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Modeling Contest #32 - Results

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art by Botos Vlad.

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Create a model of a unit riding a mount or vehicle of your choice. Classic submissions only.

The mount can be anything, as long as it handles all the displacement for the rider.




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  • 1st place: 55 reputation points.
  • 2nd place: 40 reputation points.
  • 3rd place: 25 reputation points.
  • Entry: 10 reputation points.
  • Judge: 10 reputation points per entry.
The three winning teams will receive an award icon representing the winning entry.



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Download All Entries!


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Mesh
How does the mesh look aesthetically? How are its proportions, its balance and scale? How coherent is polygon distribution?/15

Skin
How good is the wrap? Are custom textures appealing? How adequate are the in-game chosen textures? Are they blurry/stretched? Do the tones go well together?/15

Animations
How natural, smooth and appropriate are the animations? If they're custom, how well are they executed? Do they have physical coherence? Do they have character/personality? If they are imported, how appropriate was the animation choice? How hard is it to relate it to the original in that case?/15

Effects
How adequate are the particle/ribbon/etc effects? Do they contribute to the model? Are they impressive? Are they added in good measure? Did the model need more?/15

Theme
How well does the model fit the theme? Is there a clear distinction between the rider and the vehicle/mount?/15

Mechanics
How well does the model work in-game? Are the animations recognizable in-game? Does it feature attachments/footprints/collisions/etc? Is it fully selectable?/10

Creativity
How original is the general idea? How inventive is the execution?/15

/100

  • Judgement: 70%
  • Poll: 30%
FinalScore = (30*Reached_Votes/POSSIBLE_VOTES) + (70*Average_Judge_Score/POSSIBLE_SCORE)




Mesh - How does the mesh look aesthetically?
How are its proportions, its balance and scale? How coherent is polygon distribution?
11,2/15

The Mesh is really well made. Both the rider and the mount have good proportions. Although i have to say that the Mounts head could use more Polygons.
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Skin - How good is the wrap? Are custom textures appealing?
How adequate are the in-game chosen textures? Are they blurry/stretched? Do the tones go well together?
15/15

The textures are chosen wisely and the wrap is also good. Love the glowing eyes. Good job.
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Animations - How natural, smooth and appropriate are the animations? If they're custom, how well are they executed? Do they have physical coherence?
Do they have character/personality?
If they are imported, how appropriate was the animation choice?
How hard is it to relate it to the original in that case?
9,9/15

The Model is very good animated, however both walk animations need more work. For example between the frames of the walk animation the mount's feet clip into the ground.
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Effects - How adequate are the particle/ribbon/etc effects? Do they contribute to the model? Are they impressive?
Are they added in good measure? Did the model need more?
15/15

The effects are simply awesome. They are fitting him quite well and overall suit him and his undeadness quite well.
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Theme - How well does the model fit the theme? Is there a clear distinction between the rider and the vehicle/mount?
15/15

The Model clearly fits the Theme. There is also a clear distinction between rider and mount.
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Mechanics - How well does the model work in-game? Are the animations recognizable in-game?
Does it feature attachments/footprints/collisions/etc?
Is it fully selectable?
8/10

It features attachment points as well as footprints and collisions. While the rest is selectable the top-part really is not.
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Creativity - How original is the general idea? How inventive is the execution?
13/15

I like the idea of an ancient, undead Sand Lord. Being a noble Lord forgotton in time would surely make him proud. Also to my knowlegde the Idea of an Ancient Undead Sandlord is new, but the Idea of a Skeleton riding something is not. So Kudos for the Idea.
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Overall 87,1/100

Overall my cats and i approve of it.

