Female Dwarf Caster/Primalist

This bundle is marked as pending. It has not been reviewed by a staff member yet.
A four foot Juggalo gf

Inluenced by Maria Franz from 'Heilung'.


primal_default is the cover model with antlers and wand

primal_wand removes the antlers and the eyes are visible
primal_hammer replaces the wand and can be seen in the in-game picture

Obviously based on Orc Shaman. The animations are minimally changed, but the portraits are unique.


Made the dress segments double-sided, improving the death animation.
Previews
Contents

Eyes with hammer (Model)

Eyes with wand (Model)

Maria Franz (Model)

Level 48
Joined
Jul 29, 2008
Messages
9,824
Wonderful little model. Always excited to see Dwarves, and especially Wildhammer and/or Female; all 3 is quite helpful.

I really like what you've done with your inspiration; it's pretty esoteric & wild-looking, but it has a sort of authenticity that I really appreciate & feels right in Warcraft, despite how strange it seems to me. I think the "Maria Franz" is the best one, though I definitely love the little tweaked alternates you provided. The clothes are all what you'd expect, but the head/headpiece is most intriguing; antlers are great, but such weird face-paint, and that crazy striped veil? Really adds a feeling of mystery to the character, in a way that feels very authentic to Warcraft.

If I were to quibble, it might be nice to see a tiny bit more Warcraft-iness, in the form of bigger/more noticeable antlers? Also it would be cool if she had some kind of gauntlet/buckler/something on her other arm, kinda even her out... But gosh even that might just be my more modern sensibilities, over-nurny-ing everything. xD As an analog to the Shaman it's almost perfect, isn't it?

Good work.
 
A dwarf without a beard, what is this?! :peasant-i-object:

Just kidding, looks great. I think maybe having the cape/dress/thing be two-sided would make the decay flesh animation look better. Right now one of the legs is floating alone seemingly unattached to the rest of the mesh.

Otherwise three great models.
 
Level 30
Joined
Jun 4, 2023
Messages
419
I really like what you've done with your inspiration; it's pretty esoteric & wild-looking, but it has a sort of authenticity that I really appreciate & feels right in Warcraft, despite how strange it seems to me. I think the "Maria Franz" is the best one, though I definitely love the little tweaked alternates you provided. The clothes are all what you'd expect, but the head/headpiece is most intriguing; antlers are great, but such weird face-paint, and that crazy striped veil? Really adds a feeling of mystery to the character, in a way that feels very authentic to Warcraft.

I'm certain plenty of people wont want the antlers because that's too night elf, If you add more furs it becomes too orc, And it's a bit of a shame to have a portrait without the whole face visible. If you want to see the inspiration properly you can watch 'Anoana' by Heilung on Youtube. I can't post links or anything special anymore because I think my account's been limited.

I'm really happy with the clothes actually lol. I don't think people pay enough attention to the appearance of models in game, especially how visually distinctive they are.
I think this balances the inspiration (which was almost completely white) with adding some 'Primal' stuff, and the large white areas make it distinctive at a glance. People also add a lot of details that you'd probably only notice existed in the Viewer. For example the head band had some more complicated shenanigans to layer textures over each other to create a pattern, but once I started testing it, not only was that not visible on the map, it was generally not even visible in the portrait!
I've probably rambled about this before but, it's something Grubby talked about regarding Reforged graphics. Not that I mean it MUST be right because he said it, but it made a lot of sense to me all the same.
Basically it was very hard to read unit identities. This was even worse in combat or under stress because you're only glancing.
If you come under attack from two different people and all you see is a sea of Team Colour or grey, then it's limiting your battlefield information, which limits your ability to react, especially at a high skill level. It's like in WOW, they specifically tried to give all the original races unique 'silhouettes' and animations, so even with armour on you get an idea what that mob is just from a glance. It's kinda like subconscious communication.
I've also noticed that quite a few Blizz buildings are actually wonky, but they are posed as they are because it manipulates the perspective you generally see the model from. Or in @Villagerino 's thread it was pretty obvious he had a deeper understanding of visual art than I did. "Volumetric" etc. lol. I find these little nuggets of secret knowledge fascinating.

