- Joined
- Jul 28, 2021
- Messages
- 812
But what do you mean? I don't play WoW 

(72 ratings)
Thought the same but wasn't sure aboutHe wants troll Skeletons I think.
Don't listen to him, it's the troll sickness doing the speaking.![]()
Thanks!those two dual wielding skeletons are fantastic
Thank you! Well, let the grunts stay gruntsWhat a great batch of changes and additions! I'm surprised none of the 'extra savage' variations have used the skeleton grunt head proportions like may have been expected, maybe that's just me though. Keep up the great work!
Every time it feels like you can't polish/improve these any further... And then you do.UPDATE:
Renamed some of the models and added new animations:
Commentary: here I wanted to further reveal the characters of the models, highlight their roles and increase their potential for use.
- Skeleton Axeman -> Skeleton Barbarian: added Spell, Spell Defend, Spell Slam and Stand Channel animations.
- Skeleton Centurion: added Spell, Spell Defend and Spell Throw animations.
- Skeleton Duelist: added an Attack Slam animation (spinning with blades).
- Skeleton Maceman A -> Skeleton Crusher; Skeleton Maceman B -> Skeleton Mauler; Skeletons Swordsmen A B C -> Skeletons Soldiers A B C.
- Skeleton Crusher, Mauler, Soldier: added Spell and Spell Defend animations.
- Skeleton Warrior Shieldless A -> Skeleton Squire.
- Removed Skeleton Swordsman D from the list: the model does not have sufficient uniqueness.
Improved some mesh and old animations:
Commentary: despite the fact that those details were insignificant and very invisible, I decided to change this for greater accuracy and satisfaction. As the saying goes, the devil is in the details!
- The pelvis part of armor during the Death sequence remained the same as in the classic models: redone.
- Skeleton Crusher and Skeleton Mauler didn't have wooden handles on their weapons during the Birth and Death sequences: redone.
Other improvements and optimization:
Commentary: as a result, the size of the models was decreased by 30-50%. Please note: if you want to further optimize the models, for example, using MDLX Optimizer, you will save a pair of kilobytes but might break the visibility of the geosets in some sequences.
- Adjusted the height of the HP bars more precisely.
- Portraits: removed some mesh which is not visible to the camera and removed all unused keyframes.
- Models: linearized animations and removed more unused keyframes.
New Skeletons:
Commentary: I decided to rework classic Skeleton Warrior to complete the picture: the old one did not hold the sword correctly, the spikes of the armor were placed rather chaotically and hung in the air and, in addition, in his portrait they were absent.
- Added a reworked version of classic Skeleton Warrior: improved mesh, added Stand, Walk, Attack Defend animations and fixed some minor issues.
- Added Skeleton Berserker with many special animations and a distinctive portrait.
Materials:
Skeleton Berserker
"A ferocious warrior who can withstand a lot of damage and massacre his enemies with a pair of swift bloodthirsty axes."
View attachment 391436View attachment 391435View attachment 391437View attachment 391438
His single red eye is viciously glowing with anger and his strong bones crave for battles. But beware: as you might have noticed, he's a little crazy!
Besides giving him a big range of animations (see more inside) I decided to dive deeper into stylization: thus you may witness the bloody blades, damaged shield, agressive battle stance and rather quick attacks with wide movements. His broken horn and empty eye socket, as if he was hit hard on the head during his lifetime, go well with the idea of his name and origin. His red glowing eye and portrait grimaces can be perceived as a form of anger and rage that take root from his past. The team-colored parts are also well seen from the game camera view.
To sum up, I tried to create a unique and complete model that expresses itself well through gear and animations, while successfully fitting into the Warcraft universe. And, naturally, I tried to animate everything smoothly and at the level of classic models.
All weapons have their attachment points and collision spheres are also adjusted. That's it!
Some other cases:
View attachment 391440View attachment 391439View attachment 391442View attachment 391441View attachment 391443
View attachment 391444View attachment 391448View attachment 391447
I just gotta say that I really love the Skeleton Berserker.UPDATE:
Renamed some of the models and added new animations:
Commentary: here I wanted to further reveal the characters of the models, highlight their roles and increase their potential for use.
- Skeleton Axeman -> Skeleton Barbarian: added Spell, Spell Defend, Spell Slam and Stand Channel animations.
