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Villagerino's Work in Progress

Ah yes pure distilled early 90s, that mix of zaniness, earnestness, uncanny valley and complete lack of self-awareness.

I like the look so far, also the channel is nice and unique compared to the usual "hold staff aloft with sfx" that a lot of mage models seem to go for so kudos for something different :) it'll help him stand out.
Yeah, good to know! When I make some of the Troll animations, I keep Kyrbi0 and Deolrin in my mind and imagine that they are giving some feedback, also Frostwhisper, helps to be closer to real WoW Troll aesthetics that are not vastly shown in Warcraft 3 🤓

P.S. Also Shadow Hunter's 'Stand Channel' and 'Stand Victory' are really Troll-y, inspired me to make some sort of a tribal "dance" as well.
 
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Yeah, good to know! When I make some of the Troll animations, I keep Kyrbi0 and Deolrin in my mind and imagine that they are giving some feedback, also Frostwhisper, helps to be closer to real WoW Troll aesthetics that are not vastly shown in Warcraft 3 🤓
Hah! Though you know you don't need to keep me only "in mind"; I'm always a PM/DM away ; )

(that is, of course, assuming I can get to it & answer before the heat-death of the sun 😅💀)

P.S. Also Shadow Hunter's 'Stand Channel' and 'Stand Victory' are really Troll-y, inspired me to make some sort of a tribal "dance" as well.
Excellent source of inspiration. I'm sure there are plenty of videos online showing various tribal dances & rituals you could draw further inspiration from. 👌
 
Some New WIPs

A new model started with that:
123.gif


And from here you can easily guess what it will be:
1234.gif


The model is sponsored by @Stormswind for his amazing map Cut Wood 🪓
(Yesterday I played it and got carried away for a couple of hours!)
 
Air Elemental
Part 1

1755086671410.png

When I thought about the concept, I immediately remembered the Air Elemental from Heroes 5, and at the same time @Stormswind sent me the same screenshot. Great minds think alike!

The concept looks quite simple and can be implemented on the Warcraft engine, but in practice you will have to deal with a lot of complexities and non-standard nuances.

To start with, I created a few "wind rings" that have Global Sequences and greatly reduced the transparency of the Tornado texture, called ShadowWalk1.blp:

123.gif
1755087543338.png

I created a spiral and put it below the model, giving the bone the same position as for the tip of the tail, thus creating a nice rotation:

AE2.gif

Then I copied this spiral, mirrored it and put it above the "head".

Then I made some wind rings of our Air Elemental V-shaped and some other A-shaped:

AE1.png

This allowed me to improve the silhouette of the torso and make the lower part look a little thinner, thereby giving the model a more anthropoid appearance for styling purposes 👌

Below you can see what looks like an arm. Here I added some thicker wind rings to simulate thicker parts of the arms, such as the biceps and the beginning of the forearm:

AE3.gif

And for the forearm I used 2 wind spirals: I mirrored them, cut a few ends, merged them with the hand wind ring and then I made the spirals thinner then the beginning of the forearm, thus giving it anthropoid look and making it look more expressively (because we'll need these arms for fights 👊).

Of course, I created fingers. We need 3, just like some Infernals have:

AE4.gif

They are made of low poly rings, just like the hand part, because such small parts shouldn't be very detailed, especially when we're talking about an airy thing.

For this model I used Global Sequence animation, making the bones will move everything that is attached to them regardless of animations. I used 2 types of Global Sequence for scaling and alternated rings to provide the model with an effect of "breathing" of the air.
 
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Air Elemental
Part 2

AE6.gif

So, this is 'Stand-1' where I made a posture out of a T-pose.

Before I created a bunch of helpers and grouped up the bones:

Снимок экрана 2025-08-13 175425.png
AE5.gif

Many, many bones! 🦴 And the bottom wind tail bone is a separate one that can be rotated indepentdently.

Right after this I took some Blizzard's mesh and put it onto the model:

AE7.gif

I did it to see how my animations work, and this is 'Stand-2'.
 
