Lordaeron paladin with sword.
Texture is hand drawn in gimp program. Mesh is modeled with mdlvis.
Animations are edited from the in-game animations with new keyframes.
Stylistically, the model's proportions are modeled to be close to in-game human units. Texture has color palette which is kept in the similar range as colors of human units and contrast is made to be close to majority of units.
I've been asked few times before about the shading, material reflection etc. on some of my previous models. Those all are drawn on the very texture. In-game shading of classic doesn't recognize different materials neither it gives needed highlights, no bump maps or similar. So, you have to actually draw those details pixel by pixel if you want them present on the model.
Now this one is your perfection. Face is outworldly. The yellow parts are not 'golden' unlike your other models and it's not overshaded(which is a thing we all fall for sometimes) everything is just perfectly balanced and it's on the same league with modern WoW models.
Very nice model actually, i like the smoother textures, no needless splash of dark or lighter "Marks(?)" on the armor texture, i also noticed the shine coursing through the blade. the Team Colored cloak is beautiful, even though making those shoulderpad runes TC wouldn't hurt. and the face/portrait is awesome.
And for the record, i think the special effects attached to the animations is ... just right. their vibrancy i mean.