- Skeleton Centurion: added Spell, Spell Defend and Spell Throw animations.
- Skeleton Duelist: added an Attack Slam animation (spinning with blades).
- Skeleton Maceman A -> Skeleton Crusher; Skeleton Maceman B -> Skeleton Mauler; Skeletons Swordsmen A B C -> Skeletons Soldiers A B C.
- Skeleton Crusher, Mauler, Soldier: added Spell and Spell Defend animations.
- Skeleton Warrior Shieldless A -> Skeleton Squire.
- Removed Skeleton Swordsman D from the list: the model does not have sufficient uniqueness.
Improved some mesh and old animations:
Commentary: despite the fact that those details were insignificant and very invisible, I decided to change this for greater accuracy and satisfaction. As the saying goes, the devil is in the details!
- The pelvis part of armor during the Death sequence remained the same as in the classic models: redone.
- Skeleton Crusher and Skeleton Mauler didn't have wooden handles on their weapons during the Birth and Death sequences: redone.
Other improvements and optimization:
Commentary: as a result, the size of the models was decreased by 30-50%. Please note: if you want to further optimize the models, for example, using MDLX Optimizer, you will save a pair of kilobytes but might break the visibility of the geosets in some sequences.
- Adjusted the height of the HP bars more precisely.
- Portraits: removed some mesh which is not visible to the camera and removed all unused keyframes.
- Models: linearized animations and removed more unused keyframes.
New Skeletons:
Commentary: I decided to rework classic Skeleton Warrior to complete the picture: the old one did not hold the sword correctly, the spikes of the armor were placed rather chaotically and hung in the air and, in addition, in his portrait they were absent.
- Added a reworked version of classic Skeleton Warrior: improved mesh, added Stand, Walk, Attack Defend animations and fixed some minor issues.
- Added Skeleton Berserker with many special animations and a distinctive portrait.
Materials:
Skeleton Berserker
"A ferocious warrior who can withstand a lot of damage and massacre his enemies with a pair of swift bloodthirsty axes."
View attachment 391436View attachment 391435View attachment 391437View attachment 391438
His single red eye is viciously glowing with anger and his strong bones crave for battles. But beware: as you might have noticed, he's a little crazy!
Besides giving him a big range of animations (see more inside) I decided to dive deeper into stylization: thus you may witness the bloody blades, damaged shield, agressive battle stance and rather quick attacks with wide movements. His broken horn and empty eye socket, as if he was hit hard on the head during his lifetime, go well with the idea of his name and origin. His red glowing eye and portrait grimaces can be perceived as a form of anger and rage that take root from his past. The team-colored parts are also well seen from the game camera view.
To sum up, I tried to create a unique and complete model that expresses itself well through gear and animations, while successfully fitting into the Warcraft universe. And, naturally, I tried to animate everything smoothly and at the level of classic models.
All weapons have their attachment points and collision spheres are also adjusted. That's it!
Some other cases:
View attachment 391440View attachment 391439View attachment 391442View attachment 391441View attachment 391443
View attachment 391444View attachment 391448View attachment 391447
Oh, I should've changed the preview pic. I decided to remove him because "the model does not have sufficient uniqueness" to my mind.![]()
Uhm this guy is on the preview, but I don't see him in the pack... Skeleton Soldier B looks similar, but he doesn't have the metal chest-plate. I planned to use him, could you re-upload him? Or am I missing the model? D:
I agree and more variations is always good.Might be just me but I feel like the extra armor makes that one cool enough to be part of the pack.![]()
Thank you!Incredible pack of skeletons
The weapons showing in the portraits are just brilliant
Awesome work !!!
You make me keep tryhardingEvery time it feels like you can't polish/improve these any further... And then you do.
No matter what you do next I'll be waiting with bated breath. : )
Awesome.
Thanks guys!Pretty good!
Might be just me but I feel like the extra armor makes that one cool enough to be part of the pack.![]()
Sometimes it happens that one little detail can change the whole look and maybe it's the same caseI agree and more variations is always good.![]()
Cool, thanks!Oh, I should've changed the preview pic. I decided to remove him because "the model does not have sufficient uniqueness" to my mind.
Quickly made an optimized one for you![]()
You're welcome!Cool, thanks!
