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Warcraft Classic HD

Here you go:
It does look great. I am still curious how the chunkier intermediate would look but this is just working more since there is one sphere groung around the runed tc part. Tho in theory wouldnt 2.5D spheres pose a problem if dynamic shadows are enabled? I know i would be pretty much fine in original wc3 given it has no dynamic shadows.
 
Ah, I was thinking you do that when you have the new HD texture squared away, so we can see your version with the billboard text, perhaps you can make a better cut than in the original Classic model.
Well, that's just a quick test, and I'm heading on a 2-week vacation tomorrow, so I thought I better share it now. Otherwise, I always get to animations after I finish meshes and textures.
It does look great. I am still curious how the chunkier intermediate would look but this is just working more since there is one sphere groung around the runed tc part. Tho in theory wouldnt 2.5D spheres pose a problem if dynamic shadows are enabled? I know i would be pretty much fine in original wc3 given it has no dynamic shadows.
I'm not sure how dynamic lights work with billboarded geometry but I don't think anything ugly happens - after all, they are still hemispheres, not sprites. If it doesn't look great, it won't be a huge problem to transform them into full spheres for correct lighting.
 
Your human set already looks clean, and pushing that crisp Warcraft vibe further usually comes down to testing your models in different lighting setups. I sometimes grab cheap game keys just to peek at how other games handle shading; cdkeysforgames.com helped me do that without burning my wallet. Trying a few comparisons like that might spark ideas for your next buildings.
 
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Ok, I'm back at it, and I'm proud to say that I finished texturing. Coming up with door ornaments and roof mechanisms required some creative overthinking but it was fun. Now, I just need to finish construction and debris.
ArcaneSanctum_2.webp
ArcaneSanctum_3.webp
ArcaneSanctum_4.webp
 
Is there any possibility that the spheres are more polished? I can still see some polygonal sides on there. Or is that because of the texture?
Everything looks polygonal so up close, not just the spheres - they're just in line with the overall level of detail. These things are pretty small ingame, so they will look smooth, unless you zoom in quite a lot.
 
Omg! It's like a dream come true for some reason, in my eyes. Thank you for sharing a video. Although, the texture or look of the spheres can be a bit different. I don't know what or how, I can't put it into words, but the highlight part on the edge of the shape/billboard look like a cutout? I don't mean to tear it down, perhaps you can do some brush work on the actual texture?
 
Omg! It's like a dream come true for some reason, in my eyes.
Heh, glad to hear that. I think, it's one of the more iconic buildings from Warcraft 3, in a way, because it's so unique in its design.
I don't know what or how, I can't put it into words, but the highlight part on the edge of the shape/billboard look like a cutout? I don't mean to tear it down, perhaps you can do some brush work on the actual texture?
I'm not sure if I understood. Those orbs are tricky and went through several iterations, so doing "some brush work" won't nessessarily produce a better result :grin:
 
Here comes the nitpick... I think the top part should be octagon outside, circle inside
Was one of the options but I decided to go with what @Kacpa2 and some other people suggested. I think it just works better with rings and incantations, though both versions are viable. Anyway, it's too late now, I'm about to post it and move towards the next building.
1778680772089.webp
 
Besides dwelling on the texture paths, @Villagerino and I were also busy discussing the teamcolor approach, and I think it's time to share our intermediate conclusions. All units in Warcraft III have unshaded teamcolor that basically glows in the dark. The buildings, however, are a mixed bunch. Most of them have regular teamcolor that recieves shadows and becomes darker at night while others have unshaded teamcolor, like units.

A good example of this: one fraction, two similar buildings, different approach.
1778948121913.webp

To fight this inconsistency, one could simply turn off the team color shading for all buildings. Or turn it on. Both options are a bit extreme. To find the middle ground, a solution was found, or so it seems: a 50% unshaded team color! It still glows at night slightly, making it more readable, but it also recieves shadows so your Townhall's roof won't burn your eyes out. What do you think?

