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Warcraft Classic HD

I was thinking, LongbowMan, you tint the surface of the Arcane Tower just a tiny bit with pink where the orb or special effect will be placed (the top... bowl, whatever it's called), to give off an illusion of lighting, since the magic sphere is pinkish? How does it look like if you try it? Too much?
 
Rather than applying ConstantColor with a geoset anim color, another option as well is to have an additive unshaded layer with a white glow texture wrapped lightly over top of the geometry of something if you want to have the appearance of glowing. Maybe I'm stating the obvious, just saw this and thought I'd leave a suggestion.
 
Rather than applying ConstantColor with a geoset anim color, another option as well is to have an additive unshaded layer with a white glow texture wrapped lightly over top of the geometry of something if you want to have the appearance of glowing. Maybe I'm stating the obvious, just saw this and thought I'd leave a suggestion.
Oh, my bad. I just don't know much about models and how they actually work in-depth. I only know model file and texture files, and boom. lol :grin:
 
I was thinking, LongbowMan, you tint the surface of the Arcane Tower just a tiny bit with pink where the orb or special effect will be placed (the top... bowl, whatever it's called), to give off an illusion of lighting, since the magic sphere is pinkish? How does it look like if you try it? Too much?
Is it pinkish, though? I'm pretty sure in the Arcane Tower it's team colored.
 
Is it pinkish, though? I'm pretty sure in the Arcane Tower it's team colored.
Pretty sure it's one color. And I guess it's not pinkish but a bit bluish (ref. to the one encircled in green). The shade or "lighting trick" should be brushed on where I drew the red semi-transparent squiggles. Like a subtle coloring that makes it look like the blue magic ball is emitting some kind of light.

image.webp


Kind of unrelated, but have you tried communicating with @Vinz? Perhaps they can help with better-quality ability effects that is still Classic-friendly in HD. I often grab custom effects from their resources, and they've made existing abilities like Blizzard, Rain of Fire, Thunderbolt, and some other, but slightly better in quality than vanilla. Still close, though.
 
The shade or "lighting trick" should be brushed on where I drew the red semi-transparent squiggles. Like a subtle coloring that makes it look like the blue magic ball is emitting some kind of light.
I see what you mean, I'll think this through, this may have some unforeseen consequences.
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Kind of unrelated, but have you tried communicating with @Vinz? Perhaps they can help with better-quality ability effects that is still Classic-friendly in HD. I often grab custom effects from their resources, and they've made existing abilities like Blizzard, Rain of Fire, Thunderbolt, and some other, but slightly better in quality than vanilla. Still close, though.
I haven't been able to recruit him yet, his too busy, unfortunately :sad:

Rather than applying ConstantColor with a geoset anim color, another option as well is to have an additive unshaded layer with a white glow texture wrapped lightly over top of the geometry of something if you want to have the appearance of glowing. Maybe I'm stating the obvious, just saw this and thought I'd leave a suggestion.
Definitely not constant color. I think what @Altruistic Anduin meant is to just paint some color on the texture aka light reflexes.
 
I haven't been able to recruit him yet, his too busy, unfortunately :sad:
Oh, I see. Maybe on post-project, then - after everything, or at least the Human and Undead faction?
Definitely not constant color. I think what @Altruistic Anduin meant is to just paint some color on the texture aka light reflexes.
Light reflexes, that's it. You can make it as an alternate texture that just adds these little things for detail. If ever you're on Ziggurats, I was going to ask for a similar thing - the Nerubian Tower can have the "claws" or whatever to be touched by some ice, or have some frost around them. Maybe the Nerubian sphere or stone on top of the Ziggurat is actually cold that way?
 
Oh, I see. Maybe on post-project, then - after everything, or at least the Human and Undead faction?

Light reflexes, that's it. You can make it as an alternate texture that just adds these little things for detail. If ever you're on Ziggurats, I was going to ask for a similar thing - the Nerubian Tower can have the "claws" or whatever to be touched by some ice, or have some frost around them. Maybe the Nerubian sphere or stone on top of the Ziggurat is actually cold that way?
If you ask me keep everything purist, those little details can be added by fans later on. I like nerubian tower of reforged for example but for remastering cases it is better to keep it simple and purist
 
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
Problem with these is that og tiles still look more detailed somehow even if its mainly them being a bit more noisy. It just makes it look empty and bland when it doesnt have this painted-in harsher shading. Your attempt looks heaps better than what they done, but still isnt quite there i would say. I know i sound like a bit of a broken record with this regarding your textures, but i mean it, it has to keep it. Its part of the style of the game and i still would preffer it stay on the buildings too tbh.

