• Check out the results of the Techtree Contest #19!
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Villagerino's Work in Progress

Pennywise
Part 4

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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. In the third part we created some mesh and added more animations that help reveal the charisma of the model. It's time for some facial expressions, one of the most important parts of Pennywise as a character.

There's a huge variety of facial bones that are to simulate the motion of different muscles:

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Face1.gif


There are cheekbones and multiple lipbones to make It smile; inner and upper eyebrows with a bridge of the nose for grimacing; some teeth and maw controllers for biting animations.

All these bones can rotate and scale different parts of the face, e.g. we need to widen the nose and open up the jaw during the smile to make it look natural 🫦 Natural, "correct" movements are what makes our perception experience some pleasure from what we see:

Face3.gif
Face2.gif
Face4.gif


Such detailed work with facial expressions is needed, firstly, because Pennywise's face is a signature part of the model, and secondly, there are 'alternate' animations where his head is simply huge, and there we need clean, expressive grimaces to get an emotional response.

Here we added a bunch of sharp fangs by simply applying their geometry on existing teeth texture:

Face5.gif
Face6.gif
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At the right moment, we hide the teeth and expose the fangs, and also draw back the forehead, eyes and strongly stretch his facial muscles, imitating the unnatural structure of Pennywise from the movie. And this is how we made a rather fitting 'Attack Slam' 👍

Our bones for the forehead, back of the head, bridge of the nose, outer eyebrows, lips and even ears allow us to create a scary unnatural position of the facial structures and demonstrate one of our hero's superpowers, hypnosis:

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The so-called "deadlights" this is an integral part of the character's incredibly strange organism, giving him power over frightened mortals. To enhance the effect in this animation, we increased the size of the lights, sped up their rotation and added several effects that go well with the idea of hypnosis, for example, a spiral texture and a kind of "suction" effect of particles:


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Face7.gif


We then added a dance, which I decided to leave as 'Stand Victory', and combined both animations into one for more expressiveness:

Face8.gif
Face9.gif


'Stand Channel' is ready! 🕺

Before hypnotizing the main character, Pennywise dances on stage, which adds logic to the crossing of animations. Additionally, this improves animation dynamics and allows the hero to rotate on the map to target the victim if the player so desires.

And then you can just appreciate the difference in the size of the head of the usual and 'alternate' forms of the hero, where the detailed structure and expression of the face are fully justified:

Face10.gif
Face11.gif
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In addition to the standard 'Attack' sequence with biting, you can also watch the 'Spell' animation, in which Pennywise throws his head forward like a snake and shakes his clown collar like a snake hood. All that remains is to add imitation of sound waves to create an excellent animation for intimidating victims 🧛‍♂️



This time I will make do with a shorter post and propose to summarize our work:
  • We tried to maintain a balance between the detail of the character's face and the number of bones to control grimaces, in order to have a good tool for reflecting the character's emotions and thus bringing him closer to the viewer.
  • We combined several animations into one 'Stand Channel', using the logical sequence from the movie, and strengthened the dynamics of the animation, giving it more visual meaning using a suitable mesh and particle emitters.



Thanks for reading, folks, and I hope you enjoy the process! 🫶

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Abandoned goldmines, some variations, just geosets if someone wants to make something out of this:

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Some of them have seamless textures that could be scale up to infinity.

Some icons here.
 

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Abandoned goldmines, some variations, just geosets if someone wants to make something out of this:

View attachment 562979View attachment 562984View attachment 562980View attachment 562982View attachment 562988View attachment 562990View attachment 562991

Some of them have seamless textures that could be scale up to infinity.
That's a really solid idea, one that I'm surprised no one has done yet. Surely there would be a myriad of abandoned mines scattered across the world; making it so doodads can be placed so close also helps sell that. Lovely.
 
They're nifty. I don't like the mandatory trees (being part of the model). They can be added as doodads/destructibles instead.
Thanks! Yea, I will also release my own mines based on these I think, something like Spiderino Mines. These need to drop lumber on death and merge with the forest around, 100% requested constructions.
 
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Happy New Year, guys! 🎄 I wish everyone less worries and hassle and more joy in life next year!

Thanks every Hive follower and friends for your attention to my works, your commentaries make me happier 💫

Special thanks to my fellow supporters @RvzerBro, @Wareditor and @Stormswind, be healthy and wealthy next year! 🤜🤛
 
Happy New Year, guys! 🎄 I wish everyone less worries and hassle and more joy in life next year!

Thanks every Hive follower and friends for your attention to my works, your commentaries make me happier 💫

Special thanks to my fellow supporters @RvzerBro, @Wareditor and @Stormswind, be healthy and wealthy next year! 🤜🤛
Thx, Happy New Year, dude! :peasant-i-object:
 
Onepuuuuuuuuuunch Ent 🤛



Some crazy stuff in Tree Tag.

