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Zweihander Knight

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Soft Remake of my older model

Unit variants have attack animations sped up to compensate for the lack of agility attribute

Recommended wordeit parameters:

Art -Death Time (Seconds): 2
(Hero version) Combat - Attack 1 - Animation Damage Point 0.4
(Unit version) Combat - Attack 1 - Animation Damage Point 0.3
Previews
Contents

Zweihander Knight (Hero) (Model)

Zweihander Knight (Unit) (Model)

Zweihander Paladin (Hero) (Model)

Zweihander Paladin (Unit) (Model)

Zweihander Anti-Paladin (Hero) (Model)

Zweihander Anti-Paladin (Unit) (Model)

Zweihander Knight 1 (Icon)

Zweihander Knight 2 (Icon)

Zweihander Paladin 1 (Icon)

Zweihander Paladin 2 (Icon)

Zweihander Anti-Paladin 1 (Icon)

Zweihander Anti-Paladin 2 (Icon)

Level 6
Joined
Sep 30, 2017
Messages
69
Your models are something else man. Truly great work! But one thing about the model is that I think it's a bit short; it looks like a dwarf to me, and also some clipping, but that's just my opinion. I will give it a 10/10 as all of your models.
 
Level 35
Joined
Oct 26, 2014
Messages
402
Your models are something else man. Truly great work! But one thing about the model is that I think it's a bit short; it looks like a dwarf to me, and also some clipping, but that's just my opinion. I will give it a 10/10 as all of your models.
I started out with relatively normal proportions, but it would look way too tall and thin compared to other models in game. Wc3 has units designed this way to better read from top-down view. Plus I couldnt use typical Blizzard wide pauldrons with TC because the idea was always a relatively realistic armor design that still fits wc3 art style, a bit of a difficult compromise.

Changing a unit's proportions is still pretty easy in Retera's model studio
 
Level 6
Joined
Sep 30, 2017
Messages
69
I started out with relatively normal proportions, but it would look way too tall and thin compared to other models in game. Wc3 has units designed this way to better read from top-down view. Plus I couldnt use typical Blizzard wide pauldrons with TC because the idea was always a relatively realistic armor design that still fits wc3 art style, a bit of a difficult compromise.

Changing a unit's proportions is still pretty easy in Retera's model studio
I get that from the top view it looks normal, kind of like a footman. When I first saw it from the picture, I thought it's going to have the same proportions as your Plate Armor Knight model, tall and thin.
 
Level 6
Joined
Jul 5, 2020
Messages
68
Every mononing when I wake up and check new model on Hive and see new model from Gluma, I take a thing this world not so tireble.

We with friends love play in Chivalry, and this sword just a fantastic. Beatefull animation. Big work. Three variants. Hero and unit version.
Anti-paladin look so brutal. He like Chosen from WH-FB.

Thx Gluma for this wonderful work!
 
Oh man, good job with this Bezier(?) animations, it looks awesome, you showed off the characters' charisma very nicely. Can't stop admiring the warcraftyness of textures in terms of colors, resolution and some other details. Love the characters' design, their similarities and differences, beautifully done 👍 Also love that you've done a neat and clever thing by making 'Spell', 'Spell Throw' and 'Slam' sequences inherit the pose from 'Stand Ready' because these guys are close-range (and won't jump through 'Stand' when in battle). In addition, this is a really solid base for modelers who want their two-handed warriors but lack experience in animation. Take points!

You might want to change a thing here:
Unlike on your previews there's no two-sided tag for the helmet's material:
Снимок экрана 2024-09-01 161727.png
Снимок экрана 2024-09-01 161757.png

I'm guessing it went away when you merged its geoset with TC materials to save space.
 
Last edited:
Level 35
Joined
Oct 26, 2014
Messages
402
Oh man, good job with this Bezier(?) animations, it looks awesome, you showed off the characters' charisma very nicely. Can't stop admiring the warcraftyness of textures in terms of colors, resolution and some other details. Love the characters' design, their similarities and differences, beautifully done 👍 Also love that you've done a neat and clever thing by making 'Spell', 'Spell Throw' and 'Slam' sequences inherit the pose from 'Stand Ready' because these guys are close-range (and won't jump through 'Stand' when in battle). In addition, this is a really solid base for modelers who want their two-handed warriors but lack experience in animation. Take points!

You might want to change a thing here:
Unlike on your previews there's no two-sided tag for the helmet's material:
View attachment 485628View attachment 485629
I'm guessing it went away when you merged its geoset with TC materials to save space.


something strange happenned to the helmet's inner side of the helmet because I had it modeled, like, with polygons. And the unit version still has it too. I have no idea why it would just go away like that, gonna fix
 
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