, but they are very fitting here! The Spell animations is beautiful. The animations fit perfectly for this kind of unit. The "Upgrade" animation set adds a lot, too.
Skin: (9\10) Although Blizzard textures were used, they were used very well. The wrap is excellent. The colors and textures do seem to fit in-game.
Mechanics: (4\5) All needed mechanics seem to be present, but there is no separate portrait file. The built-in portrait camera seems to be rather offset, and not very accurate, and there is no team-colored glow behind the unit.
Effects: (5\5) There is an abundance of great-looking effects on this model! Beautiful explosion particles on Death, dust particles on Attack Upgrade, smoke coming out of him at all times, firey particles in Spell... Everything looks wonderful. Good job!
Creativity\Theme: (4\5) The idea of a big, walking tower\building\castle was certainly executed before, but it fits the theme of a rook quite nicely. It certainly represents a rook well, being big, slow and powerful.
Overall: 44\50
M0rbid - White Bishop
Mesh: (11\15) The mesh seems to be nicely done. It is low-poly, thus fitting in WC3. It has the cartoonish look that WC3 models have. I personally feel it may be a little too simple, though, and there may be too many polies in some parts: E.g, the metal jaw. The usage of planes for the springs is great, and it brings the polycount down even more, while looking good and serving well in the animations.
Animations: (5\10) The animations are rather simple. There is certainly a lot of them, but none of them are particularly impressive. They do seem a little bland in some cases, too. The death animation and the spell animations were really the only ones that stood out to me, so well done on those. The rest of them(attack and stand in particular) are not too great.
Skin: (5\10) The custom texture does, indeed, look good. It is cartoonish, which fits WC3's art style, and it's small in size, thus not wasting too much filesize either. However, the colors are very bleak, and dead. They don't look too good compared to WC3's vibrant and saturated colors. The wood is the biggest problem here, in my opinion. It really should have been less bright, but more saturated and brown. The metal is similarly problematic. I really think you missed the WC3 feel with those colors; They don't really look too good in-game. However, the texture itself is well made.
Mechanics: (1\5) Oh dear. The model is missing A LOT of mechanics. Footprints, attachments, death sound, a proper portrait, and the teamcolor is very bleak and doesn't fit very well in-game. The model does have an in-built portrait, but it doesn't have the teamcolored backdrop. At the very least, it's selectable in-game, even though there are no collision shapes.
Effects: (1\5) The only effect that I noticed is the smoke particle coming out of the model's mouth, and honestly, in-game it looks rather strange. Like it's appearing around the head, rather than coming out of the small 'mouth' hole.
Oh, and there are no 'Sprite' attachment points, which are necessary for a mechanical unit(which this seems to be).
Creativity\Theme: (3\5) While everyone else created the artistic interpertation of a chess piece, you took the theme literally and made a walking, presumably animated Bishop piece. There seems to be not a whole lot of thinking outside the box here. I guess it's creative because no one else made anything like that, but otherwise, it's just a jumping Bishop piece. I don't see how it connects to an actual Bishop piece either, asides from it's literal appearance.
Overall: (26\50)
-Peper- - White Knight
Mesh: (10\15) The mesh seems to be based on the Raider mesh, and possibly with some bits from the Black Dragon. It looks rather good, nonetheless. The horse\unicorn is a little messy, presumably because it was based on a wolf. The weapon is very flat and not very well made. It doesn't seem to fit the model too well, either. I do like the dragon head and wings, though, even if they are geo-merged from the Black Dragon. The helmet looks fine as well. The polycount is suitable for a hero in WC3. But honestly, it doesn't look too good, mainly because of the weapon. The armored knight-dragon looks great.
Animations: (6\10) Edited Raider animations were used, which is rather unusual, for a horseback Knight. I suppose they look rather good, but there is a major problem with the way he holds his weapon. The weapon just seems unfitting; It is a giant, two-handed axe, and he holds it with one hand. He just seems very unbalanced. The way the horse stands is also rather weird. I don't think it's even possibly for a horse to stand like that, because of the way it's legs are, but I really don't know much about horse anatomy. It just looks strange to me.
Skin: (6\10) Blizzard skins were used, but they seem to fit together well. The wrap on the armored rider is great - I'm not sure if you actually wrapped him like that, or if you just took the human campaign footman and put him on a horse, though. The wrap on the horse seems slightly messy, mostly due to the way the mesh is shaped(the tail and legs are the prime example here). The wrap on the helmet and on the weapon is rather bad and stretchy, and could do with some improvement. The rest looks fine.