I think you can upload all of your "wips", they were excellent (that model wasn't the only one you removed, right?) I need like 3+ modles for skellies, most of them low-tier, so I might use them as opposed to the current ones
Thanks!
Thanks for the suggestions, but I have millions of mine and don't have enough time to implement them all - I have to choose very constuctivelyWow! I'm impressed with your skeleton army!!
Could I make two suggestions, if you possess the animation skills?
1.) Make some <new> models so a jawbone hangs from only one end, and give some skeletons either a broken arm or a prosthetic arm weaponized from broken bones tied together. Make your skeletons so they look creepy and disfigured. Heck, give a skeleton a flail made from a skull and spine, so the head either head-butts or bits the opponent. Make your skeleton archers shoot arrows scrimshawed from bone.
2.) I have images of skeletons from the Alpha and Beta, where they are really hunched over--the part that is now used for the skeleton's death animation.
Yeah, I have some lines in the description of the pack describing its idea and purpose: it will not include any ranged types of skeletonsIf you ever decide to return to this pack and add stuff, more armored variants would be neat.
I still think you are giving your armored variant not enough credit, Villagerino.
The only thing that's "missing" (BIG quotations on the 'missing', the pack is amazing as it is) is ranged/mage variants.
Either way, this pack is amazing and I look forward to seeing it being used - and using it myself of course.![]()
Understood.Thanks for the suggestions, but I have millions of mine and don't have enough time to implement them all - I have to choose very constuctively
All additional animations are custom and made by me![]()
Yes, it was plannedmake another skeleton pack but with ranged warrior this time
That's an outstandingly amazing update!
Just wow!
Big thanks, dear patrons!That Skeleton Juggernaut model is insanely cool! I actually love the breakdown you did for how the model was made and where certain pieces came from, it makes me appreciate the modeling process even more and really highlights the amount of effort put in to this amazing pack. Outstanding work!
i've never seen portraits which include the character's weapons. You sir are a special one
Thank you, guys!This pack keeps getting better with time! Great work, please keep it up!
<3 <3 <3
Masterpiece
Thank you, guys!Wow, this new arm-to-teeth variant is really handsome. The armor all over him makes him look special and cool.
Look forward to your ranged and magic units!
Thanks! Yes, besides several requests to make some ranged Skeletons I planned to do it anyways. But with such comments of yours I have better motivationI love the new model with armor, do you plan to make ranged attack skeleton models? Thank you very much for your excellent work.
Regards.
Thank you, guys!
Thanks! Yes, besides several requests to make some ranged Skeletons I planned to do it anyways. But with such comments of yours I have better motivation![]()
Thank you!I'm loving this update! The Juggernaught is fantastic. What a nice, well-rounded pack. I am curious about the changes to the Berserker's portrait that you mentioned, though - what was updated, precisely? I feel like the Talk animations are the same as they were before, or are my eyes deceiving me?![]()
Your guess is absolutely correctAs for the last addition to this pack, my only guess is a sneaky, stabby, stealthy skeleton. Maybe with dual daggers?
Far above, I left a comment on what Villagerino could do for his pack.May I also recommend another type then? A swashbuckling pirate skeleton could be quite neat.To keep it WC3-lore-appropriate, could be a Kul Tiran! Maybe with a pistol that he uses for a Spell or Attack Alternate?
Thanks for the lovely rating, man!Wow, how didn't I rate this amazing bunch of creepy scary skeletons yet? It's time to fix it.
I think it is impossible to underestimate usefulness of this pack. I like how some of the designs while being pretty basic, are done so well, they make you enjoy looking at these undead guys.![]()
May I also recommend another type then? A swashbuckling pirate skeleton could be quite neat.To keep it WC3-lore-appropriate, could be a Kul Tiran! Maybe with a pistol that he uses for a Spell or Attack Alternate?
Oh guys I have no idea about WC2 and WoW settings because I have never played it so I don't know if I can follow your adviceFar above, I left a comment on what Villagerino could do for his pack.
Skeletal Rogue: We could give dual daggers to a skeleton. We could also arm another version of that skeleton with snapped bones for shivs, per derivatives.
Skeletal Pirate: I suggest including an orc skeleton, with red cap and eye patch. Make one of his eye sockets glow red, just like the image of an orc pirate and Admiral Proudmoore for WarCraft II.