Thrall

This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.
The model and animation are all created by me.
Ingame textures.
Possesses the transformation form of Ghost Wolf and special weapon attachment point.
381296-4e88ac894625ad20be61c1ec435bd621.webp
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ThrallByQTLfhs (Model)

Reviews
stan0033
Review: optimize the model - in geoset animation 48 the order of keyframes in not fully in proper order by Track number. 2. remove all unnecessary keyframes (15000+!) Review accepted by Footman16
This is absolutely fantastic! I hate to even put forward a suggestion for more given the sheer quantity of animations, but do you think it would be possible to include a birth animation for the spirit wolf form so that it could also be used to replace the summoned spirit wolves for farseers/Thrall?
I think I can make separate spirit wolf from this Thrall as a summon, if GAQ allows it of course. @GAQ, may I do it? Super great model by the way, waited paitently for it's release. Very clever use of orc time indicator texture for doomhammer's wolf head symbol.
 
This is absolutely fantastic! I hate to even put forward a suggestion for more given the sheer quantity of animations, but do you think it would be possible to include a birth animation for the spirit wolf form so that it could also be used to replace the summoned spirit wolves for farseers/Thrall?
I think I can make separate spirit wolf from this Thrall as a summon, if GAQ allows it of course. @GAQ, may I do it? Super great model by the way, waited paitently for it's release. Very clever use of orc time indicator texture for doomhammer's wolf head symbol.
Next, I will create individual wolf models, including Wolf, Spirit Wolf, Fire Wolf, Fel Wolf, and Void Wolf, just like in Warlords of Draenor.
 
Something worth noting is that the face is VERY bright, which is a bit straining on the eyes and also obscures a bit of the detail. Might be worth slightly toning down a bit of the glow, something closer to the vfx brightness and distribution of the phoenix perhaps?
 

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Something worth noting is that the face is VERY bright, which is a bit straining on the eyes and also obscures a bit of the detail. Might be worth slightly toning down a bit of the glow, something closer to the vfx brightness and distribution of the phoenix perhaps?
This seems to be a display issue with War3R. I added a single-sided inward-facing polygon to its face to create a glowing outline, but War3R appears to be causing the inward-facing texture to illuminate its face.

Something worth noting is that the face is VERY bright, which is a bit straining on the eyes and also obscures a bit of the detail. Might be worth slightly toning down a bit of the glow, something closer to the vfx brightness and distribution of the phoenix perhaps?
You can try removing those stroked polygons, deleting the polygon animation, or reducing its visibility to adapt to the rendering of War3R.
 
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