This is awesome! If possible it might be good to have 2 or more "ranks" so that they can be used as creeps or a tiered summon (though the two existing elemental summons don't really have visual differences to their models, so perhaps more use as creeps then)

Whatever you end up doing though, loving the direction this is going, feels super classic Warcraft!
 
oh MAN I love me some elementals. And Wind is so underrepresented! Lovely work. (He is coming out a bit more chunky than I'd figure a Wind Elemental to be, but that's probably just taste; too thin & he won't show up in-game of course).
Agree on that, and thank you! I think that's because it's quite hard to create elementals using Warcraft engine, as this requires very non-standard graphic solutions, such as, for example, the Water Elementals have animated textures, a continiously changing shape, ect.
Anyways, this is a rough "skeleton" of the model, and I'll improve its propostions/mesh during the process.

This is awesome! If possible it might be good to have 2 or more "ranks" so that they can be used as creeps or a tiered summon (though the two existing elemental summons don't really have visual differences to their models, so perhaps more use as creeps then)

Whatever you end up doing though, loving the direction this is going, feels super classic Warcraft!
Thanks! Yes, that was planned (Air Elem - Wind Elem - Storm Elem) and depends on how much free time I will have at my disposal 👌
 
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Air Elemental
Part 3

I continue to make animations for the model sponsored by @Stormswind for his Cut Wood map!

AE10.gif

Here's a renewed 'Stand-1' sequence; very airy, calm and smooth. (Don't mind the mesh - it's just to see the animations.)

And below is 'Stand-3' that is more rare than 'Stand-2', of course, and I let it have some special charm:

AE11.gif

I also used this animations during the 'Walk' and it looked really cool, so I'm considering it as a 'Walk-2' now.

Since this model can serve as the basis for other models like the Wind Elemental or the Storm Elemental, it's better to work out the animations well in advance and make the required amount so that you don't have to deal with importing back and forth.

The 'Birth' uses some scaling to create the comic effect of air being "popping" out during the spin:

AE12.gif

I made this animations really short for 2 reasons: a mage shouldn't have to wait for ages till his summon appears, and to repeat the Cyclone spell timing, so that I can use a proper sound effect from the MPQs 👌

And the last but not least, the 'Attack-1':

AE13.gif

I decided to make this animation something between a throw and a melee strike to let the users decide if your Elemental is range or melee. Here I also used some scaling in order to highlight the effect during the damage point.

I hope to find some time this weekend to model. See you around!
 
Air Elemental
Part 4

Alright, time to finish with the animations:

AE19.gif

Here are 'Attack-1', 'Attack-2' and 'Attack Slam'. Now the Elemental can do critical damage or hit multiple enemies!

The 'Spell' sequence:

AE20.gif


Every self-respecting elemental should be able to cast spells, I think so. Here I used the 'Stand Ready' as the initial posture because the Elemental should be a melee unit so that we'll have visually a smoother transition between attacks and casts.

Here's the smooth airy 'Walk':

AE21.gif

This one took a decent amount of time to make, thanks to linear animations.

And the 'Death' sequence:

AE22.gif

Born spinning and died spinning.

1755648467545.png
 
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Air Elemental
Part 5

Adding more particles and "air":

AE38.gif

Here I made particle emitters repeat the shape of the main body:

AE43.gif

Testing some animations in the game:

AE39.gif

Tweaking the transparency and comparing the design with the other vanilla Elementals:

AE40.gif
AE42.gif

Some experiments with the eyes in the HOMM5 style:

AE23.gif
AE26.gif
AE29.gif
giphy.gif

AE45.gif
1756229527937.png

In the end, I can easily remove the eyes and it will look fine, since this is a fairly acceptable design decision from the game developers: just look at the Water Elemental with an animated texture, where do you even put the eyes? Another thing is more "solid" textures, like Lava Spawn 👍
 
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Air Elemental
Part 5

Adding more particles and "air":


Here I made particle emitters repeat the shape of the main body:


Testing some animations in the game:


Tweaking the transparency and comparing the design with the other vanilla Elementals:


Some experiments with the eyes in the HOMM5 style:


In the end, I can easily remove the eyes and it will look fine, since this is a fairly acceptable design decision from the game developers: just look at the Water Elemental with an animated texture, where do you even put the eyes? Another thing is more "solid" textures, like Lava Spawn 👍
Holy thats amazing ... will you release this ? :O or is it strictly for project only? I cannot wait for it.
 
