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Posts from HoMM VII Haven Units – Haven faction units from the seventh installment of Heroes of Might and Magic.

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zahar0z
I think if you multiply the price by 1.5-2 and the time by 2.5-3 (or even 4), it will be more realistic. Although I take into account that this time includes animation adjustments and texture refinement; without these, it would probably be faster.
But these are just thoughts out loud. I don't really see anyone who would be willing to sponsor mods, especially considering the current situation.
And I doubt that it will change.

Regarding the guard, if I have time, I might make a bonus version of the mod where he is simply a skin instead of the landlord, with no balance changes. There is also a desire to redo the loincloths; they always seemed unfinished to me (the side and lower parts).
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MULTITEXT

It seems like everything is more or less okay with the hip area. (although it depends on what the issue is?)
However, there's a feeling that the torso and "skirt" are stretched too much, but this problem probably existed in the original model as well.

Should we replace the Landlords? If you're interested in my opinion, I once wrote a detailed "work plan" for the creatures of the Empire. For the first creature, it was something like this:
Repaint the peasant's shirt to brown and make him a neutral unit (weaken the characteristics, increase the growth rate).
(Leave the characteristics of the others as they are, only change them visually and in the description.)
Make the unupgraded original Tier 1 unit of the Order faction a militia unit,
and make the upgraded and elite upgraded unit a pikeman model from Heroes 6/7 (with some visual changes and repainting). The idea was to take away their shield and lower the arm in the animation (this is not difficult), and I wanted to do this to make the pikemen stand out more from the armored knights with shields.
The ultimate goal was to transplant the militia model onto the pikeman's skeleton so that all three Tier 1 units would look cohesive, and the unupgraded unit would differ in animation from the neutral peasant. This is more complicated, but in principle, it's not difficult; you could take the model from Heroes 5, but only partially, for example, leave the legs from the model from Heroes 6, and simply change the texture. You could also add some shoulder pads or something similar to the militia unit.
These were the ideas; I'm just sharing them, maybe something will be useful.
In general, "should we replace the Landlords with these guys without changing the characteristics?" Why not? It's a good idea. But I would at least take away their shield and lower the arm in the animation.

By the way, I took a look at the upgraded pikeman model from Heroes 6. It seems that it differs from the unupgraded one mainly in static details (I mean the details that are rigidly attached to one bone and do not "bend" when the animation is played, i.e., the helmet, shield, shoulder pads, etc.). If this is really the case, then creating an upgraded creature based on the ready-made unupgraded one is quite simple in this case. You just need to add details to it. And attaching a "static" detail to the skeleton is very easy, in two clicks.
However, there is one "bending" and very complicated detail - the cloak. But, in general, you can simply ignore it. Re-attaching it using the attachment from the cloak from the model from Heroes 7 would not be difficult if the cloak model from Heroes 6 was in a neutral pose, and not in the starting animation pose. But as it is, it's very complicated, and you either have to fix the position of the cloak from Heroes 6, or just take the cloak from Heroes 7, or do other voodoo magic.

By the way, I advise you to try Substance Painter to render the creature's texture more beautifully and abandon the buggy gloss.
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zahar0z
MANY TEXTS

It seems that everything is more or less okay with the textures. (although it depends on what the question is?)
However, there is a feeling that the torso and "skirt" are stretched too much, but this problem probably existed in the original model as well.

Should Landlords be replaced? If you're interested in my opinion, I wrote a large "work plan" for myself regarding the creatures of the Empire. For the first creature, it was something like this:
Repaint the peasant's shirt to brown and make him neutral (weaken characteristics, increase growth rate).
(Leave the characteristics of the others as they are, change only visually and according to the description.)
Make the unupgraded original Tier 1 Order unit a militia member,
make the upgraded advanced and ultimate upgrade a pikeman model from 6/7 (with some visual changes and repainting). There was an idea to take away their shield and lower the arm in the animation (this is not difficult), I wanted to do this so that the pikemen would differ more from the armored knights with shields.
The maximum program was to transplant the militia model onto the pikeman skeleton so that all three units of Tier 1 look cohesive, and the unupgraded unit differs in animation from the neutral peasant. This is already more complicated, but basically not difficult; you could partially take the model from 5, for example, leave the legs from the model from 6, just change the texture. You can also add some shoulder pads or something similar to the militiaman.
These were my thoughts, I’m just sharing ideas, maybe something will be useful.
In general, "should Landlords be replaced by these guys without changing the stats?" why not? It's a good idea. But I would at least take away their shield and lower the arm in the animation.