Mechanics: (2\5) Although all of the mechanics are present, the Raider death sound, paw footprints, and orc blood are really unfitting. You could have changed those for more fitting ones. There is no proper portrait, either. The in-game, built-in portrait looks rather bad. He does not talk in-game, and there is no teamcolored backdrop. The model has all needed attachment points and is selectable in-game, though.
Effects: (2\5) Okay, well. There is A LOT of effects on this model. In fact, I believe there are too many... Half of them don't make sense(attack 1 particles, walk particles...), and there's just too much of them. No Blizzard model has THAT many random effects on it. I don't know what you were trying to do with those effects, either. He just looks like a walking, glowing disco machine.
Creativity\Theme: (2\5) Uh, alright, so here's the thing. A half-dragon half-man in heavy metal armor with a giant axe riding a horse-unicorn IS creative, but... White Knight? Really?
That honestly does not make me think of a white knight, at all. Real-life-wise OR chess-wise. Okay, I guess he's fast, but he may as well be a black knight. He's a BLACK dragon, with skull pauldrons, and for some reason - Lightning effect particles. He's riding a horse with a black horn. If anything, that would be a black knight. I'm sorry, but I see nothing in this model that makes me think of a 'white knight', asides from the heavy GRAY armor, and the teamcolored horse, which really don't help all that much.
Overall: (28\50)
rysnt11 - Black Rook
Mesh: (8\15) The mesh seems entirely custom-made. Although it doesn't look bad, it does look a little messy and repetitive. It's basically the same cylinder objects and spikes everywhere. In addition, it is WAY too high-poly, for such a seemingly simple unit. The 2000 polies are not justified at all. The polies could have been reduced everywhere.
Animations: (3\10) For the regular, "crawler" form, it uses Spider animations. The custom animations for the morphing and alternate form are very basic and not interesting at all... But, at least they work. The spider animations seem a little too organic for a seemingly mechanical\stone contraption.
Skin: (2\10) It's just the "glyph" texture, all over it. No variation at all. The wrap is not TERRIBLE, but it could be much better.
Mechanics: (1\5) Spider death sound and blood splatter... Those don't really fit with what you tried to create. They are far too 'organic', and it looks like very little effort went into those. There is no proper portrait, and worse of all - The alternate form is not selectable in-game, at all. At least the attachments are fine.
Effects: (3\5) There seems to be some nice green glow connecting the various parts. I quite like it, but other than that, there don't seem to be any effects. It's quite minor, actually.
Creativity\Theme: (2\5) The spider-walker itself, while creative, does not exactly fit the theme of a black rook. I suppose the tower it morphs into, however, is a lot more rook-like. It is rather creative, but very random as well. :/
Overall: (19\50)
Skrab - White Queen
Mesh: (10\15) The mesh is amazing. She seems VERY queen-ly, and the amount of polies is not too high. I really like the dress. The crown, however, seems to be a little too paper-like, and the scepter seems a little small. She will probably fit in among other WC3 villagers, but she won't stand out as a hero, or even a combat unit, unless of course scaled upwards. But that just adds to the queen-like feel. One major problem is, however, that the normals seem wrong. The model doesn't look smooth. It looks like it was cut out of paper.
Animations: (6\10) The animations seem very gentle and queen-like. The attack animation is especially great. The movement is very smooth. However, I would have liked to see more animations. More variations of "Stand", more variations of "Attack", some Spell animations. Maybe even some Portrait Talk animations(since the portrait is built-in anyways).
Skin: (2\10) To be honest, the skin is very bland and boring. It is almost entirely white, with very bleak and 'dead' team color. The face is taken directly from the Villager Woman. The crown looks like cardboard. Sorry, but this is not the strongest aspect of this model.
Mechanics: (2\5) Footprints and attachment points are existent, and so is a Decay animation, and she is selectable in-game, but there is no death sound, and the teamcolor is very bleak. Red teamcolor, for example, can be easily confused as pink. The lack of a proper portrait is also a minus. She has a camera, and built in portrait animation, but no talk animations and no teamcolored backdrop are present.
Effects: (1\5) There are no effects that I noticed, asides from a small glow on her staff during "attack", which is contributory, but not much.