Air Elemental
Part 6

I was asked to make the cinematic 'Birth' and 'Death' animations, and here they are:

AE54.gif
AE55.gif


The idea is that an air elemental is formed from the wind and is expelled within it, taking the form of a tornado. During the 'Birth' I added a short walk line to make it appear as if the tornado was approaching from somewhere central as it spins. This way you can turn your Elemental to face the other direction and its spawn process will never be the same! Also, all animations are accompanied by the correct sounds, which is a nice addition 🤌

AE54 (1).gif
AE55 (1).gif


But how I made it look like this? There's a simple trick! I took the Tornado "hat" from the Tornado model and gave it the same Material properties as the Air Elemental:

Снимок экрана 2025-08-27 150433.png
Снимок экрана 2025-08-27 150510.png


Then I put it into a separate Geoset, added a windy "curl" and made it dissapear and appear when needed in the frames where I scale down the Elemental's head and arms. This creates an illusion that the Elemental is actually emerging from the tornado! 🌪️

That's how the unanimated model looks in the model editor now:

Снимок экрана 2025-08-27 151136.png
Снимок экрана 2025-08-27 151153.png


Do you like mushrooms?

Of course, cinematic animations require triggers to play and some other magic. During the cinematic 'Birth' the point where the model spawns is here:

Снимок экрана 2025-08-27 151349.png


So, right after the spawn there will be situated its shadow (if you have it on in the Object Editor) as well as the HP bar, which you need to hide somehow.

I will still be posting the model with the old animations that you saw a few days ago, but this is the type of Air Elemental you will be able to extract from the Cut Wood map, which is an open source map created by the model's sponsor @Stormswind.
 
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Earthbasher
Part 1

1EB2.gif


I was asked to create a model based on the following references:

Снимок экрана 2025-09-05 130704.png
Снимок экрана 2025-09-05 130641.png


The model must be: tall, massive, fortified, mostly wooden, with sharp elements, a "control" cabin and a huge hamma 🔨

At first, I studied the engineering and aesthetic subtleties of the vanilla model design (crossbeams, beams, how everything fits and interacts) in order to create a wheelbase:

Снимок экрана 2025-09-05 132153.png
Снимок экрана 2025-09-05 132203.png


Here I increased, widened and raised the wheelbase; added massiveness to outstanding details such as tusks, pipes and ram stakes.

Then I took Tinker's Pocket Factory geosets to create my half-wooden gear:

1757067922281.png
Снимок экрана 2025-09-05 130410.png


After that, I prepared a space for installing a striking mechanism in the form of a wooden-metal gear:

1757067373627.png
1757067809617.png


During this process, I placed a shaft, graphically arranged the mechanism's springboard from the point of view of improvised Warcraft engineering.

Next, I created a lifting mechanism for the future cabin:

1ештлук.gif
1757068133929.png


This mechanism will help the model become "tall" and addionally will add to the dynamics of the model during some animations like 'Attack' or 'Walk'.

Then I added a cabin and installed a huge hammer:

1757068380904.png
1757068399488.png


Here I used some native geosets from the Paladin and Watch Tower models. But, in order to make a cabin look less like a building, I replaced the shingles with a fabric roof and added a window which will save us from the need to add a door and show the internal emptiness of the cabin:

1757068560221.png

Buildings\Orc\GreatHall\Stronghold.blp

Then I created a couple of animations to demonstrate the height and massiveness of the model so that you can see how the details interact:

1EB1.gif
1EB2.gif


Well, at the end I compared the models to make sure how large-scale the changes were, how massive the Earthbasher turned out:

1EB4.gif


Satisfied with the result to a sufficient extent, I can say that the model looks quite laconic with a large number of details, and also fits well into the overall gaming environment. Additionally, things like the moving cabin and gear make it look quite unique and will allow us to develop the dynamics of the model in other animations.