'Birth' and 'Death' animations with sounds (sounds are late due to Windows recording):


I wanted to make it as simple as other summonings in Warcraft, also nothing too epic about 'Death'.
 
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Onepuuuuuuuuuunch Ent 🤛

View attachment 571470
View attachment 571471
Some crazy stuff in Tree Tag.

'Birth' and 'Death' animations with sounds (sounds are late due to Windows recording):
View attachment 571607View attachment 571608

I wanted to make it as simple as other summonings in Warcraft, also nothing too epic about 'Death'.
man I friggin love that Earth Elemental, and you've got it perfectly right with those new anims (simple but effective, cool but not flashy as befits a simple summon/unit). Distinct from the existing Rock Golem model. Makes me wanna throw together an Earth Elemental mini-race rather than Air for the Contest 🤔
 
Night Hunter
A new rare Tree Tag skin for Ent Ranger 🏹

NewPlayer2026Tournament_Skin_Preview.gif
Showcase.gif
2026NewPlayerTourPrizeSkin_Demo_1.png


Prepared this for the upcoming tournament, which will be held only for new players in the community.

man I friggin love that Earth Elemental, and you've got it perfectly right with those new anims (simple but effective, cool but not flashy as befits a simple summon/unit). Distinct from the existing Rock Golem model. Makes me wanna throw together an Earth Elemental mini-race rather than Air for the Contest 🤔
Thanks! Glad to hear that you see the animations balanced 🧘‍♂️
 
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@Wareditor, you profile has some privacy restrictions, so I cannot create a conversation with you.
Heyo, I saw your messages on Boosty. Thanks for the support once again and appreciation of my work!

I've always been around Hive as from time to time I opened WorldEditor to make some stuff, especially when I was a kid. Later on I joined Hive just to get some models for my map and understood that they don't suit me for different reasons. So I decided to launch a fan-made 3D editor to apply some changes to the models I took from here. And then it started 😆

I continue to press on Warcraft, I will go deeper into design, I am also going to adopt 3D Max to make the animations even better and smoother. Now, together with Longbowman, we are joining forces to make a proper Remaster. I'm sure you saw his amazing works. It's slowly turning from a hobby into a job. I would like to gain experience over time and move into 3D design on a permanent basis, and this project could be a good case. So I can tell that now your support is not just support for my hobby, but a whole contribution to an important mission for the entire community. However, I will not abandon my models, on the contrary, I will devote even more time to my hobby, and with new tools I will most likely be able to speed up the process and publish more.

Thank you for staying with me for so long and I'm glad that you like my creative style, this is motivating :peasant-i-object:
 
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Hey, I changed my profile settings so now any member can start conversation with me.
Sorry about that :grin:

Thank you for the detailed message <3
I somehow was not aware of Longbowman's work, really liking what has been done so far!
I am glad your are following your passion and trying to make it into a living!
This is what I did too with programming - I don't have a degree in it but I managed to get a good job through a nice portfolio.
 

Infernal Ward for the Tree Tag Map
Part 1


'Morph', 'Stand 1-3', 'Spell', 'Attack' and 'Death' sequences:

W4.gif
W5.gif




The model is based off the following Outland decoration:

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To make animations look more vivid I use scaling during the impulse to highlighte it: this simple trick works very well with small objects.

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worked well as a sphere for creating an eye:

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If you'd like to have a sphere with less polygons just use FrostBoltMissile:

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And for the eyeball I used Forgotten's textures:

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A new epic Warcraft journey begins!

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That's the news, guys. In short, now I'm preparing skeletons for units that will be polished as much as possible, improving animation, studying professional 3D editors to eventually catch up with the new graphics. Longbowman is a professional artist, a big fan of Warcraft, working hard to improve this game with his talent. We are determined to see the project through to completion, so we will need any support, even viewing the pages that he has managed to organize so far.

Below are the links created for the project page and support:
Hiveworkshop | Boosty
 
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Infernal Ward for the Tree Tag Map
Part 2


These are the initial Wards I made, that can morph:

W6.gif
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They also contain attachment points, 'Death', 'Portrait' sequences, sounds and basically are ready to get into one's map (I will attach it below).



The next one is specificly made for the Tree Tag map:

W11.gif


It has some unique parameters that fit into the gameplay and logic of the map:

W9.gif
W10.gif

1. Thinner pathable leg.
2. Radar wings with rotation seen from 360 degrees.
3. White moving eyeball against black background.
4. Bright unshaded glow visible at nights and during the day.
5. OG Outland textures and shapes for visual unity.

Almost everything for their visibility.

They replace the blue wards:

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W13.gif

 

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