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I've looked at the models I've made for my projects and decided to upload some more stuff that might be useful.
So, here he is! The Über-Golem! (Yes, it's him, he's on my avatar).
I've made this model back in 2015, when I wasn't so experinced in texture mapping, but I assume that it looks ok.
The model is also very high poly, so it's recommended to use it with large ingame visual size.
The Über-Golem comes in Hero and Unit versions. Both models use only Warcraft III textures and Rock Golem/Golem Statue animations.
Icons are included.
Hope you'll like it!
▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ UPDATE #1 - 30.03.2020
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Fixes:
- Fixed all the errors detected by HIVE's Sanity Test in both hero and non-hero models;
- Slightly edited the UV Wrap around the pauldrons and the belt.
I'm sorry I can't examine the model appropriately. The question basically is: why that high polycount? Where are all those vertices used exactly, and why are they necessary?
At a first glance I feel like the polycount could be safely reduced a great deal.
All the rest looks great. Good use of the rock golem moves.
Well, It'll be really hard to explain. When I started the model I didn't want it to be lowpoly as the default Golem Statue, the Über-Golem was designed to have huge ingame size, so I did not limit myself in shaping these smooth pauldrons, skull and some other parts. The amount of vertices could by explained by a very comlex UV map. Sometimes there are 2 or 3 vertices in one place just because the nearby polygons have absolutely different UV map placement.
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