Half shaded (left) vs Fully shaded (right)
1778948777781.webp

1778948831909.webp


Comparison with the old buildings during night.
1778948918744.webp
 
For me it's an inventive approach to be a very useful change to visual gameplay that helps solve the problem especially for modelers who don't know what to stick to for visual integrity in this regard.

All such buildings, together with units that have unshaded and brighter TC, as has always been the case, will look more readable, but at the same time will not stand out against their background. The game is strategic and players must have team color details to easily determine the player's position even from the great distance.

I find it an excellent compromise and a good solution. Thank you for implementing this in the updated buildings!
 
Now that you guys pointed it out, it glowing in the nighttime--the team color--doesn't feel immersive. I always thought, they would paint it on their structures as an in-lore or in-universe explanation to color schemes. But that's just me. Warcraft 3 will always be an RTS whether I want it or not. And players, who have been vocal against Reforged graphics, have always complained about "readability" of a unit, and they weren't even just talking about the TC of a unit either, or at the very least. 😅
 
I think its less important for buildings to have it unshaded. If the overlay detail isnt as full of shaded tiles and alike it does look a bit too bright. Ancients are a bit of an edge case since they can uproot which is why they have it unshaded on some of them but not all of them. Vast majority of buildings have their TC shaded and i think it's entirely intentional. Units are the ones that need to be critically readable in all conditions buildings are not as its quite obvious who is the owner by the map and colours, especially when people use the allied colour mode with all enemies in red. and team in teal and blue for their own. Few exceptions that are there are few buildings that have incredibly low amount of TC compared to the rest like Farms which have it pretty much tacked on on the chimneys and doors since roof is made of hay.

On purist side of things i would say keep it on the farm, ancient of lore, arcane vault and leave it shade on everything else that is shaded. On the other by rule of majority and intent just make all buildings TC shaded closing in the few exceptions from this. Randomly making it unshaded because its so on units doesnt sit right with me and is clearly not what blizzard intended originally.

My proposal is the reverse compromise, do the 50% TC on buildings that had it un shaded originally and leave it shaded on all buildings it was shaded on. Bringing the minority closer in line with the majority of buildings is a better approach, and still serves the purpose it seemingly is meant to have which is boosting TC on buildings that have almost no TC to speak of.(Boneyard, Arcane vault etc)

EDIT:
Now that you guys pointed it out, it glowing in the nighttime--the team color--doesn't feel immersive. I always thought, they would paint it on their structures as an in-lore or in-universe explanation to color schemes. But that's just me. Warcraft 3 will always be an RTS whether I want it or not. And players, who have been vocal against Reforged graphics, have always complained about "readability" of a unit, and they weren't even just talking about the TC of a unit either, or at the very least. 😅
Yes, it was about general colourscheme. OG game has no particular readability issues. As far as inconsistencies go i would keep them or mildly adjust them in case of outliers vs majority of buildings in this case. (I also wouldnt make peasant have the same face on portrait and icon, and just keep the ingame model resembling more the icon and portrait being a bit different. ITs been the case for Starcraft 2 for most part.)

As for how it is with og models across 4 races it really shows its only ever unshaded when TC is verry minimal:
TCNighttimeOGwc3models.webp

It also could be so that they forgot to make TC shaded on these, but as i said it should remain mostly as it is, if we tweak something we should pullback the unshaded TC on the oultiers a bit and leave it at a that.
 
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Hmm. Actually, I'm partial to the full shading. Helps you remember that it's nighttime, and adds some nice visual contrast to daytime. Looking at my phone, I initially tended to agree with you that full shading is too dark to tell what color it is, but now that I'm on my computer, I think 50% shading is too bright and the 100% shading is perfectly fine.

I would be curious what other, darker shading degrees look like, like 75% shaded.

