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Zweihander Knight

This bundle is marked as high quality. It exceeds standards and is highly desirable.
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)

Reviews
ILH
ILH
A high quality bundle of fully custom knights. Nice! Changes made. Works in-game. Approved!
Level 7
Joined
Sep 30, 2017
Messages
90
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 40
Joined
Oct 26, 2014
Messages
459
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 7
Joined
Sep 30, 2017
Messages
90
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
69
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 40
Joined
Oct 26, 2014
Messages
459
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
 
Level 2
Joined
Oct 1, 2024
Messages
2
The model didn't appear to want to work for me.

Says it 'could not load file: "war3imported/zwei_knight.mdl".

I imported both the BLP and MDX but nothing showed up save for a stupid green and black box. It always sucks when the best work is so close to use, yet so far for me. ;-;
 
Last edited:
Level 40
Joined
Oct 26, 2014
Messages
459
The model didn't appear to want to work for me.

Says it 'could not load file: "war3imported/zwei_knight.mdl".

I imported both the BLP and MDX but nothing showed up save for a stupid green and black box. It always sucks when the best work is so close to use, yet so far for me. ;-;

it should work alright. Have you tried re-doing the whole process from zero? Also try removing "war3imported/" from the file name, maybe that will work
 
Level 2
Joined
Oct 1, 2024
Messages
2
it should work alright. Have you tried re-doing the whole process from zero? Also try removing "war3imported/" from the file name, maybe that will work
Removing the "war3imported/" worked. Thanks.

Kinda dumb how that's the fix, honestly but hey I'll take it. LMAO
 

StormgateGod

Banned
Level 3
Joined
Sep 13, 2024
Messages
17
the pathing is all messed up and confusing and jumbled. zwei1 = dark version in the BTN/DISBTN
all im saying -.-...

Edit: i see now. nevermind. the texture paths under "contents" are all messed up or auto-generated? idk. just download them and leave them dont change to texture/whatever/path/command/whatever's
 
Last edited:
Level 9
Joined
Jan 8, 2015
Messages
132
This is one unit that was needed for sometime, I like HerrDaves model too.

There is just something about long, gnarly looking swords and the beasts that carry them.
 
Level 40
Joined
Oct 26, 2014
Messages
459
No really, I use bash, cleaving attack, and critical strike. Are there changes you recommend?
sound fine to me

I was testing the spell anim (the scroll one) with heal, its probably best for spells that down't have a projectile. Channel is for some buff or healing that you channel for some time.

But really you should be using spells that are good for whatever you want to do in your map, looks should be a secondary priority
 
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