Mesh - How does the mesh look aesthetically?
How are its proportions, its balance and scale? How coherent is polygon distribution?
13,1/15

The models proportions are alright. And everything is scaled correctly. However what i do miss is the Bandits right pupil.
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Skin - How good is the wrap? Are custom textures appealing?
How adequate are the in-game chosen textures? Are they blurry/stretched? Do the tones go well together?
15/15

The wrap is very good and the textures fit him. They go well together.
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Animations - How natural, smooth and appropriate are the animations? If they're custom, how well are they executed? Do they have physical coherence?
Do they have character/personality?
If they are imported, how appropriate was the animation choice?
How hard is it to relate it to the original in that case?
8,1/15

While the animations are appropriate and smooth. It's not natural that the cart doesn't affect the riders postion. Some animations also need a little more love.
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Effects - How adequate are the particle/ribbon/etc effects? Do they contribute to the model? Are they impressive?
Are they added in good measure? Did the model need more?
12,1/15

The effect's are good and all however i think it should use more effects like in Spell Slam.
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Theme - How well does the model fit the theme? Is there a clear distinction between the rider and the vehicle/mount?
15/15

There is a clear distinction between Rider, vehicle and mount.
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Mechanics - How well does the model work in-game? Are the animations recognizable in-game?
Does it feature attachments/footprints/collisions/etc?
Is it fully selectable?
5/10

The Models works just fine ingame, however due to it being a bit too long it would weird while turning around. The Collisionspheres are also not scaled properly.
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Creativity - How original is the general idea? How inventive is the execution?
15/15

The Idea of a bandit mage standing on a cart while holding the reins of his horse is a very good. Many will find several uses for him. Of that I'm sure.
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Overall 83,3/100

Mesh - How does the mesh look aesthetically?
How are its proportions, its balance and scale? How coherent is polygon distribution?
15/15

The mesh is very well made. It's balanced and scaled correctly.
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Skin - How good is the wrap? Are custom textures appealing?
How adequate are the in-game chosen textures? Are they blurry/stretched? Do the tones go well together?
15/15

The Skin is also very well made. It's not blurry nor is it stretched at all.
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Animations - How natural, smooth and appropriate are the animations? If they're custom, how well are they executed? Do they have physical coherence?
Do they have character/personality?
If they are imported, how appropriate was the animation choice?
How hard is it to relate it to the original in that case?
13,9/15

The Animations are simply great no questions asked. So much attention to detail is simply awesome. However i miss portrait talk animations.
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Effects - How adequate are the particle/ribbon/etc effects? Do they contribute to the model? Are they impressive?
Are they added in good measure? Did the model need more?
14,4/15

The effects are very fitting. She isn't a mage, but a dragonrider or more accurately said a Wyvernrider. The Wyvern breathing fire and stomping the ground are the only effects it needs. However she doesn't lose any blood.
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Theme - How well does the model fit the theme? Is there a clear distinction between the rider and the vehicle/mount?
15/15

The Model fits the Contest Theme. There is a clear distinction between Rider & Mount.
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Mechanics - How well does the model work in-game? Are the animations recognizable in-game?
Does it feature attachments/footprints/collisions/etc?
Is it fully selectable?
10/10

The Model works ingame. The Animations are recognizable and it features attachments as well as footprints. The Collisionspheres are also scaled properly.
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Creativity - How original is the general idea? How inventive is the execution?
15/15

The model is very creative. The aren't many female gnomes on the Hive.
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Overall 98,3/100

Smaug approves.

Mesh - How does the mesh look aesthetically?
How are its proportions, its balance and scale? How coherent is polygon distribution?
15/15

The Mesh and it's proportions are very well made. The Female figure is spot on.
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Skin - How good is the wrap? Are custom textures appealing?
How adequate are the in-game chosen textures? Are they blurry/stretched? Do the tones go well together?
14,1/15

The Skin is very well made. A.R did a good job. But a better resolution couldn't have hurt. You see what i mean if you look at the mounts head.
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Animations - How natural, smooth and appropriate are the animations? If they're custom, how well are they executed? Do they have physical coherence?
Do they have character/personality?
If they are imported, how appropriate was the animation choice?
How hard is it to relate it to the original in that case?
14,4/15