I do think that there are some default buildings that are hard to read at night, like the War Mill, Gryphon Aviary, Slaughterhouse, and maybe Moonwell; and then I think the randomly glowing outliers should be darker; but otherwise I think darker is better.

So, personally, I think it'd be fine to either:
a) leave/make everything fully shaded,
b) tweak the shading on the harder-to-read and too-bright buildings in various directions on a case-by-case basis, or
c) make everything sliiightly unshaded (like 25% or 10% or something)

In all cases though, after looking at all the comparisons, I feel like 50% is a bit too bright.

I will admit that the new Arcane Sanctum's glow at night is cool, though. I think certain buildings having a night glow (like the Haunted Goldmine) is okay.
 
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Thanks a lot, gentlemen. I really appreciate the time you put in reasoning your opinions, it helps me clear my head so much! Based on what you said, I tweaked the parameters and decided to leave the unshaded layer at 10%, making team color only slightly brighter at night. Buildings like Arcane Sanctum or Night elf treants, that have magic runes or some other glowing stuff, will have higher values, but also less than 100%. Hopefully, this way I will subtly enforce some consistency in buildings, without going far from the original visuals.

1779021375383.webp

1779021484343.webp
 
I think its less important for buildings to have it unshaded. If the overlay detail isnt as full of shaded tiles and alike it does look a bit too bright. Ancients are a bit of an edge case since they can uproot which is why they have it unshaded on some of them but not all of them. Vast majority of buildings have their TC shaded and i think it's entirely intentional.
Thanks for taking part in the discussion! Personally I don't think that this is entritely intentional. If we look at the lastest newest buildings from the TFT add-on we can find Arcane Vault and Tomb of Relics with fresh new textures and they, especially the Tomb's, have bright pieces of teamcolor. But the Ancient of Wonders doesn't have it, so where's Blizzard's logic? And how about glowing TC like on the Haunterd Gold Mine, Ziggurat and glowing wisps inside of the Entangled Gold Mine?

Units are the ones that need to be critically readable in all conditions buildings are not as its quite obvious who is the owner by the map and colours, especially when people use the allied colour mode with all enemies in red. and team in teal and blue for their own.
What if you see a mix of buildings from several teams at one base of the same race, especially in various custom maps, and you only need to kill one building to get rid of an opponent or find a weaker one who you can destroy faster with your limited resources? What is preferable for the player in this case: to search with your eyes and move the mouse cursor around the base at night in search of buildings, or to immediately see the desired color?

I do think that there are some default buildings that are hard to read at night, like the War Mill, Gryphon Aviary, Slaughterhouse, and maybe Moonwell; and then I think the randomly glowing outliers should be darker; but otherwise I think darker is better.
Thank for sharing your thoughts! This makes me guess that for Blizzard, in the case of buildings, the teamcolor aspect is not... that crucial, because there are already large pieces, OR once upon a time, a thorough decision was not made in this regard in a hurry, OR the designers simply put this gutter on the eye, OR somewhere they even forgot to uncheck the 'unshaded' checkbox when applying the UV-map. I happens to me and other architecture-type modelers, by the way. Anyways, there's too much guessing.

Now that you guys pointed it out, it glowing in the nighttime--the team color--doesn't feel immersive. I always thought, they would paint it on their structures as an in-lore or in-universe explanation to color schemes. But that's just me. Warcraft 3 will always be an RTS whether I want it or not. And players, who have been vocal against Reforged graphics, have always complained about "readability" of a unit, and they weren't even just talking about the TC of a unit either, or at the very least. 😅
Thanks for your opinion! I agree with both cases. Anduin always feels the atmosphere of Warc... I mean, Azeroth.

Nice idea, feels right
Glad to hear!

