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Priestess of the Moon

This bundle is marked as high quality. It exceeds standards and is highly desirable.
This Model is based on POTM from ported models in this site

-Update

- fixed the issues shown in the sanity test
- fixed some minor issues with the old animations
- improved the model's quality (remodeled tiger's jaw, added more details to the bow, ...)
- new animations (attack slam, stand victory and spell throw)
- added attack missile and searing arrow missile
- slightly improved the team color texture on the TC version
Contents

Pirestess Of The Moon_TC (Model)

POTM_Missile (Model)

Priestess of the Moon (Model)

SearingArrows_Missile (Model)

Reviews
Em!
Em!
Excellent work. Changes made, resource approved.
Level 11
Joined
Mar 16, 2013
Messages
316
just wow dude! great great work you got here imo
i love the new get up, the hair, stand ready and the walk animation
the whole model is lovely!
please do a Tyrande redo as well
 

Em!

Em!

Model Reviewer
Level 29
Joined
Jan 9, 2004
Messages
751
Some issues need addressing before I can approve the models.
  • Please fix the issues listed by the sanity checker.
  • Please add collision to the TC version. The other version has two collision spheres with the same pivot point. Please correct the collision pivot points.
  • Please fix the right arm animation jerk when transitioning from the Death to Dissipate animation.
  • Please try to reduce the polygons to around 4k
 
Last edited:
Level 30
Joined
Jan 17, 2019
Messages
260
Some issues need addressing before I can approve the models.
  • Please fix the issues listed by the sanity checker.
  • Please add collision to the TC version. The other version has two collision spheres with the same pivot point. Please correct the collision pivot points.
  • Please fix the right arm animation jerk when transitioning from the Death to Dissipate animation.
  • Please try to reduce the polygons to around 4k
i can do all of them except for the last one, i tried it with other models of mine and it failed miserably.

Edit:
in the 3rd issue: what do you exactly mean by "jerk when transitioning..."? i checked the animation and it looks okay, i mean it's natural to find glitches during each sequence since i make them with magos model editor but i haven't heard about this kind of issue ever before.
 
Last edited:

Em!

Em!

Model Reviewer
Level 29
Joined
Jan 9, 2004
Messages
751
i can do all of them except for the last one, i tried it with other models of mine and it failed miserably.

Edit:
in the 3rd issue: what do you exactly mean by "jerk when transitioning..."? i checked the animation and it looks okay, i mean it's natural to find glitches during each sequence since i make them with magos model editor but i haven't heard about this kind of issue ever before.
3rd. Yeah, I accidentally caught that while testing the dissipate animation in the game. It is probably just the arm not being in the same position where it ends in death and begins in the dissipate. You can ignore the issue if you don´t spot it; it does not break the game.
The polygon rule does bother me. You worked hard on these models. I´ll ask some questions and get back to you on it.
 
Level 30
Joined
Jan 17, 2019
Messages
260
i can do all of them except for the last one, i tried it with other models of mine and it failed miserably.

Edit:
in the 3rd issue: what do you exactly mean by "jerk when transitioning..."? i checked the animation and it looks okay, i mean it's natural to find glitches during each sequence since i make them with magos model editor but i haven't heard about this kind of issue ever before.
3rd. Yeah, I accidentally caught that while testing the dissipate animation in the game. It is probably just the arm not being in the same position where it ends in death and begins in the dissipate. You can ignore the issue if you don´t spot it; it does not break the game.
The polygon rule does bother me. You worked hard on these models. I´ll ask some questions and get back to you on it.
I see, but i got to say the polygon rule didn't apply to my "Dark Willow" model which has around 6k polygons and still it received approval from the site, that's why i'm confused - because it felt like a green light for me in order to make them as detailed as possible...
 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,383
I see, but i got to say the polygon rule didn't apply to my "Dark Willow" model which has around 6k polygons and still it received approval from the site, that's why i'm confused - because it felt like a green light for me in order to make them as detailed as possible...
I think the important thing is, do many polygon models affect the game in any way? Do they cause graphics issues or slow down the game, whatnot?
If not, we're not in 2003 anymore, people, please.
 

