(22 ratings)
Have you though about releasing a one-armed version as well?![]()
I'm so... so damn in love with this model. Might be my new favourite of all time.
Gorejuice : D
This work is epic, but man, the filesize scares.
Try to make a more optimized version.
Maybe a version with classic animations of Warcraft or with in-game textures.
Yeah, I've realized, otherwise I wouldn't write it. Don't you think?Do you even realize what you're asking?
Nope, read again:You're asking me to basically remake the whole model. With ingame animations and textures the model would be basically unrecognizable from what it is now.
That means maybe you could try it. If you want, do it, if not, don't do it.This work is epic, but man, the filesize scares.
Try to make a more optimized version.
Maybe a version with classic animations of Warcraft or with in-game textures.
Believe me bro, I don't use any of your models.If you've got a tight filesize budget don't use my models.
I don't need a Zul'jin model, but when I need one, I'll create a post in the requests section, not by a comment.If you want a Zul'jin with ingame textures/lower filesize use this one. Or the one from the Heart of Storms resource pack. There are so many options for people who need low filesize models.
I'm not gonna change that just because people are anal about filesize.
Why should I change the way I work, or double my workload to also accommodate for that?
As I told you before: if you want, do it, if not, don't do it, it's that simple.Sorry if I come off as a dick, but this particular complaint is something that's really getting on my nerves. Because it has nothing to do with the quality of the actual resource, but rather with the users' personal expectations.
Yeah, I've realized, otherwise I wouldn't write it. Don't you think?
Nope, read again:
That means maybe you could try it. If you want, do it, if not, don't do it.
Moreover, I said "Warcraft's animations OR with in-game textures", not AND
Believe me bro, I don't use any of your models.
I don't need a Zul'jin model, but when I need one, I'll create a post in the requests section, not by a comment.
As I told you before: if you want, do it, if not, don't do it, it's that simple.
I'm not asking you to change the way you work, nor have I despised or discredited the quality of your work. My comments always are simple suggestions (not complaints) that could be beneficial to the author of the resource, as well as the users. If you want to take it personally, not my problem.
It can be created with 100% in-game textures, because the filesize is so excessive bro.
Also, you could put it animations of Warcraft's models.
Anyway, the modeling is awesome.
Thanks for splitting the model into separate versions with less animations, @Tauer. I can now afford to use this great model of yours! Cheers!
PS: I have a feeling that the hero glow might be too strong/bright. Is it just me?
Damn, really amazing model!
Nope, I didn't ask for any of that, the only thing I asked was lower the file size (which you just did it yesterday); everything else were simple suggestions.But that's exactly what you did. By asking me to use ingame textures or animations you are not only asking me to change the way I make models entirely, you are also asking me to spend a huge amount of time on top of the hours I've already spent making this model.
Well, that's a matter of perspective, I personally know a lot of modelers who love the unwrapping, like Vaanel for example, but if it's boring for you, it's okay.Using ingame textures is not a "simple suggestion" as you call it. It takes work and practice to use the correct textures and make it look right. Not to mention that unwrapping is the most boring thing ever.
Hahaha, maybe it's ridiculous for you bro, but for a mapper who loves to make multiplayer maps, every kilobyte is sacred!I know you didn't question the quality of my work, which is kinda my issue. I would rather have people criticizing the actual model, instead of something as ridiculous as filesize which I have pretty much no control over.
It's because I like to encourage modelers to use in-game textures, however, I didn't remember suggesting it to you before, sorry for saying it again.This model is not the only one you've suggested this for: From my Lothar model. No, it can't be "created with 100% ingame textures", not without changing the look of the model fundamentally.
Yes, I admit it, I'm guilty. Tbh, the models with in-game textures are what cause me the most astonishment, especially when I don't understand how they could have been made, like some models of Stefan.K, GeneralFrank, Grendel, JesusHipster, and many others modelers who unfortunately weren't registered here.You kinda seem to be under the impression that the mesh is the only important part of a model. Textures and animations are equally important in making the model as a whole.
That's something egoist, think about creating models only for campaigns. I'm quite sure that many mappers are left with the desire to be able to use your models in their multiplayer maps.Filesize is not the only thing to consider in models, but you seem to make it so in your comments which is what ticked me off. Plenty of users use models for campaigns, where filesize is not important. My point was that maybe you should consider the target audience for my models before you tell me that they could be made "100% with ingame textures".
As I told you before, I'm not despised or discredited the quality of your work man.You don't know how frustrating it is after spending literally hours painstakingly hand-texturing and keyframing animations, to have someone say that it can all be replaced with ingame stuff to "save space".
Nope, I didn't ask for any of that, the only thing I asked was lower the file size (which you just did it yesterday); everything else were simple suggestions.
Well, that's a matter of perspective, I personally know a lot of modelers who love the unwrapping, like Vaanel for example, but if it's boring for you, it's okay.
Hahaha, maybe it's ridiculous for you bro, but for a mapper who loves to make multiplayer maps, every kilobyte is sacred!
