1. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  2. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still haven't received your rank award? Then please contact the administration.
    Dismiss Notice
  3. Rubbed the right way, the genie is out of its lamp! The 12th Concept Art Contest Results have been announced.
    Dismiss Notice
  4. Race against the odds and Reforge, Don't Refund. The 14th Techtree Contest has begun!
    Dismiss Notice
  5. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Warcraft III: Rebirth Mod Looking For Modelers

Discussion in 'Project Recruitment' started by YourArthas, Feb 17, 2020.

  1. YourArthas

    YourArthas

    Joined:
    Mar 18, 2014
    Messages:
    504
    Resources:
    1
    Models:
    1
    Resources:
    1
    Hello guys. I am alone making the Rebirth mod and I really need help from people that are modelers and willing to remake enviromental and\or character\creature models of Warcraft III for the mod to achieve our faithful Warcraft III Remastered vision that Reforged failed to do so. Here is the products page if you did not see it already:

    Warcraft III: Rebirth mod

    [​IMG]

    The mod was a part of Warcraft:Armies of Azeroth project that was for Starcraft III but the other team mates have left the project when Reforged was announced and I got the confirmation that they are not coming back. Goal is pretty simple A PURIST WARCRAFT III REMASTER.

    The mod is using a stylised look so handpainted textures are a must for us to get the style inline with each other and mostly using lower poly models when compared to reforged (3k-10k polies for max for creatures\characters, lesser for doodads).You can use all your prefered softwares(zbrush,blender,maya,substance painter and so on) and there is no need for animating or rigging, as long as the sculpts are done I can do the rest myself and you also don't need to convert stuff to mdx yourself an .obj or .fbx files is enough for me, T poses must represent the original models and overall the model must be looking *almost* the same as it's original SD version. If someone is intersted just contact me because I'm really almost out of reasources and power to finish all the models alone
     
  2. ogerlord

    ogerlord

    Joined:
    Feb 17, 2020
    Messages:
    2
    Resources:
    0
    Resources:
    0
    For textures:
    As an experiment I used Topaz Gigapixel AI to upscale lordaeron grass: https://i.ibb.co/wNvd5QZ/Lords-Grass-gigapixel.png
    In my opinion the result it pretty good and a nice mixture of classic style with additional details.
    (When you use .tga as file format you are able to use ground textures with a higher resolution in classic warcraft 3.)
     
  3. ShadowArm

    ShadowArm

    Joined:
    Feb 20, 2020
    Messages:
    26
    Resources:
    0
    Resources:
    0
    i suggest looking at the /r/GameUpscale for more about this
    GameUpscale

    a year ago i worked on a Monster upscaling and weapon pack for quake 2 using gigapixel, the results were good but they were still blurry
    Recently a guy did the same using ESRGAN with a model and looked better than mine, its even there as a comparisson.

    JuxtaposeJS Embed
    Oblivion Upscaled Textures (OUT)

    here is oblivion upscaled to give you a good idea.