Em!

Em!

Model Reviewer
Level 29
Joined
Jan 9, 2004
Messages
751
I see, but i got to say the polygon rule didn't apply to my "Dark Willow" model which has around 6k polygons and still it received approval from the site, that's why i'm confused - because it felt like a green light for me in order to make them as detailed as possible...
Back in the day, before I learned how to model, I did not care about any issues with models as long as they did not break immersion. High polygons just meant more awesome. I am waiting for an answer, but I think there shouldn't be a problem. Site rules only state no unnecessary polygons. I think there are no such issues with your work.
 
Level 20
Joined
Oct 16, 2021
Messages
234
I think the important thing is, do many polygon models affect the game in any way? Do they cause graphics issues or slow down the game, whatnot?
If not, we're not in 2003 anymore, people, please.
Geometry itself is very light both in terms of filesize and rendering performance on any engine. In the end, it's the GPU doing the work. In modern engines, assets between 10k-100k tris are considered lowpoly and desirable polycounts. I produced vastly heavier objects, like 700k tris for ingame usage and those were still lowpoly objects.

Not that WC3 engine is optimized to handle this kind of assets, but I guess multiple objects of about 10k tris [even units] would actually work well. Exodus 2 features tons of WoW ports to create the enviro, and maps have no related performance issues. It's not an excuse to go completely stupid with polycounts and keeping things as optimized as possible is always the way, but I see no reason to stick to outdated dogmas.

Still, WC3 probably does not calculate in-engine collisions based on geometry. Afaik it uses extents or collision meshes of much lower polycounts, so there are ways to optimize collision further. I frequently see moderators of Hive recommending ppl to add collision meshes. This is very good practice.

What really cloggs GPU memory is bitmaps. Tons of textures of high resolutions, overambundance of particles etc.

Tl;dr - I'm not a specialist when it comes to making assets exactly for WC3, but as asset designer doing 3D for living, I can rather conviniently say that Jab1z's assets are perfectly fine in terms of polycount and... Geometry is sexy :]. I feel rather inclined to encourage modellers around to go above vanilla WC3 polycounts.
 
Level 30
Joined
Jan 17, 2019
Messages
260
Geometry itself is very light both in terms of filesize and rendering performance on any engine. In the end, it's the GPU doing the work. In modern engines, assets between 10k-100k tris are considered lowpoly and desirable polycounts. I produced vastly heavier objects, like 700k tris for ingame usage and those were still lowpoly objects.

Not that WC3 engine is optimized to handle this kind of assets, but I guess multiple objects of about 10k tris [even units] would actually work well. Exodus 2 features tons of WoW ports to create the enviro, and maps have no related performance issues. It's not an excuse to go completely stupid with polycounts and keeping things as optimized as possible is always the way, but I see no reason to stick to outdated dogmas.

Still, WC3 probably does not calculate in-engine collisions based on geometry. Afaik it uses extents or collision meshes of much lower polycounts, so there are ways to optimize collision further. I frequently see moderators of Hive recommending ppl to add collision meshes. This is very good practice.

What really cloggs GPU memory is bitmaps. Tons of textures of high resolutions, overambundance of particles etc.

Tl;dr - I'm not a specialist when it comes to making assets exactly for WC3, but as asset designer doing 3D for living, I can rather conviniently say that Jab1z's assets are perfectly fine in terms of polycount and... Geometry is sexy :]. I feel rather inclined to encourage modellers around to go above vanilla WC3 polycounts.
i see, thank you for your explanation
also thanks for your compliments. well yeah i have a plan to use more modern apps later.
 
Last edited:
Level 30
Joined
Jan 17, 2019
Messages
260
Lel, I just realized that Priestess and tiger were a single, manifold mesh before your rework and you had to separate them, fill the holes of both meshes and do other modelling shinenigans to make Stand Victory anim possible. Noice werk.

Now she asks for mountless version methinks.
well, yeah i originally had the plan to create a dismounted version of her, but that would've been a bit of too much work.
 
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