It's because I like to encourage modelers to use in-game textures, however, I didn't remember suggesting it to you before, sorry for saying it again.
Yes, I admit it, I'm guilty. Tbh, the models with in-game textures are what cause me the most astonishment, especially when I don't understand how they could have been made, like some models of Stefan.K, GeneralFrank, Grendel, JesusHipster, and many others modelers who unfortunately weren't registered here.
But I also appreciate a lot of works with included textures, and perhaps rarely the custom animations, but I do it anyway.
That's something egoist, think about creating models only for campaigns. I'm quite sure that many mappers are left with the desire to be able to use your models in their multiplayer maps.
Whatever, your models = your decision, but maybe (JUST MAYBE) you could think about them too.
As I told you before, I'm not despised or discredited the quality of your work man.
If I can't give you any suggestions for your models (excluding the size), congrats! because that means I didn't find any flaws.
Sorry bro, but not all comments can be "good job".
If the file size wasn't an important point, more than the 75% of the maps would be made with WoW models or another rips.I like constructive criticism that can help me improve on areas that are lacking. This does not include filesize.
Oh god...My whole issue with your comment is not criticism or discrediting. It's the total disregard of the amount of work put into custom textures and animations. You may have phrased it like a suggestion, but the comment was still a total disregard of the amount of time I put into making it.
The word "epic" means "disregard" for you?This work is epic, but bla bla bla...
Yeah, that's why I told you: "your models = your decision"I don't think it's egoistic (just the use of that word when talking about free resources kinda piss me off) to make models primarily with campaigns in mind. So the fact that I make mainly Orcs is also selfish? No, it's just what I prefer. I mean hell, just the fact that all of my models are based on characters from the lore should pretty much give away my preference.
As I said before The Hive is filled with models that people can use in multiplayer maps. Custom textures and animations are way more rare. There is no need for me to "think about them too" as you put it. Besides I'm not doing this as a favor to anyone. I do it because I like it. And that includes texturing and animation.
If the size wasn't an important point, more than the 75% of the maps would be made with WoW rips.![]()
Oh god...
The word "epic" means "disregard" for you?
Yeah, that's why I told you: "your models = your decision"![]()
From your perspective.Right, that's why. Couldn't have to do with the fact that WoW models look horribly out of place in Warcraft III.
Yup, I do it.No it doesn't, but casually inferring that my work can be "100%" replaced with ingame stuff does.
That's your big problem, everything you take to heart.Sure, right after calling me egoistic for making that decision.
Hope you don't mind if I throw my 2 cents into this argument, but I have to stand by Tauer with this one, Alleister.Nope, I didn't ask for any of that, the only thing I asked was lower the file size (which you just did it yesterday); everything else were simple suggestions.
Well, that's a matter of perspective, I personally know a lot of modelers who love the unwrapping, like Vaanel for example, but if it's boring for you, it's okay.
Hahaha, maybe it's ridiculous for you bro, but for a mapper who loves to make multiplayer maps, every kilobyte is sacred!
It's because I like to encourage modelers to use in-game textures, however, I didn't remember suggesting it to you before, sorry for saying it again.
Yes, I admit it, I'm guilty. Tbh, the models with in-game textures are what cause me the most astonishment, especially when I don't understand how they could have been made, like some models of Stefan.K, GeneralFrank, Grendel, JesusHipster, and many others modelers who unfortunately weren't registered here.
But I also appreciate a lot of works with included textures, and perhaps rarely the custom animations, but I do it anyway.
That's something egoist, think about creating models only for campaigns. I'm quite sure that many mappers are left with the desire to be able to use your models in their multiplayer maps.
Whatever, your models = your decision, but maybe (JUST MAYBE) you could think about them too.
As I told you before, I'm not despised or discredited the quality of your work man.
If I can't give you any suggestions for your models (excluding the size), congrats! because that means I didn't find any flaws.
Sorry bro, but not all comments can be "good job".
Hope you don't mind if...
Actually no, I did not see the date on it, initially. Even if I had, though, the argument didn't seem to have a very conclusive end so it gave the impression that it was not yet resolved.Ahm... bro, did you see the date of my comment, right?
In case you haven't seen it, here is the date. Thursday at 7:16 AM
Yes, the "argument" was stopped three days ago.
Whatever, don't mind, is your opinion, I will not change it, nor you can change mine.