Thanks for reading!
 
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IMO it looks more gobliny with that wacky hut there. Would be nicer less like the Demolisher and more different overall.
In the second part some things would be changed to get in line with the sponsor's taste which practically echoes your words. And this attempt is more my vision, because I like to combine what I saw, but at the same time I only played WoW for one day 😀
 
One-Punch Ent

2.gif
1.gif

one-punch-man-punch.gif


Things getting crazier and crazier when it comes to Ent skins for Tree Tag 🌲 And this model is a personal skin made for a well-known member, brainy coder, S-tier Tree Tag player and a big friend with amazing personality @Wrda 👊💥

Some other Tree Tag fans and players of the upcoming fun Autumn Tournament 🍁🍂 this weekend will have a chance to get the skin 🏆 I might cook something less extravagant later if I find time, of course!
 
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Things getting crazier and crazier when it comes to Ent skins for Tree Tag 🌲 And this model is a personal skin made for a well-known member, brainy coder, S-tier Tree Tag player and a big friend with amazing personality @Wrda 👊💥

Some other Tree Tag fans and players of the upcoming fun Autumn Tournament 🍁🍂 this weekend will have a chance to get the skin 🏆 I might cook something less extravagant later if I find time, of course!
Branchtama? or Saitreeman?
 
Tree Tag Infernal - Darkness
(Final Part)


Some concise 'Birth' and 'Death' animations that I want to keep simple enough for Darkness for the Tree Tag map.
(If you want to see the first part - follow the link.)



Darkness is one of the Infernal antagonists in Tree Tag. It used to look mostly as a recolored Infernal which I made when I only picked up modeling:

1759254671644.png
Снимок экрана 2024-12-12 025403.png


So, generally I aimed at giving our Infernals more character on top of their standard Blizzard Infernal appearance to add to the uniquness of the map. The idea behind this Darkness is that it's an agile and agressive pursuer (it's actually an agile hero that hunts Ents), which appearance comes from the dark times of medieval horror rumors and tails where gloomy stone gargoyles become alive.

dark.gif
dark_portrait.gif


This change may seem too drastic to some, but after a while, as the eyes of old players get used to the new look, the map will score more points for its unusual, expressive and creative content, which will be more impressive to new players and better remembered.
 
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Ooooooo love this! Any other infernals on the way for the map or just this one?
There's an earth one, Terra here and a fire one, Burnin here. Burnin is already in the map doing his job but Terra is still under construction, and I don't know if I keep its design and texture choice 🤔
 
Pennywise
Part 1

1761572734955.png


Here I will be posting some of the creative process for Mini SD Modeling Contest hosted by @MasterHaosis in anticipation of Halloween, who loves scary monsters!



The model will represent Pennywise, a dreadful demon clown from the latest version of It movie. And we'll begin our work from the face.

His facial structure includes fleshy lips, big front teeth, prominent eyebrows, large cheekbones and a large, high forehead, almost like the face of the Keeper of the Grove. This may sound crazy, but just take a look:

PW_face2.gif
PW_face1.gif


Here and there I shaped the Keeper's face to get closer to the reference. After that, I added a few polygons and tried to recreate one of the most famous grimaces of our sinister clown:

Снимок экрана 2025-10-06 220849.png
Снимок экрана 2025-10-04 112133.png


There's something to it, isn't there?

We can't go overboard with polygons, since we are talking about the SD quality, but we shouldn't skimp on the head sculpture either, because this is the most expressive, eye-catching and signature part of the character. We need to make sure that we will have enough material to work on with facial expressions which is also a very important part.

