Kobold Candle Priest

This is currently only the default version, with a portrait based on my Generic Portrait.

I also want to make one with a custom head, and therefore portrait, but that will have to wait until I can be bothered.

If you would like icons, HuanJuan has made a variety of them


The internal/intended speed is 200, so when using the Object Editor, change Animation Walk and Run speed to 200 for the intended effect. The game will automatically adjust the animation to the actual speed of the unit (see preview image).


Related thread
Previews
Contents

Candle Priest Default portrait (Model)

Kobold Candle Priest (Model)

Reviews
ILH
ILH
A nicely designed kobold hero model. Changes made. Works in-game. Approved!
Oh, a lovely model, I like the texture choice and for the TC parts especially, looks quite harmonious together. I also like how SD-ish this model is with the lantern feature and some other animations around it that support this object like the Bird itself and the Spell rays. The portrait is smooth and with nice and funny ear movements.

If I were to make this model I would make fewer candles, but the candles themselves would be larger, more voluminous at the top, not so elongated and narrow, and the Kobold himself would be more "skubby" with an enlarged head and more miniature limbs, after all, this stylization is more suitable for this race in the Warcraft setting, in my opinion. But this is your artistic choice, I understand, and the model has its own character and is beautiful in its own way. I wish I could see more models like this!
 
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Oh, a lovely model, I like the texture choice and for the TC parts especially, looks quite harmonious together. I also like how SD-ish this model is with the lantern feature and some other animations around it that support this object like the Bird itself and the Spell rays. The portrait is smooth and with nice and funny ear movements.

If I were to make this model I would make fewer candles, but the candles themselves would be larger, more voluminous at the top, not so elongated and narrow, and the Kobold himself would be more "skubby" with an enlarged head and more miniature limbs, after all, this stylization is more suitable for this race in the Warcraft setting, in my opinion. But this is your artistic choice, I understand, and the model has its own character and is beautiful in its own way. I wish I could see more models like this!

Thanks :thumbs_up:
What does skubby mean? It sounds familiar like I read it in White Dwarf or on TVTropes or something, but that slang is foreign to me.

When I first dreamt up the idea (some time last year) he just had a massive candle on his back, with maybe some little vestigial ones around it. But I decided it would be hard to make him look balanced, like he wouldn't fall backwards, especially if I used Drak'thul as a base.
Then I came up with the idea that they would be reminiscent of pipe organs which would add to the priestly feel, and I got really attached to that idea.
I still plan on doing a custom version eventually which would have better candle textures, and I think would look more convincing.


Btw do you and @tillinghast have any advice about this thread? Specifically about sword strikes/swings?
 
Thanks :thumbs_up:
What does skubby mean? It sounds familiar like I read it in White Dwarf or on TVTropes or something, but that slang is foreign to me.
Well, I meant squat and stocky by saying "skubby": I was talking about proportions, like shorter and fatter limbs, bigger and more round torso, a bit bigger head, just closer to Warcraft Kobolds, and all this stuff.

Then I came up with the idea that they would be reminiscent of pipe organs which would add to the priestly feel, and I got really attached to that idea.
I still plan on doing a custom version eventually which would have better candle textures, and I think would look more convincing.
Ah, yea, it reminded me of an organ as well :smile:

Btw do you and @tillinghast have any advice about this thread? Specifically about sword strikes/swings?
Oh dude, animating stuff is something you spend a lot of time on in order to make it look realistic and vibrant. I can only advice you repeat some motions from real life, to step by step, and you can even do the swings yourself and try to move the bones this way.

If your units needs to step forward to attack, you take your root bone and move it forward, then you control pelvis by rotating it in the angle you need for your legs to bend properly, then you control the leg bones that will imitate the step, then you do all the same with your upper bones starting with the chest bone. You need to learn to control the "bigger", main bones like a root bone, pelvis, ect., rotate them, put them in proper positions before you start to control the rest bones (otherwise it will seem as if someone is holding your model by the pelvis, and the model is rotating around it in an unnatural way, like in your thread). Open up some Blizzard models in RMS and slow down the animations, try to observe them and learn. Don't give up and keep polishing your animations and imitate the movements with your own body from time to time to analize the sequence of joint movements 👍
 
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Please add a Dissipate sound event object.
Thanks for catching that, it should be fixed now.

strange coincidence, I only just discovered that event object yesterday because it's broken on Jaina; the dissipate sound triggers on her death sequence, so her dissipate is silent.

ED: Also added blood splatter back in.

p.s. do you know how to force the Undead dissipate?
nvm found it.
 
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Poor kobolds just want candle sticks and firework parties but evil alliance hoomans want to take that away from them. What I need is just gold dust for quest but you can't negotiate with them. Kobolds in every game are being abused and slayed we need to stop it. Even the first encountered kobolds near human spawnpoint are neutral but sergeant wants you to get rid of them
 
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Cool! Will there be more kobold models? Maybe buildings?
I kinda forgot about the buildings lol, my first uploaded model was intended for kobolds but do you want to give me some inspirational suggestions?

I'm making a kobold custom race so there's more models to come :)

  • female geomancer hero
  • female disease hero
  • male tier 2 melee
  • tier 3 ultimate golem w/ siege mode
not priority:
  • small golem w/ siege mode
  • updated female mushroom caster

Poor kobolds just want candle sticks and firework parties but evil alliance hoomans want to take that away from them.

basedbella2.jpg
 
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I kinda forgot about the buildings lol, my first uploaded model was intended for kobolds but do you want to give me some inspirational suggestions?