Creativity\Theme: (5\5) While it is not very creative, this is, by definition, a White Queen. She is, indeed, very queenly, and the particles on her scepter indicate she is at least somewhat powerful, while at the same time gentle and soft. Well done.
Overall: (26\50)
Wandering Soul - Black Knight
Mesh: (15\15) The mesh LOOKS custom-made, but I'm not actually sure. It may use parts from Blizzard models. However, overall, it looks very good. If it is indeed custom-made, then I must say: Major props for making such a slick, clean mesh while maintaining the WC3 feel. Great job. I have absolutely no complaints.
Animations: (7\10) The animations seem custom-made, and although they are rather slow and robotic in some parts, they are overall very smooth and well-made. I think there could have been more animations, though. For one, it's missing a Dissipate\Decay animation. There could have been more attacks\stands, and more spells. Stand 2 and Death also seem rather robotic. All in all, the animations are good, but they are nothing special or exciting, and some of them could use some extra work.
Skin: (2\10) The custom skin takes away a lot. It is heavy on filesize, but adds nothing that in-game skins couldn't handle. Although it fits in-game nicely, as well as fitting the theme of a black knight, it is basically a mash-up of various in-game textures, with minor edits. The fact that there is a saddle also puzzles me somewhat. As far as I understand, it is supposed to be some sort of centaur with a twist. It doesn't look like it's made to be ridden, it looks rather sentient. But I suppose that's up to the artist to decide. Honestly, I am disappointed that you needed a custom skin for this. It looks like it could have been done with in-game textures.
Mechanics: (2\5) All mechanics seem to be present, except for a Dissipate\Decay animation! This is a very important part of every model, and the lack of it is very bad. When it dies in-game, it leaves no corpse, which looks very unfinished and, again, bad. The presence of a proper built-in portrait is encouraging, though. Too bad there is no talk animation.
Effects: (0\5) There are no effects that I could notice. Sorry.
Creativity\Theme: (5\5) It seems very creative, and fits the theme of a black knight well. In some languages, "Knight" is translated into "Horse", which is all the more fitting here. Well done.
Overall: 31/50
The Weird Human was disqualified for stealing parts from other models.
Mesh: (1\15) Blizzard's Arthas and Kael meshes are used heavily. Almost the entire mesh is Blizzard-made. The few parts that are not made by Blizzard(the glove guards, the weapon and possibly the book) are sloppily made and very boring. Altogether, it just looks like Kael with a pike. Sorry. One point for good effort.
Animations (4\10): Most of the animations seem to be taken from Kael. The few that aren't(Attack animations, Stand Ready, Spell, Stand 3) are rather decent, but have sloppy transitions and are not very smooth. During Stand 3, his legs move rather awkwardly and seem to go completely out of the position that the rest of the animations are played in. The transition back into the regular pose is very sloppy. Walk and Stand Channel make absolutely no sense - He is carrying a two-handed pike, yet all of a sudden he is able to lift it in only one hand and swing it around wildly, with great ease? The way he holds the pike in those animations also seems very strange. The pike seems very unbalanced. The attack animations and the spell animation are rather well made, and of decent quality. The strikes do seem powerful and strong. Well done on those.
Skin: (2\10) Since the model uses entirely Blizzard skins, I'll be judging the creativity of the usage of skins, and the wrap. To me, it seems like much of the wrap was kept as it is, and simply switched texture from Kael to Arthas. Nonetheless(perhaps due to this reason), the legs and chest are very well wrapped and look good. The shoulderpads and handguards, however, are extremely messy, and don't look like anything but a splodge of gray and gold colors. The head and cape seem to not have been modified at all. In addition to that, very few textures are used, thus the creativity is very limited. The whole skin is monotone and boring. Try some different colors! You could've given him some leather boots, a helmet, a necklace, some different shoulderpads; Yet all we see is metal and gold.
Mechanics: (2\5) The model doesn't have any teamcolor! This is a major point lose in the mechanics department, which is a real shame, since all other mechanics seem to be present(with the exception of hero glow - Which is necessary for a hero unit): Blood effects, footprints, Dissipate animation, a functioning portrait with team-colored background, a fitting death sound, attachment points and the model is selectable in-game.
Effects: (1\5) The model has a ribbon emitter, but it is seen during ALL animations, which leads to a very strange looking effect. No other particles or effects that I noticed. One point for effort.