After the changes, the head structure looks something like this:

1761574163553.png
1761574173489.png


But what about textures? We'll just take a screenshot from the movie with the most neutural expression and carefully adjust it to the size of the face:

PW_face4.gif
PW_face5.gif


Now let's see what the model itself looks like now:

Снимок экрана 2025-10-07 004321.png


Quite tolerable! Now we will adjust some facial proportions closer to the reference:

Снимок экрана 2025-10-07 052216.png
Снимок экрана 2025-10-07 052222.png
PW_face7.gif


Good! It remains to mark the hair growth to make it easier to draw after we have outlined a more precise position of the forehead, jaw and ears:

Снимок экрана 2025-10-07 130624.png
Снимок экрана 2025-10-07 130738.png


Next, we'll take the Panda's hat to add another notable detail to Pennywise's wardrobe - his clown collar:

PW_collar.gif
PW_collar1.gif


Fine. This hat has one more small feature - a kind of separate part at the back, which will be useful to us in the future, when the model gains the ability to move its head.

Next we will add teeth to complete the face at this stage and paint the collar a little:

1761575001790.png
Smile1.png
Teeth1.png

1761576557686.png


Smile! By the way, I borrowed the base of the teeth from a shark (they always grow anyway) in order to be closer to the SD quality in this case as well.

So, this part of the work on Pennywise has come to an end! In this state we will leave our clown alone until next time:

1761575201648.png



What can we say about our work?

  • We significantly sped up the process by borrowing some mesh from the Blizzard collection.
  • We carefully shaped the structure of the face and added more polygons before applying the texture.
  • Throughout the process, we constantly returned to the reference, trying to maintain the character's charisma.
  • We started work with the most important and expressive part of the body in the case of Pennywise - namely his head.



Thanks for reading and I hope that the above tricks will be able to help you in working on your models!

PW_dance.gif


P.S. Stay tuned - the next batch of Pennywise content is coming soon 🤡
 
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WOW THAT IS AWESOME! Step by step thats how it should be done. I am impressed by how you spend time on this.
Thanks!

Well please there is official thread for a reason, post one screenshot of model there before Halloween or on Halloween and post link of this post as well so it can be redirected for those who want to see these steps.
Sure, I can put the links on my progress there, not only with the second WIP if you want.
 
Pennywise
Part 2

Снимок экрана 2025-10-27 164531.png


Here's another portion of creative content on Pennywise for Mini SD Modeling Contest 🤡



In the first part we focused on the face with all its features and tried to create a reference-based model of it with all its charisma and keep it SD at the same time.

Now let's move on to creating some body's geometry. For this, I chose the Peasant's body for its 'Walk' animation, simple geometry and a low-tech bone system that only included bones (no extra helpers at this point): Root with Chest-Arm-Forearm-Hand and Pelvis-Thigh-LowerLeg-Foot chains.

1761835386101.png
Снимок экрана 2025-10-10 192111.png


Then I removed all attachment points and other objects like blood so that we won't have to spend time on ticking and unticking all that stuff in RMS.

I also enlarged the dude's shoulders and shaped the arms the way I'd like to see them on the scheme below:

pennyarm.png
Снимок экрана 2025-10-11 151144.png
Снимок экрана 2025-10-11 151502.png



Then we added a rough paint over just to outline the position of the future texture and maintain the correct proportions.

The thing is that Warcraft-y models are built around simplifications, especially when it comes to the SD quality. So we cut off unnecessary parts and enlarged the most distinctive parts of the mesh, such as It's clown-ish shoulder pads, which will hint at the character's appearance and tie us to his real-life look from the movie reference.