It's like an Ex-gf that I had who was into writing pop music. I didn't know anything about writing music but when she started talking about timings and chord progressions etc. I was like "Oh wow there is magic to this, and you know some of it".

If you look at the in-game pic I uploaded, you see a white V with TC below it? Bam that's a primalist. You see a big white patch with small TC blobs above it? Bam that's a primalist.

Ed: I think the white also emphasises a sort of priestly, purity aspect. If it's all browns and furs then it becomes more rugged, gruff, aggressive feel.
I think this girl balances being a tough dwarf with a kind of feminine softness, like the generally cheerful portrait animations.
She's kinda a tomboy that will have a drink and arm wrestle with the lads at the pub, but also likes to do crocheting and keep her house immaculate.
I think maybe having the cape/dress/thing be two-sided would make the decay flesh animation look better. Right now one of the legs is floating alone seemingly unattached to the rest of the mesh.

Great point. I noticed this but assumed that's how it was on the shaman, so I was like "blame them LAWL" but I just checked and it isn't.


Side note, Hopefully @StonemaulMidget is content with the size of these arms :p
 
Last edited:
Level 48
Joined
Jul 29, 2008
Messages
9,824
I'm certain plenty of people wont want the antlers because that's too night elf, If you add more furs it becomes too orc, And it's a bit of a shame to have a portrait without the whole face visible. If you want to see the inspiration properly you can watch 'Anoana' by Heilung on Youtube. I can't post links or anything special anymore because I think my account's been limited.
(That's strange/funny, I forgot to say it but I was going to suggest you include that link in your description 😅)

Well those people... are wrong. xD No but seriously, I see what you're saying. That being said, I have to submit that Wildhammer Dwarves are, in fact, sort of where the Dwarf concept does dabble a bit in Night Elf/Orcish territory. That's kind of the point. So I think if people get that vibe from bigger, Warcraft-ier antlers... Good. ; )

I'm really happy with the clothes actually lol. I don't think people pay enough attention to the appearance of models in game, especially how visually distinctive they are.
I think this balances the inspiration (which was almost completely white) with adding some 'Primal' stuff, and the large white areas make it distinctive at a glance. People also add a lot of details that you'd probably only notice existed in the Viewer. For example the head band had some more complicated shenanigans to layer textures over each other to create a pattern, but once I started testing it, not only was that not visible on the map, it was generally not even visible in the portrait!
I've probably rambled about this before but, it's something Grubby talked about regarding Reforged graphics. Not that I mean it MUST be right because he said it, but it made a lot of sense to me all the same.
Basically it was very hard to read unit identities. This was even worse in combat or under stress because you're only glancing.
If you come under attack from two different people and all you see is a sea of Team Colour or grey, then it's limiting your battlefield information, which limits your ability to react, especially at a high skill level. It's like in WOW, they specifically tried to give all the original races unique 'silhouettes' and animations, so even with armour on you get an idea what that mob is just from a glance. It's kinda like subconscious communication.
I've also noticed that quite a few Blizz buildings are actually wonky, but they are posed as they are because it manipulates the perspective you generally see the model from. Or in @Villagerino 's thread it was pretty obvious he had a deeper understanding of visual art than I did. "Volumetric" etc. lol. I find these little nuggets of secret knowledge fascinating.

It's like an Ex-gf that I had who was into writing pop music. I didn't know anything about writing music but when she started talking about timings and chord progressions etc. I was like "Oh wow there is magic to this, and you know some of it".

If you look at the in-game pic I uploaded, you see a white V with TC below it? Bam that's a primalist. You see a big white patch with small TC blobs above it? Bam that's a primalist.