Creativity\Theme: (2\5) The model is neither creative, nor does it actually fit the theme all that well. I'm sorry, but I just don't see a white bishop. Bishops in Chess move diagonally(e.g: They are fast and have rather free movement, unlike for example pawns or kings), and in real life are religious figures. The model resembles a royal guard or a generic pikeman to me more than anything else. I know that 'Bishop' is translated into 'Runner', 'Elephant' and other meanings in other languages, but to be fair, none of these seem to fit the model either. :/
Overall: 12\50
darkdeathknight - White Pawn\Tribesman
Mesh: (13\15) The mesh seems to be entirely scratch-made, and rather well done. It is low-poly, but detailed in places that need to be detailed - Which is very fitting for Warcraft III. It should not stand out too much in-game, mesh-wise, which is absolutely marvelous. The only downside is that it may be a little TOO simple, and some additional details or decorations could've been added(e.g: A bone becklace, a dagger tied to his belt...) to make the model look less boring. However, that could be intentional, since the model represents a pawn: The most simple and basic front-line infantry, insignificant and expendable. Sidenote: I really like the 'stand-out' detail on the mask and the shield. Well done!
Animations (3\10): Footman animations were used. Although the animations are very fitting, and obviously well made(though, not by you), custom animations might have been better. It seems kind of lazy to me, using Blizzard animations when the texture and mesh are custom-made. On the bright side, the animations fit well with the intended concept. They certainly don't look bad.
Skin: (6\10) The texture is custom, and looks wonderful. The bright, cheerful colors seem fitting to Warcraft III, although I feel like it could have been slightly brighter, and the shading could have been better made. The alligator pelt doesn't seem to fit all that well in-game, either, although it looks good on the model in itself. In-game, the model is just a little bit too dark and monochromatic. There could've been more colors, and more teamcolor. The wrap is well done, but for some reason, the sides of the mask are completely bland. I don't know if it is an overlook on the wrap, or an issue with the skin - It looks bad nonetheless.
Mechanics: (3\5) Team color - Check.
Decay animations - Check.
Blood effects - Check.
Footprints - Check.
Attachment points - Check.
Death sound - Eh, it's there; But honestly, the footman sound doesn't seem very fitting for a simple tribesman.
Portrait... Now here's the problem. There is no separate Portrait file, and there isn't an in-built Portrait animation either, although there is an in-built camera, so the unit uses Stand and Stand 2 for portrait animations. This honestly doesn't look very good, and the unit doesn't talk. There is no teamcolored background behind the unit's head, either. I really feel like this model should have had a separate portrait file.
Effects: (0\5) There are absolutely no effects that I could see. Zero points.
Creativity\Theme: (4\5) I'd say this is rather creative. It fits the role of a pawn very well, while not being a generic and cliche front-line swordsman in cheap armor, and with a sword and a shield. Nice job.
Overall: 29\50
Dionesiist - Black Queen\Succubus Queen
Mesh: (14\15) Very creative and well-done mesh. It's a bit too high-poly for a unit, but it could definitely work as a hero. The arms tied to her hair are really epic. I also like the hair on the front of her face. Well done! One tiny little problem is, though, that she is absolutely GINORMOUS in-game. You could've scaled her down a bit.
Animations (5\10): Honestly... There's simply too few animations. The ones you do have are rather basic, as well. During Stand, she seems to be... Pounding the ground, while shaking her ass in a stripper-like cycle of movement. I really don't understand what's going on in this animation - Is she breathing? Struggling against the giant arms that oppress her? Walk seems to be better, although the movement of the giant arms is not very smooth. In-game, you really have to make her move slowly, or else the animation will appear to be screwed up. Attack seems very good. There's a sense of power, of action, surrounding that punch... Too bad there's only one animation. That actually goes for the rest of the animations, too. Spell seems alright, but it is a little too short and simple. Some magic effects could have helped. Alternatively, you could've made it look like she's grabbing a unit in front of her; That would require the animation to be a lot more 'powerful' and strong, and possibly longer. Finally, we have Death. The animation itself is extremely bland and simple; She goes into a frozen pose, and then magically drills through the ground. Not very exciting.
Honestly, I think you could've done much better on this department. A lot of animations are missing(you could've done multiple variations of Stand and Attack, too), like various other Spells(Slam, Throw, Channel), a Dissipate\Decay animation instead of the sloppy, lazy Death animation, and maybe even a Walk Fast where she runs on all fours(six?), with the giant arms leaping around.