By the way, I looked at the improved pikeman model from 6. It seems that it differs from the unimproved one mainly in static details (I mean details that are rigidly attached to one bone and do not "bend" when playing the animation, i.e., helmet, shield, shoulder pad, etc.). If this is really the case, then making an upgraded creature based on a ready-made unimproved one is quite simple in this case. You only need to add details to it. And attaching a "static" detail to the skeleton is very easy, in two clicks.
However, there is one "bending" and very complex detail - the cloak. But basically, you can simply ignore it. Reattaching it using the attachment from the cloak from the model from 7 would not be difficult if the cloak model from 6 was in a neutral pose, and not in the starting animation pose. Otherwise, this is very complicated, and either you have to correct the position of the cloak from 6, or just take the cloak from 7, or perform other voodoo rituals.

By the way, I advise you to try Substance Painter to render the texture more beautifully and abandon the buggy gloss.

There are not only details... the main body also has a different UV map; work on the guardsman was underway, he seems to be completely ready, but working with animations hasn't been checked (I looked at him once in Granny Viewer with ILDE animation, and everything seemed fine, and the cloak bends).
In reply to footman
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To be honest, I get very confused about who is a guardsman, who is a sentinel, who is a pikeman, and so on. Do you mean that you have almost finished the improved pikeman unit from the 6th game? That's cool!

Added 2 minutes later
footman
the main body still has a friend's mesh
If the shape of the "islands" matches and they are simply located in different places, then this problem is easily solved, as you know.
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zahar0z
Do you mean that you've almost finished creating an improved spearman unit from the 6th game? Cool!
Yeah, I basically took the skeleton of a Watchman, added bones from a Guard (cloak, shoulder pads, and medallion), did auto-skinning in Maya, copied it from the Watchman, and then manually adjusted it.

Added 8 minutes later
zahar0z
To be honest, I get very confused about who is a Guard, who is a Sentinel, who is a Spearman, and so on.
Sentinel is the Watchman from the 6th game, while the Guard is from the 7th game.
The Guard is an improved Spearman; however, the correct translation would be Praetorian. In the 7th game, the improved Spearman has a different name in English.
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Well, here's the guard – he made his way from Heroes 6)). I don’t know why, but in Heroes 6, he seemed lighter to me; there are some minor bugs and imperfections that I will fix later.
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Maybe it was brighter, but we don't know how the processing of certain textures works.
It looks cool, but his "belly" seems to stretch too much. Maybe you should slightly reduce the binding in that area?
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Maybe it was brighter, but we don't know how the processing of certain textures works.
Cool, but his "belly" stretches too much. Maybe you should slightly reduce the binding in this area?
I messed up with the skeleton, but this won't happen again. The developers of Heroes 7 added 3-4 bones to the skeleton when creating creatures, and some were renamed incorrectly to match the hierarchy. In general, I need to add 3-4 empty bones for the hierarchy, and rename and extract the ones with the skinning. Added 9 minutes later
I decided to work on the crossbowman, but because of the crossbow, I need to redo all the animations... I definitely won't be doing that.
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I didn't quite understand what exactly is wrong with the crossbow?
1) The hand should be on the handle next to the lever, not on the crossbow itself.
2) The string should be in its "designated" place, not somewhere in the magazine; the arrow is floating in the air.
3) The left hand is also slightly out of place.
4) The magazine lever animation is broken, and the crossbowman should return it to its original position, not the string.
5) When playing the "funny" animation, the crossbowman jumps in the air.
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In my opinion, there's an option to fix just one crossbow model instead of all the animations (i.e., adjust its size and position to match the crossbow model from Heroes of Might and Magic VII, fix its position and attachment). Are there any problems with this?
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zahar0z
In my opinion, there's an option to fix just one crossbow model instead of all animations (i.e., adjust its size and position to match the crossbow model from Heroes 7, fix its position and attachment). Are there any problems with this?
Well, the model isn't in a T-pose, and the crossbow from Heroes 7 is simply longer than the one from Heroes 6, so I don't know.

I reassembled the pikemen's skeleton; now it looks like this. No more changes will be made.
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Am I imagining things, or has the Spearman's body become even more elongated?

Added after 31 seconds
Perhaps it's just the angle.
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It seems to me, or did the pikeman's body become even more elongated?

Added after 31 seconds
Maybe it's just the angle.
Nah, it seems better now, and chainmail will never look perfectly normal when stretched.
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Well, the model isn't in a T-pose, and the crossbow from the seventh game is simply longer than the one from the sixth, so I don't know.
The crossbow, whether in a T-pose or not, is the same. It doesn't "bend." If the crossbow from the seventh game is larger... then you can simply increase the size of the crossbow from the sixth game to match. What's the problem?
I'm saying all this because it's a simpler solution than editing a bunch of animations.
Or, as an alternative, you could take the crossbow from the model in the seventh game and use it for the model in the sixth game.
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