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Skeleton Orc Models

This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.
These two Skeletal Orc models are overhauls of the 20-year-old version we've long enjoyed back in TFT. I used the generic in-game model of the Skeletal Orc and redesigned it, using resources of accredited authors. One contains the Normal Texture; the other one contains Texture from Scars of Conflict (a.k.a. SoC).

These resources are all thanks to johnwar, Deolrin, Mr.Goblin, Pyramidhe@d, and, of course, Blizzard for the inspiration.

- I used johnwar's Grunt armor set plus the tusks for the in-game Skeletal Orc mod.
- I also used Deolrin's grunt battle axe.
- I stretched Mr.Goblin's WC2_Grunt and WC2_Skeleton skins from SoC over the other mod.
- Any meshes in which I used belonging to Pyramidhe@d, ado credits to him.

If I made any mistakes in posting these resources on this forum, please let me know.

Updates are expected.

UPDATE:
~ I have built four more models--both the Skeletal Hammer Orcs and their portraits--and uploaded them onto this forum. I made the warhammer myself.
~ Credits to Blizzard and Magos for the primitives and texture, respectively.
~ I have made updates for the Normal Texture versions, with their own portraits. The SoC versions will come up soon.
~ WCII Re-Classic Skeletal Orc is updated. Hammer Version to go.
~ I have finally updated the WCII Skeletal Hammer Orc.
~ Heheh, sorry everyone! I've fixed all the portraits. They did have the animations but not the cameras. Even then, the Portrait names had typos, which I fixed.
~ Uploaded the two new Skeeltal Orc Grunt models!!
Contents

SkeletalOrcGrunt_Re-Classic_New (Model)

SkeletonOrc_Hammer_NormalTextures (Model)

SkeletonOrc_NormalTextures (Model)

WC2_SkeletonOrc (Model)

WC2_SkeletonOrc_Hammer (Model)

WCII_SkeletalOrcGrunt_Re-Classic_New (Model)

Reviews
General Frank
10000+ polygons is way too much for a model edit of this capacity. Please reduce the amount of polygons to something about maybe around 2000. There are also issues with the eyes not being animated and still present in the decay animation.
So goooooood!
Any possibility of getting the other two variants? (a regular non-grunt skeletal orc and a skeletal orc champion?)
As stated above, updates are expected.
I should talk to the other modders first, but that's a possibility.
By "Non-Grunt," would you like a Skeletal Peon? Also, I could use a Raider-esque build for the Champion.
 
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Level 1
Joined
Feb 16, 2023
Messages
32
Very nice! Classic models being upgraded/overhauled, yet retaining that original "spirit", is always great! Similarly to how Tinker, Goblin Alchemist and Firelord heroes were added in further patches of Frozen Throne, these models (of what could be considered a part of "Re-Classic" series) are like something that could be introduced in the official classic Warcraft III patches. 🙂
 
"More new faulty stuff?" That was a little hurtful.🙁
Slowly but surely, I have been improving on my modding skills. I thought I should point that out.
Oh, I did not mean to hurt your feelings. Sorry if I sounded like it. (I removed the word from my previous message)
If you base off your new models on the ones that still have issues then those will have issues too. It's like copying/cloning and you will eventually repeat the issues.
You are improving, but you should always try to improve your base skills as well.
If you know the basics well then the more complex stuff is easier. :)
 
Level 12
Joined
Nov 21, 2013
Messages
184
The Grunt and Champion come next! Don't you worry!!
And I'm sorry for the long wait. I didn't know what efficient course of action I should take until yesterday.
No problem at all! One thing I did notice as a current issue though is that the new models have integrated portraits but they don't seem to work for some reason. The models display portraits just fine in the editor but in game behave as if they have no portrait assigned at all.
 
No problem at all! One thing I did notice as a current issue though is that the new models have integrated portraits but they don't seem to work for some reason. The models display portraits just fine in the editor but in game behave as if they have no portrait assigned at all.
Everything's all fixed! Sorry about that.
The portrait animations were there, but not the cameras
 
10000+ polygons is way too much for a model edit of this capacity. Please reduce the amount of polygons to something about maybe around 2000.
There are also issues with the eyes not being animated and still present in the decay animation.
Hey Frank, part of the reason some models have a more polygons than needed because of how detailed the weapons are.
I will try and cut down the geosets, but will it be alright if I make other model variants so they have simpler weapons?
 
Level 27
Joined
Dec 6, 2022
Messages
655
A great idea for an orc skeleton model :)
All models have two problems.
1-There is no animation of the left hand during the "stands" animations.
2-the bones on the "chest" are not properly connected, and because of this, a hole appears there during animations.
You could remove the death animation from "dummy", and add the death animation to the main bone.
How did @Commedia do it with his skeletons:
This way you will reduce the number of vertices by 40%, as well as the weight of the model by 30%.
I also advise you to add a background for the portrait and change the camera position so that it looks like the original model.
Edit:
I also advise you to set up the material with the team color correctly;)
 
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