Skin: (8\10) The skin is extremely well made. The shading is perfect, and there's plenty of color. I think the red is a little too vibrant, though, and the purple\red bits are a bit overwhelming. They could easily be confused as teamcolor. Speaking of which, there is far too little teamcolor on the texture!
The texture seems to fit fine in-game, although, again, the purple is overwhelming.
Mechanics: (3\5) There is far too little teamcolor. Honestly, you cannot tell who the unit belongs to, even after looking hard. Much of the purple and red bits could have easily been teamcolor, and probably would've looked much better that way, too. Asides from that, there is no hero glow, which is not necessarily bad - But it implies the model is that of a unit, not a hero. There are footprints, attachments points, a death sound, and even an ubersplat - Which seems to replace blood effects, in this case. A good and working portrait is also included, and the model is selectable in-game. The Chest attachment point seems to be missing, though. The portrait is very well made!
Effects: (3\5) Although there are few effects(only in the Death animation), they are very well executed. Honestly, I think that the model would benefit from additional effects on Spell, and possibly some (hero-)glow here and there.
Creativity\Theme: (5\5) Dionesiist is known to be a master of creativity, and he doesn't disappoint here either. The model could be conceived as a black queen, seeing how she is seemingly a powerful female role, possibly of great significance, yet she is bound to a power greater than her own; In the model's case, the giant demonic arms connected to her hair. In real-life, the player controlling the chess pieces.
Well done!
Overall: 38\50
epsilon - White Rook
Mesh: (13\15) The mesh seems to be custom made, and well done. Very creatively executed. The little details such as the helmet on the eagle statue head, the chains connecting the two towers and the rotating bits on the towers themselves add a lot to the model. The morphed version looks equally good as the regular version. I do feel the model may be a little TOO detailed, though. I don't see it being used as a regular unit, that's for sure; Perhaps as a hero, or as a big creep, or a boss. The polycount is slightly too high, and the legs do look a little strange, and unfitting.
Animations (7\10): I don't know if those animations are custom or not, but they certainly SEEM custom and unique, and that's what matters. I do not recognize any of them, apart from maybe the Death animation, which could be the Shaman's... But I could as well be wrong. The animations are very well made, anyway - Asides from the "Walk" animation. Honestly, it looks very strange. The legs deform a lot. Could it be possible that the entire leg part was rushed? Honestly, it's not as good as the rest. It's very bad, actually. The morphing animations, on the other side, are very good, mostly thanks to the animated SFX. One thing I noticed, however - Is that there is no "Bone_Turret", and as such, the model cannot rotate to face attackers in-game, in building form.
Skin: (9\10) Although the model uses Blizzard textures, the textures were chosen well, and wrapped well. The textures fit together and look great on the model. Major props for that! They don't even stick out in-game, due to them being Blizzard textures, which is a great bonus.
Mechanics: (4\5) The model seems to have all the necessary mechanics. It can morph back and forth well in-game. It has a beautiful, working portrait, plenty of teamcolored glow, sounds, footprints, attachment points, and the model is selectable in-game. One problem I noticed is that there are no "Sprite" attachment points, which is strange for a seemingly mechanical unit; It cannot burn when damaged in-game, not even in Building form. That may be intentional, though, as the model may not be intended to be used as a mechanical unit. Another problem is that the team-glow seems to be a little... Bleak, and it's sometimes hard to tell the exact team color of the unit. Red could easily be confused with pink, for example, and blue with light blue.
Effects: (5\5) There is plenty of gorgeous effects, all over the model. Temacolored glow, particles and effects in various animations and a SPECTACULAR death animation. Well done!
Creativity\Theme: (4\5) Although a walking statue is not very creative by itself, the idea was executed rather creatively. The two big towers attached to the model, the glowing aura, etc - All add to the creativity of the model. It also is basically the definition of a Rook - It is big, sturdy, defensive(has a defending form), and in general a giant tower. Nicely done, indeed!
Overall: 42\50
eubz - White Pawn
Mesh: (1\15) It's Blizzard's footman mesh, with strange spikes all over the place. It's very messy and I have no idea what's going on.
Animations (1\10): Blizzard's footman animations are used. No changes at all.
Skin: (3\10) Terrible, TERRIBLE use of Blizzard textures. It's white, all over the place. The wrap is absolutely horrendous.
Mechanics: (5\5) All needed mechanics seem to be present.
