Model Feedback Thread

It might be possible that blizzard will take some feedback on models from the various forums (Reddit,discord etc…)

I would like everyone here to put their ideas on the models they have seen.

Especially for ones they didn’t like so that we can have some pre-emptive feedback.

For me it’s:

Sylvanas model (living) looks dull and has unlatching color schemes

Thrall would has extra armor (tail armor?),

Archmage horse is too DISNEY.

Your thoughts?

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Nah, all models look great. Literally all of them, I am looking forward to the game now more than ever.

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All is an overstatement…

Except it’s not really. Anyone who claims otherwise should check their eyesight imho. They’ve done an amazing work.

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Only model I don’t like is the new wildkin. Looks NOTHING like the original, looks nothing like the WoW one either… what the hell were these guys smoking when they dreamed up this monstrosity?

My friend this is called:

A RETCON

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Well, this is so far the only one I want them to revert. The rest are awesome.

Ok blizzard i don’t know if you will read me but np, i will give to you my modest opinion.
I really, really really, like you new models. Good work bliz!
I don’t like only two or three detail , not too much.
Antonidas model :
It seems too much Pandarian, nothing else.
Sylvanas bow:
It seems you are watching a neon sylvanas bow.
Thrall wolf armor:
It’s too much armored. Looks great, but the yellow on the armor is too much on eye maybe change some wolf armor on leather armor, or something like that.
Don’t get me wrong, i really love all this models

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when I first saw the individual images of human units I thought they were too dark/grey

then when I saw the in-game shot with all their buildings, i thought they looked too brown and grey lol kinda strange, i hate how dark grey the human altar and arcane sanctum are it doesnt match the rest of their buildings

the human town hall doenst look right idk why it appears all dusty but the clocktower part is unfinished or something

the orcs are also quite brown with a bits of green, it could be really confusing seeing orcs if they are playing against either a brown or green opponent

i think they need to make the team colors more prominent for competitive play, that is absolutely the most important thing they need to focus on is making units visibly distinguishable

it also seems difficult to differentiate between creeps and opponents

goldmines and fountains look really ugly, not sure how to explain it but they do not fit in with the surrounding environment, the goldmine lacks detail and the fountain just looks weird

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They have not heard the feedback for 11 months and you think they will hear it now…

:joy:

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Personally, I think the fel version of Grom is a bit off - his skin color looks like that of a mag’har - too brown. It just needs to be red.

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Mountain King looks underwhelming and laughable :frowning:

Mostly once the beta goes live. Since technically everything we have seen is unreleased (leaked) content.

Personally I love most of the models. They look very modern. However I would like alternative variants of some models such as Infernal which are based on enhanced versions of the Warcraft III Infernal concept art rather than being enhanced ports of the World of Warcraft concept art.

The horses hind legs seem off and someone pointed out the front legs problem with the wolves.

The flying machine is Starcraft.

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I would love to see the Cathedral changed to resemble the one from WoW, and the portal frames in Outland that Illidan and Kael’thas close should be the Warcraft 2 type instead of the Blasted Lands type. (But seriously, leave the Blasted Lands model in the files – more stuff for map makers!)

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where is Rokhan’s beard?!

In general, I think I can get used to the Reforged style. However, I have spotted quite some flaws in their design that I would like to discuss.

Heroes

  • I find it quite difficult to distinguish certain heroes and units ATM. I think it’s something I can get used to, but it feels a bit weird since some heroes (like BM, FS) are pretty similar to surrounding units and mostly differ because of the level that is shown.

  • Proportions were weird in ROC/TFT, but they are more so when reducing head sizes because in relation to other heroes FS and PL now just seem to be too small.

  • Pit Lord has a pretty weird looking model. Super small head. Wings are spread a lot more than in the original, and when casting a spell, the wings just fly away.

  • Paladin hair is awful.

  • Jaina’s eyes are totally off.

  • Firelord Volcano LMAO.

  • Robo Goblin spawn / despawn animation makes it too small (looks like the tinker is coming out of a Pokéball). Does not fit IMO

  • Blade Storm is no real storm but rather a pirouette / slow dance.

  • What are these Shadow Hunter and Paladin bubbles? Even if this should display invulnerability, SH should not become invulnerable by using BBV… old ring for invulnerability also looks a lot better.

  • New Water Elemental is not floating at all but rather a stable mass. Does not look quite as nice as I would have liked.

  • Misha has really weird armour.

Units

  • Footman pauldrons have been discussed in the past. I still think they are too big.

Neutral

  • Flying sheep wings do not fit at all. They are just flat and don’t have any form.

  • Rock Golems has really weird spikes.

  • Tree models do not appeal to me. Old ones just look better IMO.

Buildings

  • Town hall basically disappears while being upgraded instead of just adding a scaffold.

Effects

  • Frost Armor does not look like it is around the unit but rather like it has a weird angle. The same is true for bash stun and how it’s portrayed.

MISC

  • Cockpit interface is weird. Mini map belong in the corner for me, and saving few pixels in the middle by reducing the height seems off.

My criticism would be a general aesthetic criticism: these new models don’t look “Warcraft” to me. Warcraft art design has always been cartoony and colorful, and this new art design feels like a significant departure from that. It feels like the Quake art team did the redesign with their brown and grey color palette, then just enough color was slapped on them to be able to identify the player in game. The lighting on the character models looks like the over-harsh lighting from Doom3, and just doesn’t fit the Warcraft aesthetic. Is this because some bump-map texturing has been applied to make things look “gritty”? Both the peon and the peasant display this problem.

To make a comparison, this feels a bit like the aesthetic changes from final fantasy 7 to final fantasy 8. FF7 carried forward the cartoon proportions of the previous sprite-based games into 3D, with overlarge heads and exaggerated proportions. FF8 abandoned that aesthetic for normal human proportions. To me, FF8 no longer felt like a final fantasy game.

Some of these reforged models seem to be exaggerating the wrong things.

The shoulder pads on footmen being an obvious example. The original WC3 footmen felt much wider, and shorter entirely because the shoulder design. It completely changes their silhouette.

Other examples, like the flying machine look like a complete departure from the original design.

The orc peon’s head is over-stooped compared to the the original. His head was never flush with his shoulders. He barely looks like an orc.

I was honestly hoping that the Heroes of the Storm art aesthetic was going to be applied to WC3. I’m kinda sad to see that it has gone a different way. Again, a great example being the footmen, the lane minion footmen in HotS look like a more faithful reproduction of WC3 human footmen than the current reforged beta art.

I guess I don’t think that adding more polygons always makes things “better”. Some of the models feel muddled because I honestly think a lot of the detail is lost because there are “too many polygons”. Again, to compare this to HotS, I think the HotS approach uses its polygon allocation to great effect to embellish the parts of the characters that make them distinct and give them flavor. These beta assets seem to add polygons to add “detail”, but that extra detail doesn’t make them more distinct or “flavorful”, if that makes sense.

Anyway, that’s just my opinion, as someone who has played Warcraft games since WC2 (yes, I’m old).

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Wait they should consider feedbacks of people who saw models from a hacked version of the game, not officially released? What if they changed something already. I thought the beta was there for this purpose, along with bug fixing.

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I’m not sure what you’re suggesting. If someone has criticized something that has already changed, Blizzard can simply ignore the criticism. However, the player base is invariably going to comment on what they have available, leak or not. If Blizzard wants to quash that, the obvious solution is to release something official.

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