We appreciate your participation, guys, and thanks for the feedback, for helping us make the right and informed decision! 🙌

I suppose that I can say the following based of what I think and see in our discussion:

We can make up different situations and still get NO answers. But one thing that stands above all is obvious in this regard: Warcraft 3 is an RTS game with an additional opportunity to increase the camera distance that have maps with tonns of units and structures, especially custom maps where structures can be of a size of a unit, and thus players must clearly see what belongs to whom, as this is a global concept of a strategy game. Therefore, it is worth making a holistic compromise solution that will have a global and positive impact on the gameplay and at the same time satisfy the players with improved immersion and clarity. Experimenting with transparency levels to make TC readable, pleasing to the eye, and not cause epilepsy with its huge unshaded parts is a nice and useful thing (imagine if we just unshade Orc mains or shade everything).

Look at the difference now:

1779187840469.webp
1779187564373.webp


Clean, clear and doesn't hurt the eye, does it? Now we're talking!

P.S. By the way, what is @bakr's approach towards was said above?
 
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Thanks for taking part in the discussion! Personally I don't think that this is entritely intentional. If we look at the lastest newest buildings from the TFT add-on we can find Arcane Vault and Tomb of Relics with fresh new textures and they, especially the Tomb's, have bright pieces of teamcolor. But the Ancient of Wonders doesn't have it, so where's Blizzard's logic? And how about glowing TC like on the Haunterd Gold Mine, Ziggurat and glowing wisps inside of the Entangled Gold Mine?


What if you see a mix of buildings from several teams at one base of the same race, especially in various custom maps, and you only need to kill one building to get rid of an opponent or find a weaker one who you can destroy faster with your limited resources? What is preferable for the player in this case: to search with your eyes and move the mouse cursor around the base at night in search of buildings, or to immediately see the desired color?


Thank for sharing your thoughts! This makes me guess that for Blizzard, in the case of buildings, the teamcolor aspect is not... that crucial, because there are already large pieces, OR once upon a time, a thorough decision was not made in this regard in a hurry, OR the designers simply put this gutter on the eye, OR somewhere they even forgot to uncheck the 'unshaded' checkbox when applying the UV-map. I happens to me and other architecture-type modelers, by the way. Anyways, there's too much guessing.


Thanks for your opinion! I agree with both cases. Anduin always feels the atmosphere of Warc... I mean, Azeroth.


Glad to hear!

We appreciate your participation, guys, and thanks for the feedback, for helping us make the right and informed decision! 🙌

I suppose that I can say the following based of what I think and see in our discussion:

We can make up different situations and still get NO answers. But one thing that stands above all is obvious in this regard: Warcraft 3 is an RTS game with an additional opportunity to increase the camera distance that have maps with tonns of units and structures, especially custom maps where structures can be of a size of a unit, and thus players must clearly see what belongs to whom, as this is a global concept of a strategy game. Therefore, it is worth making a holistic compromise solution that will have a global and positive impact on the gameplay and at the same time satisfy the players with improved immersion and clarity. Experimenting with transparency levels to make TC readable, pleasing to the eye, and not cause epilepsy with its huge unshaded parts is a nice and useful thing (imagine if we just unshade Orc mains or shade everything).

Look at the difference now:

View attachment 590921View attachment 590920

Clean, clear and doesn't hurt the eye, does it? Now we're talking!

P.S. By the way, what is @bakr's approach towards was said above?
Well Glowing TC on haunted mine and wisps is mena to glow, as for other cases i am pretty sure its down to minimal amount of tc on certain building. I agree readability at further diatance is important, but we also shouldnt make buildings that are overtly obvious in their TC(Towhall and other builidngs with fully TC roofs) to turn into glowsticks. The slightly reduced unshaded falue across the viard say 10-25% sounds more sensible.

Also having looked at my screenshot on a very small size on the phone now it still is quite obvio7s what tema the unshaded buildings are, but some are not so(ancient protector and warmill(etc). Although obviously its an extreme case.

I am for it to be improved but it has to vbe a well judged change. There is surely a goldilocks spot we can land on where it doesnt detract from the visuals and is readable.

As for the base having mixed owner buidlings i mentioned minimap.being a solution it would show where the offending building is making it easy to narrow down and destroy, comfirmation being made when hovered above the said building to see the player's name.