The Animations really well made. She is cleary on the hunt for demons. However one of the skulls is clipping clearly into the mesh.
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Effects - How adequate are the particle/ribbon/etc effects? Do they contribute to the model? Are they impressive?
Are they added in good measure? Did the model need more?
15/15

The effect are very fitting for a demon hunter of her degree. I like the Eye beam. Simply Impressive.
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Theme - How well does the model fit the theme? Is there a clear distinction between the rider and the vehicle/mount?
15/15

The Model clearly fits the Contest Theme. Both rider and the mount are clearly distinctive.
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Mechanics - How well does the model work in-game? Are the animations recognizable in-game?
Does it feature attachments/footprints/collisions/etc?
Is it fully selectable?
10/10

the model works ingame. It has attachments, footprints and collisions as well. It is also fully selectable.
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Creativity - How original is the general idea? How inventive is the execution?
15/15

I like her. The Idea is general Idea is very good and it is a very useful counterpart for the male demonhunter.
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Overall 98,5/100

Illidan approves and wants to have her number.

Mesh - How does the mesh look aesthetically?
How are its proportions, its balance and scale? How coherent is polygon distribution?
15/15

The mesh is just perfect. The Proportions are also correct.
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Skin - How good is the wrap? Are custom textures appealing?
How adequate are the in-game chosen textures? Are they blurry/stretched? Do the tones go well together?
15/15

The custom skin is very well made. Absolutely no complain.
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Animations - How natural, smooth and appropriate are the animations? If they're custom, how well are they executed? Do they have physical coherence?
Do they have character/personality?
If they are imported, how appropriate was the animation choice?
How hard is it to relate it to the original in that case?
14,6/15

The animations are also very well made. I especially like the death animation. However i would've liked to the blades spin a little faster.
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Effects - How adequate are the particle/ribbon/etc effects? Do they contribute to the model? Are they impressive?
Are they added in good measure? Did the model need more?
15/15

the effects are well done and contribute to the model.
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Theme - How well does the model fit the theme? Is there a clear distinction between the rider and the vehicle/mount?
14,5/15

The Model clearly fits the Contest Theme. Although both rider and vehicle are distinctive, at first glance you could think they are fused together.
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Mechanics - How well does the model work in-game? Are the animations recognizable in-game?
Does it feature attachments/footprints/collisions/etc?
Is it fully selectable?
10/10

The Model works ingame and it features attachments,footprints (more like tracks) and collisions. It is also fully selectable ingame.
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Creativity - How original is the general idea? How inventive is the execution?
15/15

Very creative idea and also very useful in futuristic setting.
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Overall 99,1/100

Po the Panda approves

Mesh - How does the mesh look aesthetically?
How are its proportions, its balance and scale? How coherent is polygon distribution?
15/15

The mesh is very well made. The Proportions are correct.
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Skin - How good is the wrap? Are custom textures appealing?
How adequate are the in-game chosen textures? Are they blurry/stretched? Do the tones go well together?
15/15

The Skin also good. No Complains.
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Animations - How natural, smooth and appropriate are the animations? If they're custom, how well are they executed? Do they have physical coherence?
Do they have character/personality?
If they are imported, how appropriate was the animation choice?
How hard is it to relate it to the original in that case?
9,4/15

The animations are good in general however the attack animations along with the Spell Slam animation is just too fast for my tastes.
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Effects - How adequate are the particle/ribbon/etc effects? Do they contribute to the model? Are they impressive?
Are they added in good measure? Did the model need more?
12/15

While there are not many effects, the effects that are present are well done. Although i would've liked more chi related effects.
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Theme - How well does the model fit the theme? Is there a clear distinction between the rider and the vehicle/mount?
15/15

The model fits the Contest Theme. Both the lazy rider and the cloud distinctive from each other.
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Mechanics - How well does the model work in-game? Are the animations recognizable in-game?
Does it feature attachments/footprints/collisions/etc?
Is it fully selectable?
7/10

The Model works ingame. It features attachments, but no footprints. But it is of no concern as a cloud won't leave any traces behind. There are also no Collisionspheres to speak of, which causes the game to give the model a very huge selection radius.
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Creativity - How original is the general idea? How inventive is the execution?
15/15

Very creative idea and an awesome Panda to boot. Did he learn from master shifu?
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Overall 88,4/100

Master Shifu approves.