Tower looks great, though same as with other textures, let the contrast be. let the lines be bold and harshly shaded black and highlights bright even if we do have engine shading on top. Dont be afraid of these:infl_thumbs_up:
Meshwork looks amazing as always. And its primary thing Wc3 needs touched up.
For example the planks on top of the scout tower just should have those thicker lined gaps same on the door, when its tamed down it just looks uite muddy and faint from the distance especially if we take the further zoomed out camera thanks to increased limit.

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.
I know, full prologue is in there too, including voice acting that was missing in TFT. I dont get why they axed it from RoC, its quite a bit mistake as all the dub work done for original release obviously is missing stuff for that (and i wish what we got in 2020 was just patching up the gaps with good impersonators for nonenglish version as new dub is just awful and i hear the same things about other nonenglish versions. Even when they got the same actors the direction and quality of translation is hidious, when they had original right there. Kind of emblematic of Reforged as a whole sadly)
 
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Problem with these is that og tiles still look more detailed somehow even if its mainly them benig a bit more noisy. It just makes it look empty and bland when it doesnt ahve this painted in harsher shading. Your attempt looks heaps better than what they done, but still isnt quite tehre i would say.
ngl, I agree with this. I was just too afraid to say anything to upset the hype train before.

I don't know anything about textures or modeling, but I feel like it's possible that the only way to improve on the SD terrain or to fix the HD terrain is to redo is from scratch, b/c the original is pretty good, and the HD one is just so cartoony.

Put differently, I'm perfectly happy with the vanilla SD terrain and/or using Quenching Mod. If I used these SD building models but also had to use that new grass is-as, tbh I'd consider the grass to be an unwanted side effect 😬

I think it's great that you (LongbowMan) took a break to play around with the terrain to see what was doable quickly, but I for one wouldn't complain one bit even if your work only revolved around the models and didn't even touch terrain - the SD terrain wouldn't have even occurred to me to think about if I hadn't followed this thread and seen your post about it:thumbs_up:
 
Tower looks great, though same as with other textures, let the contrast be. let the lines be bold and harshly shaded black and highlights bright even if we do have engine shading on top. Dont be afraid of these:infl_thumbs_up:
You're right, I gotta add some boldness. It's not intentional really, I just over-refine the texture sometimes when I spend too much time painting at close distance. Having said that, I have to mention that some of the harshness and contrast will come back after I downsize the texture and apply Sharpen, as I do with every texture. I definitely need to widen the gaps between planks though.
Problem with these is that og tiles still look more detailed somehow even if its mainly them being a bit more noisy. It just makes it look empty and bland when it doesnt have this painted-in harsher shading.
That's work in progress, I'm still looking for the right balance. I just want a suitable background for the asset showcase, and the old tilesets are just way too lowres.
Put differently, I'm perfectly happy with the vanilla SD terrain and/or using Quenching Mod. If I used these SD building models but also had to use that new grass is-as, tbh I'd consider the grass to be an unwanted side effect 😬
Don't worry, it's just a matter of tweaking. I heard you, and I'll try to keep it more in line with the OG, because I also like how its design.

Since we're discussing this, here's another iterarion of Lordaeron grass:

1780524009012.webp
1780524287383.webp
 
You're right, I gotta add some boldness. It's not intentional really, I just over-refine the texture sometimes when I spend too much time painting at close distance. Having said that, I have to mention that some of the harshness and contrast will come back after I downsize the texture and apply Sharpen, as I do with every texture. I definitely need to widen the gaps between planks though.

That's work in progress, I'm still looking for the right balance. I just want a suitable background for the asset showcase, and the old tilesets are just way too lowres.

Don't worry, it's just a matter of tweaking. I heard you, and I'll try to keep it more in line with the OG, because I also like how its design.

Since we're discussing this, here's another iterarion of Lordaeron grass:

View attachment 593467View attachment 593470
I presume you use some ai image gen for these? Looks better, though ai does some weird things in few places. I am also pretty sure flowers are meant to be milkweed or something alike instead of those sort of flowers.
 
I presume you use some ai image gen for these? Looks better, though ai does some weird things in few places. I am also pretty sure flowers are meant to be milkweed or something alike instead of those sort of flowers.
Um, no, as I said earlier, I use original textures overlayed on top of Reforged classic HD and do some color correction. AI wouldn't preserve tileability, and painting everything from scratch would take an unreasonable amount of time.
 
I took a screenshot of your Town Hall model remake to make this 256x256 icon. I'm not gonna commit to it, though. I'd probably still leave that to Elf Knight. I'm morely just showcasing the frame I made for future Classic HD icons. It's no 1:1 to the original 64x64, but I think it turned out well, don't you think?

BTNTownHall.webp
DISBTNTownHall.webp
 
Looks great :)
Thanks. If I get some sort of burst of motivation, I might try and catch up with Longbow and see if I could recreate the icons for the buildings he's done. Say, should I add a team color background for icons with originally none or black background, like the Town Hall here?
 