Plus when playing allied people dont loose until their teammates are still around so if they only have hnits and heroes around and base emoliahed they still can play. I dont know if it could happen all too much when playing ffa.
 
You know, I was thinking. If we want them to be more apparent or "glow", perhaps we apply it on building units that make sense for this. Like, the Arcane Sanctum's very visible TC could be explained as enchanted runes, since that building is for the magic user troops of the Human faction. Spirit Lodge, Temple of the Damned, and Ancient of Lore can follow this as well. Regularly "painted" colors (or TCs that don't glow) could be explained as just normally painted by hand, so it's not "special" or magical - Barracks (Human and Orc), and Ancient of War. I would like to exempt the Crypt because raising the dead despite them just being Ghouls, Crypt Fiends, and Gargoyle, still sounds special.

Ultimately, it is the model maker's decision. Maybe you can do both or give downloaders a variety, or you can just follow the original model's shaded and unshaded scheme, which is none and just random?
 
Based on what I have read so far, the strategy I voiced earlier works for everyone. Basically, I have teamcolor unshaded at 10% on most buildings, and 50% on those that require it. It brings teamcolor brightness values closer without sacrificing readability or logic.

Oh, and by the way:

 
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Based on what I have read so far, the strategy I voiced earlier works for everyone. Basically, I have teamcolor unshaded at 10% on most buildings, and 50% on those that require it. It brings teamcolor brightness values closer without sacrificing readability or logic.

Oh, and by the way:

Very concise and beautiful silhouette at the same time 💫
Can say the same about this. I specially like these small pieces of roof places on its ribs, they seem very pleasing aesthetically wise to me 💯
 
While working on team color, I also added some volume to it on Necropolis, it looked kinda flat to me.
Which reminds me. You should probably create a changelog here that tracks what you have made changes to already uploaded models for the project. Considering you don't have or want to ping users on Hive of every updates you make with, say, the Necropolis model, a comprehensive but brief logs of edits, patches, and fixes should be good, too.
 
Which reminds me. You should probably create a changelog here that tracks what you have made changes to already uploaded models for the project. Considering you don't have or want to ping users on Hive of every updates you make with, say, the Necropolis model, a comprehensive but brief logs of edits, patches, and fixes should be good, too.
I think it makes more sense to keep the changenotes concerning each individual model in the corresponding bundle. When I post an archive, I will make a separated changelist for it.
 
Based on what I have read so far, the strategy I voiced earlier works for everyone. Basically, I have teamcolor unshaded at 10% on most buildings, and 50% on those that require it. It brings teamcolor brightness values closer without sacrificing readability or logic.

Oh, and by the way:

Agreed. Good looking cannon tower :v though i wonder if it would look better if the more angular walls were kept like the vertices below the windows were closer to a flat(not entirely so like original. Like we went with arcane cantum Arcane sanctum.
 
Agreed. Good looking cannon tower :v though i wonder if it would look better if the more angular walls were kept like the vertices below the windows were closer to a flat(not entirely so like original. Like we went with arcane cantum Arcane sanctum.
I actually did the same thing as with Arcane Sanctum, only inverted - the top part is more angular this time. I think the walls are initially round by concept - the windows are very often, the segments are tall and narrow. Even the original lowpoly version looks pretty rounded to me, especially from the game camera.

By the way, don't miss the news about fixes, everyone.
 
Lovin how fast you're getting through all these. You still trying to finish all the Undead/Human buildings in 2026/before Blizzcon 2026?

The Arcane Tower, my favorite tower ever in the game. Second being the Guard Tower because I first saw it in TFT Orc demo campaign. (I didn't know how to upgrade towers when I was a kid playing Warcraft 3)
I don't like the Arcane Tower, because I don't think Reveal should be some unlimited-use spell that humans get, especially since they already have Flare, which for some reason was also eventually made unlimited. Everyone thinks about Shades and Far Sight (which people shit on for some reason despite the buffs), but imo HU lowkey has the best (and too much) map vision. You can't stop them from using Reveal, but you CAN passively deny Shades w/just a couple human towers smh. Imo Reveal should just be removed altogether.
 