Mesh [12/15]:

Mesh looks good, particularly the mesh for the animated textures, which manages to not stretch the hieroglyphs too much. Some parts might not have needed so much details, like the dog's ribcage, which will hardly be seen ingame, but that is hardly a problem with reforged here and the low-poly nature of the model. You've done very well with the low-poly tricks overall, using single two-sided planes where you could get away with it. Mesh is very big for the game, but it seems to be a minor issue since none of the emitters is seriously messed up if scaled to hero size.


Skin [8/15]:

The dogs face in particular leaves something to be desired. This is usually the issue when dealing with only-ingame texture models where a specific part just does not exist in the game. Otherwise it looks pretty good, there are some other minorly stretched textures, but they are less noticeable places. The limitations of ingame-only-textures is what hampers the model the most, and it could really have been amazing with even a simple one made particularly for it.


Animations [13/15]:

Animations is very well made. Nicely made custom animations, and everything necessary seems to be there. The dissipate has a bit of an issue with the particle emitters disappearing in an unnatural way, but otherwise it looked better than I expected when I viewed it in the model editor.


Effects [13/15]:

Effects looks good, there are not a lot of particle emitters, but what is there looks good and is on par with the particle emitters already in the game. The green light from the face adds a nice touch to the model in the animations where it is used. Also the dissipate and sand effects look good, and the green ghosts in the staff.


Mechanics [5/10]:

I can see the collision sphere is at 0,0,0 and not big enough to be really relevant, which is quite sad as it means the top part of the model is not selectable ingame. It luckily did not affect the position of the life and mana bar significantly. Otherwise the model seems functional.


Theme [13/15]:

A cool looking mounted unit. The models fit eachother thematically, and in quality. It is clear which unit is rider, and which unit is the mount.


Creativity [9/15]:

It is a creative execution, although the theme already exists outside of warcraft 3. It could probably fit seamlessly in a WarHammer Tomb Kings army. Still, the fact that it does not already exist counts for a lot.

Mesh [13/15]:

Good looking and adequate mesh. No obvious mistakes or issues. There is always a discussion to be had whether or not you should remove triangles never seen in the game, but that is not super significant after the remake. Good use of 2d planes. The horse in particular is very well made, and are not the same two meshes everybody else seems to reuse over and over again. The back-chain should probably have been billboarded in some way, so it does not disappear from certain angles. The side chains however are good, since they are angled upwards, and most wc3 maps uses a top down camera. Overall a good looking low-poly mesh.


Skin [11/15]:

Nice use of ingame textures. Particularly the horses mane, and what you have done with the bandit mages face. The chest could have used another side texture, since it is so big, and therefore noticeable. I like all of the details. Well done.


Animations [12/15]:

All necessary animations are there. They generally look good. The mage's lower torso is very stiff, should probably have had a boon at the end of the legs, so he wasn't as glued to the wagon. That is however pretty minor. You have a good understanding of how objects interact when the cart moves around. Good job.


Effects [10/15]:

Particles is pretty sparse, but look good. Not a lot of eye-candy, that is not strictly speaking necessary. Colorwise the model animations seem to fit the archmage spells, I don't know if this was intentional, but cool nevertheless.


Mechanics [6/10]:

The collision shapes are too small, so a large part of the back of the cart is not selectable ingame. Otherwise there seem to be no major issues. It has the necessary attachments it seems.


