| 01-15-2009, 12:16 AM | #1 |
Weredragon Pack Model by: Dan van Ohllus (aka Kuhneghetz) Descriptions: Half-beast, half-dragon. They are usually found in dark interior areas like dungeons and caves. When they attack they either use their massive claws to slash their victim or cast fire (or other elementals) magic on them. These Weredragon models I made were inspired from the Herectic Weredragon (though that version only prefers ranged attacks) and I gave my versions my own little touch-ups. Model is based on the Owlbear model with some extra animations for use as both a regular unit, a boss unit and a hero unit. Ingame textures are used for this model. YOU MUST GIVE ME CREDITS IF YOU USE THIS MODEL IN YOUR MAP!!! Feel free to edit this resource for your projects as long as you credit me for the resource you based it from, so please disregard the outdated permission part in the readme file. Disabled icons should be inserted into this path to work correctly: ReplaceableTextures\CommandButtonsDisabled\*insert disabled icon here* Enjoy! ;) Note: Some people wonder why I didn't made a version with the other Frostwyrm texture (the ingame one, not the cinematic). Well, I tried, but that texture is VERY much different from the other dragon textures and makes it look horrible on the model no matter how much I tweak the UV. |
| 01-15-2009, 12:55 AM | #2 |
Silly DvO. Weredragons are actually called Pyritie furries. |
| 01-15-2009, 02:56 AM | #3 |
The posture looks odd. I realize that they use the owlbear bone structure, but the massive shoulder and fully upright posture distract from the dragon head, which is the most important part of the model. |
| 01-15-2009, 03:37 AM | #4 |
they look sexci, good job |
| 01-15-2009, 03:40 AM | #5 | |
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Good call WILL. Anyway, luvely modelz. |
| 01-15-2009, 01:23 PM | #6 |
Why the heck weredragons? I mean, come on, really? ![]() Why not dragonian or drake beast or anything of that sort.. Weredragon, come on, REALLY?! Anyway, they look a little ridiculous. In a good way :) |
| 01-15-2009, 04:27 PM | #7 |
How many times do we have to debate a model's name in the model thread? The name is immaterial, you can call it what you want in your map. Since name is immaterial, he could probably call them "cum-buckets" and it wouldn't affect their acceptance into the database. Score-screen icons? Sheesh, Dan, you really push the boat out. Where on earth did you get Attack Slam from? If I didn't know any better, I'd have said it was the ghoul attack and you made it bounce off the ground yourself. I'm not sure about the Spell sequence, though; the feet bobble about rather a lot in Magos' and I can't yet be bothered testing if it's a serious issue in-game. Also, considerable number of geosets? I thought you'd managed to put everything together and assign matrices and shit by now? Considerable(ish) poly-count, but I suppose they're large enough that those claws are a reasonable expense. |
| 01-15-2009, 06:01 PM | #8 |
the attack slam comes from the earth pandaren brewmaster^^ and I don´t think that the spell anim´s feet problem will be visible ingame. ( who takes a look at the feet anyways....) |
| 01-15-2009, 06:03 PM | #9 | |
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On a model this large, though, I think the details like the feet are a consideration. |
| 01-15-2009, 07:00 PM | #10 | ||||||
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Cum-buckets would be a little bit exaggerated though. =P I used the name Weredragon because other humanoid-dragon names sounded too clichéd for me to like. Weredragon sounds more brutish and fierceful than a weakly Draconian. But you can name them to whatever you wish when you use them in your map. Quote:
Why not? Someone might wanna use the models as hero units, thus I also added dissipate animation. I didn't include any hero glow for good reasons though. Quote:
Like dust said, the Earth Pandaren. Quote:
I took my examinations and the feet do not go through the ground in any animations except attack slam, but it's so minor that it would not be noticed at all ingame. Quote:
I admit that I'm very late at this vertex assignment thingy and didn't know any better when I made the models. I once tried that method on another model via Vertex Modifyer, but the result went shit. Lucky that I got a partially translated version of Mdlvis, and I have experimented a little with it on this new model I'm working on, and it works so far (no holes or anything like that). Quote:
Polycount is 710 per model, so it's not really something to cry about. =) And the older owlbear claws looked simple and fugly on these models. |
| 01-15-2009, 07:05 PM | #11 |
Well, I think you've addressed my concerns. Welcome to the database! Approved. |
| 01-16-2009, 10:36 AM | #12 |
Fantastic looking pack, mr Dan. |