Next we added more paint and shaped some mesh around the pelvis:

Снимок экрана 2025-10-11 162054.png
1761832629991.png


Now we need a connection between the thigh part and lower legs: from the 5-angled shape to the square one. So, in order to speed up the process, I took Bloodmage's ass:

bmass.gif


Then I took the rifle's mesh, nice pointy Footman's boots and connected all these parts:

Снимок экрана 2025-10-16 210300.png
Снимок экрана 2025-10-16 210310.png
1761832425904.png
pennybot1.gif
pennybot2.gif


Good. I also added some texture just to make a cleaner silhouette.

You don't know how to create a mesh? Or is this a very long process? Just tear off the necessary body parts! The most important thing is that the geometric section with the number of angles must coincide with another one.

Now let's spit more paint on our friend and connect the mesh with the bones:

PW_walk1.gif
Снимок экрана 2025-10-16 213854.png
Снимок экрана 2025-10-16 232919.png
Снимок экрана 2025-10-16 230633.png


Now we're talking walking! But how did I know what the repeating patterns on a clown collar should look like? To do this, I just painted the Panda texture, cut out this piece and added it to the Pennywise texture 👆

Now, based on the reference, let's start dyeing the hair:

Снимок экрана 2025-10-17 003146.png
Снимок экрана 2025-10-17 003133.png
PW_hair1.gif

Then let's move on to the face texture and spend some time drawing over it with the mouse, which is my favorite part
1761834219526.png
:

PW_hair2.png
Снимок экрана 2025-10-17 184708.png
Снимок экрана 2025-10-16 230922.png


Here we go! By the way, I tore off the Archmage's ear texture and just made it black and white: another simple trick to save time and keep the things SD.
Drawing icons improved my skills somewhat, so I was able to take on a whole skin. Small steps towards a big goal:

Pennywise.png
PW_Body2.gif


Look at his posture, his gaze and the bizarre position of his arms: this is exactly the image we put into the T-pose model before starting the animation.



Let's summarize our work:
  • We significantly sped up the process by borrowing some animated mesh with bones from Blizzard's MPQs.
  • We worked to visually simplify the look of the reference before building the silhouette to make it consistent with more Warcraft feel.
  • During simplification, we tried to highlight the most destinctive details of the appearance of Pennywise's clothing in order to preserve the visual concept of the character and make it noticeable as Pennywise in the game.



Thanks for reading and I hope that the above tricks will be able to help you in working on your models!

PW_face.gif
 
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Pennywise
Part 3

Снимок экрана 2025-10-27 164531.png


Here's another portion of creative content on Pennywise for Mini SD Modeling Contest 🤡



In the first part we focused on the face with all its features and tried to create a reference-based model of it with all its charisma and keep it SD at the same time. In the second part we worked on the main body geometry. Let's move on to creating some mesh and animations that will help reveal the character even more.

So far I've made a few animations and one of them requires a pare of roundy eyes, and we're going to create them in a few seconds:

Снимок экрана 2025-11-10 152126.png
Снимок экрана 2025-11-10 152146.png
Снимок экрана 2025-11-10 152228.png


Poor Peasant! Here we took out his eyes, duplicated their parts and connected them into one round thing.

Снимок экрана 2025-11-10 153511.png


Look how much character do the pupils add! But, we won't use these eyes as Pennywise's eyes. Instead, his white "eyes" represent a flat area along which we can calmly move the pupils that creates the illusion of turning the eye (as is done with native models), and also more effectively change the color of the pupils, for example, in portrait animations:

2PW_eyes.gif


Pennywise is a clown and clowns often know how to juggle. And so we take a gif, open it in Photoshop, and every 4-5 frames we reproduce the position of the hands and eyes (the inbetween frames that we skipped will be pulled up by the RMS editor, so we don't have to use every frame from the gif):

ball-2.gif
Снимок экрана 2025-11-11 194347.png
PW_jungler.gif


Now let's look at the result:

PW_12345.gif


Good! We added some dance moves and gestures, and now it looks funny and scary at the same time, just what we needed 🤡

The thing is that It is embodied in a clown, so it is necessary to show something clown-like and at the same time strange, repulsive, unnatural, like the very essence of the character, because before he grabs victims, he usually intimidates them with his unusual tricks. You get the idea, don't you? This animation is perfect as a 'Stand' sequence.