Theme [13/15]:

Nice to see a cart among the entries. It is clear to see what are the rider, cart and mount. Models fit well together thematically and quality wise.


Creativity [9/15]:

We have a serious lag of carts in THW, so it is always nice to see another. Fits well with the other bandit themed models on the site. Creative enough.

Mesh [14/15]:

Excellent mesh, a lot of details. Nice use of billboarded planes for glow effect. No visible issues that detract from the design. Good job.


Skin [14/15]:

Very well made custom textures that works very well with the mesh. Nothing negative to say about it.


Animations [15/15]:

The model have an abundance of great animations. A lot of eye-candy. I can see no significant flaws in any of them. Great job!


Effects [11/15]:

Particles is pretty sparse, but works well with the glow effects. A cheap way to make some fancy effects. Has all the particles you would expect.


Mechanics [8/10]:

There is a lot of translations and rotations that is not used in any sequences. Makes me thing you deleted some sequences without cleaning up afterwards. Just adds empty space to the model. This obviously does nothing negative for the model ingame, except that the model gets a larger filesize and the file gets more bloated. Otherwise good job.


Theme [13/15]:

Very nice theme. Models fit together. It is clear which model is rider, and which model is mount.


Creativity [10/15]:

Unique iteration of a pretty common theme. It is always nice to see well-made gnome models, and well made female models. So good job, creative enough.

Mesh [14/15]:

Great mesh with a lot of details. No apparent issues. Good use of planes for effects. Great job.


Skin [15/15]:

Excellent custom skin that works very well with the mesh. Great job.


Animations [14/15]:

A lot of great animations that lends themselves to a variety of uses. Good job.


Effects [12/15]:

Not a lot of particle emitters, but those that I see are used well. Great use of ribbon emitters. Great way to use the best suited effects for their purposes. Well done


Mechanics [9/10]:

A lot of minor issues that have little-to-no effect on actual gameplay. No major issues, like unselectable parts, etc. Good job.


Theme [13/15]:

Mount and rider fit together. Thematically and quality-wise fitting models. Good job.


Creativity [10/15]:

A creative spin on the classic night-elf panther combo. Not a lot of illidari on the site, so nice addition.

Mesh [14/15]:

Very detailed mesh, with no apparent issues. A great looking tank.


Skin [14/15]:

Great custom skin, very well looking.


Animations [15/15]:

An abundance of extremely great looking animations. Well done.


Effects [15/15]:

Great use of particles, effect meshes and even lights. Extremely "eye-candy". Great job!


Mechanics [9/10]:

A lot of minor issues that have no effect on gameplay. Good job!


Theme [11/15]:

It is clear to see it is a form of tank. Model blends together, but that is how vehicles work. The panda could have been a little more discernible however.


Creativity [14/15]:

Well, can say I expected a panda in a scorpion-lightning-tank. Not sure if there is a wide range of use cases, but that is not being judged here. Very creative!

Mesh [12/15]:

Good mesh. Excellent use of planes for 2d effects, especially on attacks. Rarely seen to this extent in wc3. The mesh is overall well made, without being overly- or under detailed.


Skin [10/15]:

Good custom skin. Could use a bit of details, like fur tips, robe folds, etc. The model looks a bit plain, but a lot more detail than originally. Good job


Animations [14/15]:

Great looking detailed animations. A lot of attention is put into gestures and attacks. Very well made.


Effects [14/15]:

Good use of particles and other effects. His attacks actually look like they would hurt. Well done!


Mechanics [7/10]:

The lack of collision shapes causes the model to have a very large selection radius. Nothing too damning, but it were noticeable ingame. Does seem to have all the required attachment points, etc.


Theme [12/15]:

Clearly a panda riding a cloud. The cloud could have been done another way, but it does not seriously detract from the theme. Well done.


Creativity [11/15]:

Always nice to have more pandas. Adequately creative. A blademaster / wukong panda variant with buddhistic monk themes.

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Assigned Staff: @Mythic

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