I don't like the Arcane Tower, because I don't think Reveal should be some unlimited-use spell that humans get, especially since they already have Flare, which for some reason was also eventually made unlimited. Everyone thinks about Shades and Far Sight (which people shit on for some reason despite the buffs), but imo HU lowkey has the best (and too much) map vision. You can't stop them from using Reveal, but you CAN passively deny Shades w/just a couple human towers smh. Imo Reveal should just be removed altogether.
I was only talking about the design, not their function, as I'm no competitive RTS player; I prefer single-player and campaigns. :confused:2

But I mean, there is a whole race that can Shadow Meld, and other factions having a semi-invisibility ability, with the Humans only having the Sorceresses to cast Invisibility.
 
Here's another WIP with Arcane Tower. It's always been trickier to remaster then other upgrades due to its unusual pommel design. Oh, and by the way, I'm back on Patreon!

HumanTower_5.webp
HumanTower_6.webp


You still trying to finish all the Undead/Human buildings in 2026/before Blizzcon 2026?
Aye! I'm switching to parttime job this summer, so I have somewhat more chances to finish them on time.
 
The Arcane Tower, my favorite tower ever in the game. Second being the Guard Tower because I first saw it in TFT Orc demo campaign. (I didn't know how to upgrade towers when I was a kid playing Warcraft 3)
RoC demo you mean :v
I dont think TFT ever had a demo. I played alot of it, including bnet matches(it was up all the way into late 2010s if i recall correctly) only 1 map and only orcs with farseers. ANd all the early RoC quirks like Sentry wards having collision so you can block the way on the maps. xD
 
Taking a little side step, I decided to check if I can quickly improve some tilesets, and it seems that Classic HD option for Reforged actually has some nice material to use. It's the first time I take something from Regorged. Of course, they don't quite fit the style yet - but when mixed properly with SD textures, they provide acceptable results.

SD -> HD -> War3HD
SDHDWar3HD
 
Taking a little side step, I decided to check if I can quickly improve some tilesets, and it seems that Classic HD option for Reforged actually has some nice material to use. It's the first time I take something from Regorged. Of course, they don't quite fit the style yet - but when mixed properly with SD textures, they provide acceptable results.

SD -> HD -> War3HD
View attachment 592272View attachment 592273View attachment 592275
As someone who has experimented with making tilesets, making the tiling smooth across all tiles is honestly a massive headache so if you can just take the OGs and edit them and maintain their borders between each tile it makes it so much easier.

Making tilesets from scratch is genuinely hellish, I don't know if there's some secret to making them tile smoothly consistently that I just don't know or if it is just difficult and takes practice.
 
As someone who has experimented with making tilesets, making the tiling smooth across all tiles is honestly a massive headache so if you can just take the OGs and edit them and maintain their borders between each tile it makes it so much easier.

Making tilesets from scratch is genuinely hellish, I don't know if there's some secret to making them tile smoothly consistently that I just don't know or if it is just difficult and takes practice.
It's not that bad, but it sure is tedious, that's why I'm looking for ways to go without actually painting it all by hand...
 
RoC demo you mean :v
I dont think TFT ever had a demo. I played alot of it, including bnet matches(it was up all the way into late 2010s if i recall correctly) only 1 map and only orcs with farseers. ANd all the early RoC quirks like Sentry wards having collision so you can block the way on the maps. xD
Ah, I meant custom campaign for the TFT, because that's where I played it. I referred to the Orc campaign as the demo, not TFT itself, because it felt short and incomplete, not realizing it should be a continuation of the prologue campaign for ROC, and it takes place before the official ROC Orc campaign.
 
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