We also added a little more spice to the animation:

PW_swallow.gif
1762881073141.png


Immediately after he swallows his eyes, they pop out and return to their original position.

Now let's quickly create one of Pennywise's main attributes - a balloon. To do this, we take another eye, turn it with the more detailed side on its side, recalculate the normals and apply a solid texture:


Снимок экрана 2025-11-10 152438.png
Снимок экрана 2025-11-10 152549.png
Снимок экрана 2025-11-10 152753.png


Voiles!

Well, in the end, let's play with this balloon in some interesting way:

PW_123456.gif


A fitting 'Dissipate'. That's what can be called a creative approach 🎈



Let's summarize our work:
  • We significantly sped up the process by borrowing some animated mesh with bones from Blizzard's MPQs, once again.
  • We used the character's personality to imagine what actions he might perform during one of the 'Stand' sequences.
  • In one of the animations, we also used one of the character's main attributes to explore charisma in a deeper and more creative way.


Thanks for reading and I hope that the above tricks will be able to help you in working on your models!

PW_dance.gif
 
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Pennywise
Part 3

View attachment 554835

Here's another portion of creative content on Pennywise for Mini SD Modeling Contest 🤡



In the first part we focused on the face with all its features and tried to create a reference-based model of it with all its charisma and keep it SD at the same time. In the second part we worked on the main body geometry. Let's move on to creating some mesh and animations that will help reveal the character even more.

So far I've made a few animations and one of them requires a pare of roundy eyes, and we're going to create them in a few seconds:

View attachment 554812View attachment 554813View attachment 554814

Poor Peasant! Here we took out his eyes, duplicated their parts and connected them into one round thing.

View attachment 554815

Look how much character do the pupils add! But, we won't use these eyes as Pennywise's eyes. Instead, his white "eyes" represent a flat area along which we can calmly move the pupils that creates the illusion of turning the eye (as is done with native models), and also more effectively change the color of the pupils, for example, in portrait animations:

View attachment 554817

Pennywise is a clown and clowns often know how to juggle. And so we take a gif, open it in Photoshop, and every 4-5 frames we reproduce the position of the hands and eyes (the inbetween frames that we skipped will be pulled up by the RMS editor, so we don't have to use every frame from the gif):

View attachment 554820View attachment 554822View attachment 554821

Now let's look at the result:

View attachment 554830

Good! We added some dance moves and gestures, and now it looks funny and scary at the same time, just what we needed 🤡



We also added a little more spice to the animation:

View attachment 554819View attachment 554828

Immediately after he swallows his eyes, they pop out and return to their original position.

Now let's quickly create one of Pennywise's main attributes - a balloon. To do this, we take another eye, turn it with the more detailed side on its side, recalculate the normals and apply a solid texture:


View attachment 554831View attachment 554832View attachment 554833

Voiles!

Well, in the end, let's play with this balloon in some interesting way:

View attachment 554834

A fitting 'Dissipate'. That's what can be called a creative approach 🎈



Let's summarize our work:
  • We significantly sped up the process by borrowing some animated mesh with bones from Blizzard's MPQs, once again.
  • We used the character's personality to imagine what actions he might perform during one of the 'Stand' sequences.
  • In one of the animations, we also used one of the character's main attributes to explore charisma in a deeper and more creative way.


Thanks for reading and I hope that the above tricks will be able to help you in working on your models!

Even when I leave Tumblr I can't escape that juggling man gif xD
 
That is one nice progress man. You sure go to win everything, you are not joking around! (despite you are making clown) :cgrin:
I would just suggest to make alternate stand, move and attack with that balloon so he could be used as flying unit alternatively as well or just hovering above ground, but nice idea that balloon.
Hope so 😀
There are other plans for alternative animations if I have time. If I reveal all the animations I have rn and future plans I have around the model, it won't be as amazing and striking 😉
 
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