Thanks. If I get some sort of burst of motivation, I might try and catch up with Longbow and see if I could recreate the icons for the buildings he's done. Say, should I add a team color background for icons with originally none or black background, like the Town Hall here?
Nice one! I'd stick to the original, I think black background for buildings provide a good contrast. By the way, I noticed the original doesn't have clock arrows:

1780584021360.webp


I don't know why, probably for the sake of readability? Anyway, in your version, I would choose the time where the arrows do not overlap, 2pm for example. And yes, I would appreciate it if you provide the project with upscaled icons like this!
 
Nice one! I'd stick to the original, I think black background for buildings provide a good contrast. By the way, I noticed the original doesn't have clock arrows:

View attachment 593520

I don't know why, probably for the sake of readability? Anyway, in your version, I would choose the time where the arrows do not overlap, 2pm for example. And yes, I would appreciate it if you provide the project with upscaled icons like this!
Alright, no background it is, then. As for the clock arrows, perhaps they didn't want to settle for a specific time to look good, lol - but I'll try to remove them via TRMS for the same of matching the original icons. Just tell me how so there's no need for back and forth file-sending. I believe the arrows can be removed anyway, right? I'm gonna need a better method than to just eyeball the angle of the icon and the scene I'm taking a screenshot of. Do you know a good overly software I could use?
 
I'm trying to redo the Town Hall, but the perspective is just so warped. I'm using Twilac's RMS but I can't get the model to move, only adjust the angle unlike the original RMS. But the original RMS has a set amount of inching and angling; Twilac's version is a bit more smoother.
 
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.
View attachment 589759
I still would like to see this one textured(be ot origibal textures or yours), its a static part of geometry wouldnt be that hard to transplant to one you have.
 
@Footman16 Sorry for the ping, but there, I updated my original message. For the third time, actually. I quickly redid the icon because I find it too noisy or has some lossy artefacts, even for 256x256 in size. I did work on the icon original at that resolution, but I took another and better screenshot and worked with 512x512 then halving the resolution.
 
Okay, so I can't really make a grand announcement about this, but here it is anyway.
The first official icon for the project: [Classic HD] Barracks (Human)

btnhumanbarracks_v1-webp.593804
View attachment 593793
btnhumanbarracks-webp.593806
Great job! Looks so crisp and shiny :cool:2
Although, I feel like both BTN and disBTN could use a bit more of that black gradient along the edges, the OG has a bit more depth because of that. Also, I think it would be easier to compare them as simple images rather than GIFs.
 
Great job! Looks so crisp and shiny :cool:2
Thank you. I was wondering if you'd like it.
Although, I feel like both BTN and disBTN could use a bit more of that black gradient along the edges, the OG has a bit more depth because of that. Also, I think it would be easier to compare them as simple images rather than GIFs.
Oh, yeah, I think you're right. Glad I made an archive of the images, so I can just work or tweak on them when needed. I'll get to it in the morning. It's early where I am (2:14 am).
 
Hello! A good timezone to anyone reading this. I figured I try my hand at doing the Necropolis/Halls of the Dead/Black Citadel icons next, but I realized Blizzard used earlier versions of the Undead town hall building for the icons--the Necropolis uses a very old alpha model with a smaller protrusion at the top, while the Halls of the Dead and Black Citadel use the beta version. Apart from that, the Necro icon has a blue team color if you look closely; the other two have green TC.

BTNNecropolis.webp
BTNHallOfTheDead.webp
BTNBlackCitadel.webp

My question is, should I go with doing the exact same TCs in the icon, or settle for one? Blue? Green? Or purple like in Reforged? Honestly, we can forget trying to match the angle and position of the model in the icons because it looks different. At the very least, I can follow Reforged's angle because it's easier, and I tried before with the Classic Necropolis icon and the Classic HD model, it looked weird or disorienting up close.
 
Apart from that, the Necro icon has a blue team color if you look closely; the other two have green TC.


My question is, should I go with doing the exact same TCs in the icon, or settle for one? Blue? Green? Or purple like in Reforged?
Not purple. Green if you have to choose just one.

I think green makes sense for the necropolis as well b/c it doesn't have a stream of (?) to add greenness on its own, unlike the original icons or the higher tiers, so it'd be lacking in green unless you used it as the TC.

However, we all know the real solution is to recreate classic HD versions of the alpha and beta models :P
 
Not purple. Green if you have to choose just one.

