Enhancing Heroes III with Generative AI

An ongoing VCMI art-enhancement project. This is the current delivery snapshot; each track links to the full record of verifiable deliveries, corrections, and rejected trials.

Current delivery

Castle creatures
All fourteen creatures have separate modeling attempts; the full roster’s appearance, animation and integration remain unfinished. Swordsman and Crusader have local installation test versions; the new Pikeman is still receiving action drafts.
Necropolis creatures
All 14 creatures are integrated in the local VCMI mod; posts retain in-game verification, alignment fixes, and failed motion probes.
Adventure map and battlefields
Terrain, mountains, vegetation, landmarks, common battlefields, and Necropolis map towns are being replaced with higher-resolution static assets.

Current production focus

Pikeman has drafts for thirteen native groups and 80 slots including duplicates. Revised wrists, cuffs and two folded-back hand poses clear the current surface checks, with new close-ups and previews. Finger closure, likeness and transitions remain unfinished; not installed. The separate 3D battlefield now offers six local creature types and editable armies, with Swordsman and Crusader marked as drafts.

Project tracks

Realtime battlefield

3D battlefield experiments

The browser now uses native VCMI combat for 28 Castle/Necropolis creatures; the TypeScript simulator is removed. Named heroes/specialties, combat spells, terrain/obstacle settings and custom-creature imports through isolated VCMI mods are connected; WASM remains pending.

Explore armies and realtime captures →

Integrated track

Necropolis

All 14 creatures are integrated in the local VCMI mod. The workflow for creatures, town screens, and higher-resolution presentation assets is documented through verified in-game results and later fixes.

Open Necropolis series →

Adventure map art

Terrain and landmark upscaling

Terrain, mountains, vegetation, landmarks, common battlefields, and Necropolis map towns are updated by resource family while preserving original readability, occlusion, and click bounds.

Open map-art work →
Earlier Castle summaries (superseded, marked 2026-09-21)

14 separate Meshy meshes; Zealot has its principal motions locally reviewed; Monk candidate 03 has a local rebind, three cast directions and independent three-dimensional hand VFX; Archer passes three shooting directions with independent Meshy bolt layers; and Marksman candidate 02 passes holding, moving, move start/end, upward attack, three-direction shooting, hit, defence, death, three-direction bolt layers, left/right turns and separate melee three-direction attack review; Angel passes its independent sword, flight, three sword directions, hit, defence and move transitions; Archangel passes its independent sword, flight, three sword directions, defence, hit and move transitions in front and side review.

The Castle track has moved from reviewed individual meshes into frame-by-frame motion work: Zealot’s principal motions pass; Monk candidate 03 passes front, upward and downward casts with independent 3D hand VFX; Archer passes three shooting directions with independent Meshy bolt layers; and Marksman’s ranged and separate melee motions pass local review. Royal Griffin candidates 02, 03 and 04 are rejected respectively for chest-feather defects, planar side review and chest mesh holes; it now moves to component-model reconstruction; Swordsman candidate 02’s holding, three attacks and walk now pass local review, while Pikeman’s separate body/pike two-hand constraint and 10-frame lunge now pass; Halberdier now passes three attack directions, hit and defence with its original long-weapon components. Angel and Archangel use a separate sword layer: Angel passes flight, three sword directions, hit, defence and move transitions, while Archangel passes flight, three sword directions, defence, hit and move transitions in front and side review. All of this remains private Blender review work, with no export or in-game integration.

All fourteen units have separate Meshy meshes and Blender reviews follow the original frame groups action by action. Zealot’s principal motions pass local review; after a local cast-arm rebind, Monk candidate 03 passes front, upward and downward casts plus independent three-dimensional hand VFX. Marksman candidate 02 passes static mesh/rig review plus its eight-frame holding/moving, two-frame move start/end, six-frame upward attack, eight-frame three-direction shooting, six-frame hit/death, ten-frame defence plus its three-direction bolt layers, left/right turns and separate melee three-direction attacks. Angel passes its independent sword, flight, three sword directions, hit, defence and move transitions; Archangel passes its independent sword, flight, three sword directions, defence, hit and move transitions in front and side review. Castle assets remain private review work, with no export or in-game installation yet.

Latest update

[AI] Milky Frog's laughing attack

Milky Frog in VCMI and Three.js: a double-wide laughing attacker, with the failed eye and mouth revisions documented.

Read the update →

Recent updates