Effects: (3\5) There seem to be a few particle emitters seen during "attack" animations, and a star emitter during "stand victory", but I really don't understand their purpose. Why are they there? They really make little sense to me. Nonetheless, 3 points for usage of SFX.
Creativity\Theme: (4\5) I suppose that it fits the theme, as a white pawn. It's a simple frontline soldier(as it is based on the footman), and it's quite white, so I see nothing wrong here. It may be a little "overdecorated" for a simple pawn, though. The cape and all the spikes really make it seem somewhat royal.
Overall: 17\50
-Grendel - White Rook
Mesh: (14\15) A very well-made mesh. It seems to be entirely custom. There is plenty of details everywhere, and it just looks awesome. My only concern here is that it may be a little too detailed for WC3, but it's okay, since it's probably not supposed to be used en-masse, but rather, as one, big unit.
Animations: (8\10) Mountain Giant animations were used, but they are very fitting here! The Spell animations is beautiful. The animations fit perfectly for this kind of unit. The "Upgrade" animation set adds a lot, too.
Skin: (9\10) Although Blizzard textures were used, they were used very well. The wrap is excellent. The colors and textures do seem to fit in-game.
Mechanics: (4\5) All needed mechanics seem to be present, but there is no separate portrait file. The built-in portrait camera seems to be rather offset, and not very accurate, and there is no team-colored glow behind the unit.
Effects: (5\5) There is an abundance of great-looking effects on this model! Beautiful explosion particles on Death, dust particles on Attack Upgrade, smoke coming out of him at all times, firey particles in Spell... Everything looks wonderful. Good job!
Creativity\Theme: (4\5) The idea of a big, walking tower\building\castle was certainly executed before, but it fits the theme of a rook quite nicely. It certainly represents a rook well, being big, slow and powerful.
Overall: 44\50
M0rbid - White Bishop
Mesh: (11\15) The mesh seems to be nicely done. It is low-poly, thus fitting in WC3. It has the cartoonish look that WC3 models have. I personally feel it may be a little too simple, though, and there may be too many polies in some parts: E.g, the metal jaw. The usage of planes for the springs is great, and it brings the polycount down even more, while looking good and serving well in the animations.
Animations: (5\10) The animations are rather simple. There is certainly a lot of them, but none of them are particularly impressive. They do seem a little bland in some cases, too. The death animation and the spell animations were really the only ones that stood out to me, so well done on those. The rest of them(attack and stand in particular) are not too great.
Skin: (5\10) The custom texture does, indeed, look good. It is cartoonish, which fits WC3's art style, and it's small in size, thus not wasting too much filesize either. However, the colors are very bleak, and dead. They don't look too good compared to WC3's vibrant and saturated colors. The wood is the biggest problem here, in my opinion. It really should have been less bright, but more saturated and brown. The metal is similarly problematic. I really think you missed the WC3 feel with those colors; They don't really look too good in-game. However, the texture itself is well made.
Mechanics: (1\5) Oh dear. The model is missing A LOT of mechanics. Footprints, attachments, death sound, a proper portrait, and the teamcolor is very bleak and doesn't fit very well in-game. The model does have an in-built portrait, but it doesn't have the teamcolored backdrop. At the very least, it's selectable in-game, even though there are no collision shapes.
Effects: (1\5) The only effect that I noticed is the smoke particle coming out of the model's mouth, and honestly, in-game it looks rather strange. Like it's appearing around the head, rather than coming out of the small 'mouth' hole.
Oh, and there are no 'Sprite' attachment points, which are necessary for a mechanical unit(which this seems to be).
Creativity\Theme: (3\5) While everyone else created the artistic interpertation of a chess piece, you took the theme literally and made a walking, presumably animated Bishop piece. There seems to be not a whole lot of thinking outside the box here. I guess it's creative because no one else made anything like that, but otherwise, it's just a jumping Bishop piece. I don't see how it connects to an actual Bishop piece either, asides from it's literal appearance.
Overall: (26\50)
-Peper- - White Knight
Mesh: (10\15) The mesh seems to be based on the Raider mesh, and possibly with some bits from the Black Dragon. It looks rather good, nonetheless. The horse\unicorn is a little messy, presumably because it was based on a wolf. The weapon is very flat and not very well made. It doesn't seem to fit the model too well, either. I do like the dragon head and wings, though, even if they are geo-merged from the Black Dragon. The helmet looks fine as well. The polycount is suitable for a hero in WC3. But honestly, it doesn't look too good, mainly because of the weapon. The armored knight-dragon looks great.