I'm making a kobold custom race so there's more models to come :)

  • female geomancer hero
  • female disease hero
  • male tier 2 melee
  • tier 3 ultimate golem w/ siege mode
not priority:
  • small golem w/ siege mode
  • updated female mushroom caster
If you're interesting in some ideas:
  • a kobold riding a mole;
  • a wagon with some big candles on it - not a siege weapon, but more like Obsidian Statue of Undead;
  • a pair of kobolds with a cauldron of wax;
  • WoW Shalewing - a flying creature made from flesh and shale.
 
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  • a wagon with some big candles on it - not a siege weapon, but more like Obsidian Statue of Undead;

I thought about having a Screaming Bell unit, but I don't think it would work very well in the game.
All the stuff I have planned is for custom race units I've already designed.

That said, I'm probably going to try the small golem and mushroom girl kobold after I'm done with Lae'zel, because they should be easier lol.
 
I thought about having a Screaming Bell unit, but I don't think it would work very well in the game.
All the stuff I have planned is for custom race units I've already designed.

That said, I'm probably going to try the small golem and mushroom girl kobold after I'm done with Lae'zel, because they should be easier lol.
I see. Did you get acquainted with the stuff in The War Within? Looks like Blizzard finally added some pretty new things for kobolds.
 
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I see. Did you get acquainted with the stuff in The War Within? Looks like Blizzard finally added some pretty new things for kobolds.
I stopped playing WOW in Cata, and stopped paying attention to anything about it since Shadowlands.
I'm open to getting ideas from it, but I don't really consider anything after Vanilla to be canon.

Space Goats were terrible, and they made Blood Elves lame imo.:thumbs_down:
I have my own ideas for Kobold lore and society, but I'll also try to make the assets normal enough that other people can use them too.

ed- Actually, they made Night Elves kinda lame too, but that was since Vanilla :/
 
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I'm working on a female mushroom caster. I really want feedback or advice, and hopefully posting it here means more exposure ->


I'm kind of attached to the colour scheme, and I'd rather not change the hair too much, but I could make it lighter. The normal Kobold is a colour guide, so The face will look more like that eventually, along with cheddar chompers.
I tried to make the whole mushroom TC, but none of the results looked good. I could try a custom texture solution if people think this isn't good enough.
 
I'm working on a female mushroom caster. I really want feedback or advice, and hopefully posting it here means more exposure ->


I'm kind of attached to the colour scheme, and I'd rather not change the hair too much, but I could make it lighter. The normal Kobold is a colour guide, so The face will look more like that eventually, along with cheddar chompers.
I tried to make the whole mushroom TC, but none of the results looked good. I could try a custom texture solution if people think this isn't good enough.
Cool! I like the idea with the mushroom and the skirt 👍 However, she looks somehow WoW-like currently, hmm.

I think that you don't need to make a whole mushroom team-colored because the idea of the mushroom's head will get lost (in addition, there's a few mushroom textures that will let you make more free variations and you don't want to cover them with color!). Instead I'd recommed to make the shroom's leg TC almost to the top of the mushroom, would be quite noticable👌
 
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Cool! I like the idea with the mushroom and the skirt 👍 However, she looks somehow WoW-like currently, hmm.

I think that you don't need to make a whole mushroom team-colored because the idea of the mushroom's head will get lost (in addition, there's a few mushroom textures that will let you make more free variations and you don't want to cover them with color!). Instead I'd recommed to make the shroom's leg TC almost to the top of the mushroom, would be quite noticable👌
Thanks for the feedback :). Do you think a proper kobold face on it would make a big difference or the general bodyshape is off? I've been putting off drawing a custom face because, well, I don't think I'm very good at it haha.

I'm probably going to add another vertex to the back so she can be more hunched over, like the reference (but not too much!). I don't want the female kobolds to be Elf waifus, but I don't want them to be hideous hags, either... For the most part. I would also feel bad if I based a model on a real person and then made it truly ugly :xxd:

I was testing out Modulate material layer on the mushroom, but it never gave me a good TC. It did have an interesting effect of giving unique colours for all the different TCs. I might go with that, for variety, but also it'll stop the mushroom blending in with the doodad scenery.
 
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Thanks for the feedback :). Do you think a proper kobold face on it would make a big difference or the general bodyshape is off? I've been putting off drawing a custom face because, well, I don't think I'm very good at it haha.

I'm probably going to add another vertice to the back so she can be more hunched over, like the reference (but not too much!). I don't want the female kobolds to be Elf waifus, but I don't want them to be hideous hags, either... For the most part. I would also feel bad if I based a model on a real person and then made it truly ugly :xxd:
Ye, a hunched back wouldn't hurt, otherwise she'll look like a gnone with some mutation on the skin, IMO.

I was testing out Modulate material layer on the mushroom, but it never gave me a good TC. It did have an interesting effect of giving unique colours for all the different TCs. I might go with that, for variety, but also it'll stop the mushroom blending in with the doodad scenery.
I just recommended you to try out TC only on the stipe of the shroom (called it a leg somehow kek), might work, and will give you a lot of freedom at putting on different types of native textures on the shroom's cap 👍
 
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Oh now that's impressive, I didn't think you'd be able to pull off a good female Kobold without getting too "sexy pseudo-human" with it. Nice!
It's tempting...

This concept was one of the first models I ever made, and was basically a reskinned sorc:

Warcraft III 9_6_2024 6_24_15 PM.png

So at least we've made some progress :)
 
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