Thank you, Kyrbi0. And I agree; a custom texture that makes a model near unusable due to not matching any sort of style within the game should receive a word of mention on that, unless it's a part of a larger series which very clearly attempts to deviate from the classic style of Warcraft, i.e. Scars of Conflict resources. That's a fair point of critique. But Tauer's models have always fit comfortably alongside any of the original models of Warcraft III, and that's not what Aleister was critiquing. He was saying the custom texture AND animations were a problem because it gives the model a larger file size and thus creates problems with putting them in multiplayer maps, even though that was clearly not the intended use for the model.A good conversation is never over, Aleister. ; )
I'm in a bit of a weird place, because while I agree that Tauer has the full right to do whatever-the-heck he wants with his Resources (really, any artist), I do the exact thing that Aleister does, all over the (model) Resource section(s): offer critique & suggestions. Specifically, I'm always suggesting people use in-game textures (just personally, 9 times out of 10 a custom texture won't look as good-in-the-game as an in-game texture. Tauer is that 1% exception, lol... But I'll almost always prefer an in-game textured model to a normal one. I don't have size restraints (custom MPQ ftw) but rather aesthetic constraints; everything I make MUST look like it could've come from Blizzard Themselves. In-game Fitting-ness is one of my highest criteria for a custom resource. Anyway).
But yeah, Zaljinzoo left a reasoned & thoughtful rebuttal. There ain't no time limit on respect. ; P
I'm in a bit of a weird place, because while I agree that Tauer has the full right to do whatever-the-heck he wants with his Resources (really, any artist), I do the exact thing that Aleister does, all over the (model) Resource section(s): offer critique & suggestions. Specifically, I'm always suggesting people use in-game textures (just personally, 9 times out of 10 a custom texture won't look as good-in-the-game as an in-game texture. Tauer is that 1% exception, lol... But I'll almost always prefer an in-game textured model to a normal one. I don't have size restraints (custom MPQ ftw) but rather aesthetic constraints; everything I make MUST look like it could've come from Blizzard Themselves. In-game Fitting-ness is one of my highest criteria for a custom resource. Anyway).
Yeeeaaah! Someone who finally has the sufficient reasoning to understand every word I said.A good conversation is never over, Aleister. ; )
I'm in a bit of a weird place, because while I agree that Tauer has the full right to do whatever-the-heck he wants with his Resources (really, any artist), I do the exact thing that Aleister does, all over the (model) Resource section(s): offer critique & suggestions. Specifically, I'm always suggesting people use in-game textures.
...And that's not what Aleister was critiquing. saying the custom texture AND animations were a problem because it gives the model a larger file size and thus creates problems with putting them in multiplayer maps, even though that was clearly not the intended use for the model.
That was what I was arguing for, that not EVERY model should be stifled or crippled in quality or desired style for the sake of multiplayer compatibility. Making that a rule or requirement would have led to many great models never seeing the light of day. And it's not just that he decided to "suggest" this drastic change in style to Tauer, but that he "suggested" it on quite a few of his resources, and others, when he's been told that they have no interest in following that particular suggestion, both politely and more argumentatively, which just comes off as rude and, honestly, a bit childish.
Lol! Do you spend all the time checking my comments? That stalker. ( ͡° ʖ ͡°)My problem with the current situation is that these complaints had nothing to do with the art itself. The "suggestion" (which, as Tauerliever pointed out, was made on several of my models and Kwaliti's two models, arguably the most popular models in the history of this site) was to fundamentally change the entire look the model, all in order to save a few kilobytes. That, and also the fact that he actually straight up claimed that the texture on my Lothar model could be "100% replaced" with ingame textures, just made it feel like a total disregard of the work put into making these textures.
You don't need to re-express your points. You've made them already, as you said. Or rather, I THOUGHT you had, but you just claimed that the very things you brought up that started this whole conversation were not the problems, so NOW I'm a little confused.Yeeeaaah! Someone who finally has the sufficient reasoning to understand every word I said.
Thank you @Kyrbi0!
...
For people like you the shampoo has instructions.
You become the "smart" and "diplomatic" but you really didn't understand anything I said.
Lol! Did you spend it looking for all my comments? That stalker. ( ͡° ʖ ͡°)
Whatever, this childish user has two options: (For those who have little capacity for understanding, with "this child user" I'm referring to myself.)
1. Re-expose each of my points (in vain) to try to make them (Tauer and Tauerliever) understand my point wasn't the animations, nor the included texture, nor change the way Tauer works, until... a moderator puts us to a halt (with fair reason).
2. Click the button "Unwatch Thread".
So guys, if believe in have the reason makes you happy... well, both are absolutely right!
Regards and see you in the next post!![]()
You have done a hell of a nice work right there. Indeed, a high quality model. However, there's something weird with those models (except the projectile), and I'm impressed how none else noticed it up until this point: Well, the problem is that I can't reference the "hand right" attachment point. For some reason, it's named as "hand left" in the node manager. Could you fix it, please?
Well not all of us can be good artists.Just my two cents on the "ingame textures" front -- Tauer's tendency to use custom textures is one of the reasons I prefer his work over that of someone like Stefan.k. Ingame textures on a custom mesh can often lead to an eyesore.
I disagree a good deal; it's all a matter of skill. In-game textures can look good; they just have to be wrapped well.Just my two cents on the "ingame textures" front -- Tauer's tendency to use custom textures is one of the reasons I prefer his work over that of someone like Stefan.k. Ingame textures on a custom mesh can often lead to an eyesore.