Animations: (6\10) Edited Raider animations were used, which is rather unusual, for a horseback Knight. I suppose they look rather good, but there is a major problem with the way he holds his weapon. The weapon just seems unfitting; It is a giant, two-handed axe, and he holds it with one hand. He just seems very unbalanced. The way the horse stands is also rather weird. I don't think it's even possibly for a horse to stand like that, because of the way it's legs are, but I really don't know much about horse anatomy. It just looks strange to me.
Skin: (6\10) Blizzard skins were used, but they seem to fit together well. The wrap on the armored rider is great - I'm not sure if you actually wrapped him like that, or if you just took the human campaign footman and put him on a horse, though. The wrap on the horse seems slightly messy, mostly due to the way the mesh is shaped(the tail and legs are the prime example here). The wrap on the helmet and on the weapon is rather bad and stretchy, and could do with some improvement. The rest looks fine.
Mechanics: (2\5) Although all of the mechanics are present, the Raider death sound, paw footprints, and orc blood are really unfitting. You could have changed those for more fitting ones. There is no proper portrait, either. The in-game, built-in portrait looks rather bad. He does not talk in-game, and there is no teamcolored backdrop. The model has all needed attachment points and is selectable in-game, though.
Effects: (2\5) Okay, well. There is A LOT of effects on this model. In fact, I believe there are too many... Half of them don't make sense(attack 1 particles, walk particles...), and there's just too much of them. No Blizzard model has THAT many random effects on it. I don't know what you were trying to do with those effects, either. He just looks like a walking, glowing disco machine.
Creativity\Theme: (2\5) Uh, alright, so here's the thing. A half-dragon half-man in heavy metal armor with a giant axe riding a horse-unicorn IS creative, but... White Knight? Really?
That honestly does not make me think of a white knight, at all. Real-life-wise OR chess-wise. Okay, I guess he's fast, but he may as well be a black knight. He's a BLACK dragon, with skull pauldrons, and for some reason - Lightning effect particles. He's riding a horse with a black horn. If anything, that would be a black knight. I'm sorry, but I see nothing in this model that makes me think of a 'white knight', asides from the heavy GRAY armor, and the teamcolored horse, which really don't help all that much.
Overall: (28\50)
rysnt11 - Black Rook
Mesh: (8\15) The mesh seems entirely custom-made. Although it doesn't look bad, it does look a little messy and repetitive. It's basically the same cylinder objects and spikes everywhere. In addition, it is WAY too high-poly, for such a seemingly simple unit. The 2000 polies are not justified at all. The polies could have been reduced everywhere.
Animations: (3\10) For the regular, "crawler" form, it uses Spider animations. The custom animations for the morphing and alternate form are very basic and not interesting at all... But, at least they work. The spider animations seem a little too organic for a seemingly mechanical\stone contraption.
Skin: (2\10) It's just the "glyph" texture, all over it. No variation at all. The wrap is not TERRIBLE, but it could be much better.
Mechanics: (1\5) Spider death sound and blood splatter... Those don't really fit with what you tried to create. They are far too 'organic', and it looks like very little effort went into those. There is no proper portrait, and worse of all - The alternate form is not selectable in-game, at all. At least the attachments are fine.
Effects: (3\5) There seems to be some nice green glow connecting the various parts. I quite like it, but other than that, there don't seem to be any effects. It's quite minor, actually.
Creativity\Theme: (2\5) The spider-walker itself, while creative, does not exactly fit the theme of a black rook. I suppose the tower it morphs into, however, is a lot more rook-like. It is rather creative, but very random as well. :/
Overall: (19\50)
Skrab - White Queen
Mesh: (10\15) The mesh is amazing. She seems VERY queen-ly, and the amount of polies is not too high. I really like the dress. The crown, however, seems to be a little too paper-like, and the scepter seems a little small. She will probably fit in among other WC3 villagers, but she won't stand out as a hero, or even a combat unit, unless of course scaled upwards. But that just adds to the queen-like feel. One major problem is, however, that the normals seem wrong. The model doesn't look smooth. It looks like it was cut out of paper.
Animations: (6\10) The animations seem very gentle and queen-like. The attack animation is especially great. The movement is very smooth. However, I would have liked to see more animations. More variations of "Stand", more variations of "Attack", some Spell animations. Maybe even some Portrait Talk animations(since the portrait is built-in anyways).