Ed: I think the white also emphasises a sort of priestly, purity aspect. If it's all browns and furs then it becomes more rugged, gruff, aggressive feel.
I think this girl balances being a tough dwarf with a kind of feminine softness, like the generally cheerful portrait animations.
She's kinda a tomboy that will have a drink and arm wrestle with the lads at the pub, but also likes to do crocheting and keep her house immaculate.
You're right & you should say it. ; )

No I think that's exactly what I was going on about with all my talk of "authenticity to warcraft-y-ness" (OG not Reforged); I think this model really hits a sweet spot there, and it's those 'invisible' design principles (the "magic to it") that you are successfully tapping into. Villagerino is a real savant of this stuff for sure; I may not be an artist but I too find these 'little nuggets' fascinating & have tried to glean them over the years of working in Wc3 & with artists.
 
Level 30
Joined
Jun 4, 2023
Messages
419
Not bad! Is there will be more dwarf models?
I'd like to do one more dwarf male caster, a wizard/Odin type dude with ravens. But it's not a priority.

Then again last time I said that the "not a priority" things was what I did next lol. So who knows.

I think other people have done a good job with other dwarf unit types already.
 
Once again, amazing work with textures, fitting body shapes/proportions and polygonization; a lot of effort 👍 I'd love for you to start diggin' into animation! It's also nice that you add a few more variations.

@Kyrbi0, I do smell Warcraft-iness in this one, although some mesh is glued onto her head. Did you look closer at the wand? It's adorable ✨
If we go back to antlers, as from the perspective of Warcraft stylization techniques, it is a common norm to add more expressiveness to special, signature details by increasing their size, such as the Necromancer's horned helmet. I believe this further develops character and simply adds charisma.

I like it. Reminds of dwarven Druidess/Archdruidess from Disciples 2.
Dis 2 forever 💛
 
Last edited:
Level 30
Joined
Jun 4, 2023
Messages
419
I'd love for you to start diggin' into animation!

What you don't like these?
Those are like 99%+ custom animated!:peasant-jaw-drop:
Shadowheart needs fixing, but even thinking about it gives me PTSD.

But seriously, thanks :p The Kobold I'm working on atm will be about 90% custom animation.
 
You're doing great job by developing your animations skill 👍 This is one of the hardest parts. In the end, it all comes to smoothness, naturalness and some sort of Warcraft pathos that creates a specific feeling of momentum.

Some people find it hard to catch it and it's pretty handy to open up Blizz models in RMS, watch some of the animations in slow mode and toggle the slider in the animation mode, like in Shadow Hunter's 'Spell Throw' or 'Stand Victory'. Blizz have different animation types and rarily use linear animation thus making their animations way smoother, and if we want to achieve the same level of smoothness we have to use different tricks or other mediums then properly "cook" and convert our stuff (like Gluma does lately).

But to start with, people should first learn the motion to be able to repeat real-life postures, gestures, tilts and bends of the body during movement, their order, at least try to repeat it after their own bodies. With time it will help make animations look natural, as-is, and this is a very important part as our brains read this clearly - the eyes will momentarily catch on awkward and unnatural movement.

PalaDanceWTF.gif
 
Last edited:
Level 48
Joined
Jul 29, 2008
Messages
9,824
I'd like to do one more dwarf male caster, a wizard/Odin type dude with ravens. But it's not a priority.

Then again last time I said that the "not a priority" things was what I did next lol. So who knows.

I think other people have done a good job with other dwarf unit types already.
Ooooh would love to see it. Dwarves are another of my favorite races. Sure there are a good number of them, but not nearly enough. ; ) (Especially of Wildhammer & Dark Iron, for sure)

If we go back to antlers, as from the perspective of Warcraft stylization techniques, it is a common norm to add more expressiveness to special, signature details by increasing their size, such as the Necromancer's horned helmet. I believe this further develops character and simply adds charisma.
I'm glad my intuition was correct. You heard it Bleeq; the people demand bigger antlers! xD
 
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