I think green makes sense for the necropolis as well b/c it doesn't have a stream of (?) to add greenness on its own, unlike the original icons or the higher tiers, so it'd be lacking in green unless you used it as the TC.
Got it. At first, with the Necropolis, I thought green looks good but feels lacking until the Halls of the Dead and Black Citadel. But now, it's starting to make sense for me.
However, we all know the real solution is to recreate classic HD versions of the alpha and beta models :P
lol I actually plan on having LongbowMan recreate the pool of the beta version (only) via commission, to help with the Classic HD project. I don't want to derail him while he's working on the human towers at the moment.
I think sinse this one is the closest to release version, you can pick the angle from here - just move it a little downwards to make room for Black Citadel's top part.
I was thinking of doing the whole three in the same angle for a seamless change/transformation/upgrade. Here's a preview of what I'm working with. So far, I have only the base and first upgrade, not yet the second (and last) one.

Necrohouse-preview.webp
 
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I was thinking of doing the whole three in the same angle for a seamless change/transformation/upgrade. Here's a preview of what I'm working with. So far, I have only the base and first upgrade, not yet the second (and last) one.
That's why I proposed to move the building lower, becuase the only difference between Upgrade1 and Upgrade2 is the decor on top of the tower.
 
That's why I proposed to move the building lower, becuase the only difference between Upgrade1 and Upgrade2 is the decor on top of the tower.
Which or when should I nudge the image lower? From Necropolis to Halls of the Dead, or Halls of the Dead to Black Citadel?
 
A new icon set has been made for the project: the Necropolis, Halls of the Dead, and Black Citadel!
Necropolis Icon | Warcraft 3 Classic HD

btnnecropolis-webp.593889
btnnecropolis-webp.593890
btnnecropolis-webp.593891

btnhallofthedead-webp.593892
btnhallofthedead-webp.593893
btnhallofthedead-webp.593894

btnblackcitadel-webp.593895
btnblackcitadel-webp.593896
btnblackcitadel-webp.593897

Honestly… not my finest work, but I couldn’t create a 1:1 remake of the original icons right now. Maybe in the future? I don’t know. Trying to base the icons off of an older version of the building seems misleading, in my opinion, even for the sake of purism.
 
Tbh, I feel like the angle is waay off. The distance to the building is too high, the FOV is rather strong and creates excessive perspective. Horizontal angle makes the building look mirrored because we see each side of the building at the same angle. Also, in the OG we look on the model from a higher point. If I were you, I would pick this one icon and tried to match the composition a clse a possible:
1780946593191.webp
 
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A new icon set has been made for the project: the Necropolis, Halls of the Dead, and Black Citadel!
Necropolis Icon | Warcraft 3 Classic HD

btnnecropolis-webp.593889
btnnecropolis-webp.593890
btnnecropolis-webp.593891

btnhallofthedead-webp.593892
btnhallofthedead-webp.593893
btnhallofthedead-webp.593894

btnblackcitadel-webp.593895
btnblackcitadel-webp.593896
btnblackcitadel-webp.593897

Honestly… not my finest work, but I couldn’t create a 1:1 remake of the original icons right now. Maybe in the future? I don’t know. Trying to base the icons off of an older version of the building seems misleading, in my opinion, even for the sake of purism.

Tbh, I feel like the angle is waay off. The distance to the building is too high, the FOV is rather strong and creates excessive perspective. Horizontal angle makes the building look mirrored because we see each side of the building at the same angle. Also, in the OG we look on the model from a higher point. If I were you, I would pick this one icon and tried to match the composition a clse a possible:
View attachment 593898
LongbowMan summed up exactly what I was going to see the FoV and perspective seems off making the "body" of the structure seem small when it should be more "flat" and direct in perspective.

But also, kudos to you for taking so much time to try and get these icons right, I don't envy the job but you're putting in a lot of effort and I appreciate that in terms of trying to make them as accurate and faithful as possible.
 
Tbh, I feel like the angle is waay off. The distance to the building is too high, the FOV is rather strong and creates excessive perspective. Horizontal angle makes the building look mirrored because we see each side of the building at the same angle. Also, in the OG we look on the model from a higher point. If I were you, I would pick this one icon and tried to match the composition a clse a possible:
Yeah, even the originals don't have consistency of positioning between them.
LongbowMan summed up exactly what I was going to see the FoV and perspective seems off making the "body" of the structure seem small when it should be more "flat" and direct in perspective.

But also, kudos to you for taking so much time to try and get these icons right, I don't envy the job but you're putting in a lot of effort and I appreciate that in terms of trying to make them as accurate and faithful as possible.
I'm very sorry that the icons weren't to you guys' liking, I will try and redo them today. I worked on the angle and went back and forth with making it for hours, and it was getting late when I finished it, around 2 am. So I guess it feels like I just rushed it.
 
I'm very sorry that the icons weren't to you guys' liking,
Oh there's no need to say sorry! At the end of the day we're just giving our own feedback and opinions and you're free to take it on board or totally ignore it :) your icons are high quality and look good and we're just giving our own thoughts and perspective. Like I said, I think we all appreciate the time and effort you're putting into them.
 
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