Skin: (2\10) To be honest, the skin is very bland and boring. It is almost entirely white, with very bleak and 'dead' team color. The face is taken directly from the Villager Woman. The crown looks like cardboard. Sorry, but this is not the strongest aspect of this model.
Mechanics: (2\5) Footprints and attachment points are existent, and so is a Decay animation, and she is selectable in-game, but there is no death sound, and the teamcolor is very bleak. Red teamcolor, for example, can be easily confused as pink. The lack of a proper portrait is also a minus. She has a camera, and built in portrait animation, but no talk animations and no teamcolored backdrop are present.
Effects: (1\5) There are no effects that I noticed, asides from a small glow on her staff during "attack", which is contributory, but not much.
Creativity\Theme: (5\5) While it is not very creative, this is, by definition, a White Queen. She is, indeed, very queenly, and the particles on her scepter indicate she is at least somewhat powerful, while at the same time gentle and soft. Well done.
Overall: (26\50)
Wandering Soul - Black Knight
Mesh: (15\15) The mesh LOOKS custom-made, but I'm not actually sure. It may use parts from Blizzard models. However, overall, it looks very good. If it is indeed custom-made, then I must say: Major props for making such a slick, clean mesh while maintaining the WC3 feel. Great job. I have absolutely no complaints.
Animations: (7\10) The animations seem custom-made, and although they are rather slow and robotic in some parts, they are overall very smooth and well-made. I think there could have been more animations, though. For one, it's missing a Dissipate\Decay animation. There could have been more attacks\stands, and more spells. Stand 2 and Death also seem rather robotic. All in all, the animations are good, but they are nothing special or exciting, and some of them could use some extra work.
Skin: (2\10) The custom skin takes away a lot. It is heavy on filesize, but adds nothing that in-game skins couldn't handle. Although it fits in-game nicely, as well as fitting the theme of a black knight, it is basically a mash-up of various in-game textures, with minor edits. The fact that there is a saddle also puzzles me somewhat. As far as I understand, it is supposed to be some sort of centaur with a twist. It doesn't look like it's made to be ridden, it looks rather sentient. But I suppose that's up to the artist to decide. Honestly, I am disappointed that you needed a custom skin for this. It looks like it could have been done with in-game textures.
Mechanics: (2\5) All mechanics seem to be present, except for a Dissipate\Decay animation! This is a very important part of every model, and the lack of it is very bad. When it dies in-game, it leaves no corpse, which looks very unfinished and, again, bad. The presence of a proper built-in portrait is encouraging, though. Too bad there is no talk animation.
Effects: (0\5) There are no effects that I could notice. Sorry.
Creativity\Theme: (5\5) It seems very creative, and fits the theme of a black knight well. In some languages, "Knight" is translated into "Horse", which is all the more fitting here. Well done.
Overall: 31/50
The Weird Human was disqualified for stealing parts from other models.
The Weird Human was disqualified for stealing parts from other models.
((HappyCockroach's Judging + Deolrin's judging)/2 * 60) + ((Votes/Total votes) * 40) = Total
Calculations
Arisato: ((19/50 + 12/50)/2 * 60) + 1/58 * 40) = 19,2896552
darkdeathknight: ((27/50 + 29/50)/2 * 60) + 2/58 * 40) = 34,9793103
Dionesiist: ((45/50 + 38/50)/2 * 60) + 8/58 * 40) = 55,3172414
epsilon: ((42/50 + 42/50)/2 * 60) + 1/58 * 40) = 51,0896552
eubz: ((11/50 + 17/50)/2 * 60) + 0/58 * 40) = 16,8000000
-Grendel: ((37/50 + 44/50)/2 * 60) + 9/58 * 40) = 54,8068966
M0rbid: ((30/50 + 26/50)/2 * 60) + 18/58 * 40) = 46,0137931
-Peper-: ((34/50 + 28/50)/2 * 60) + 3/58 * 40) = 39,2689655
rysnt11: ((17/50 + 19/50)/2 * 60) + 3/58 * 40) = 23,6689655
skrab: ((35/50 + 26/50)/2 * 60) + 5/58 * 40) = 40,0482759
Wandering Soul: ((45/50 + 31/50)/2 * 60) + 9/58 * 40) = 51,8068966
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