Tiberium Secrets was a C&C3; mod that was developed from 2011-2020. Our vision was to create a future for the Command & Conquer universe. We had 3 new factions planned, and managed to release 1/3 of our planned content. We scoped too big, and unfortunately needed to cancel the other 2 new factions. These included novel mechanics, lore, and IP. etc. Development has been sign sealed, and delivered. All that is required to play the ASI is a working copy of C&C3;: Tiberiumn Wars. All of the content is FREE! Of Charge. Explore to your hearts content! Love it or hate it, all things must end, so new things can grow.

Report RSS Tiberium Secrets Model Renders & Screen shots part 1 of 2

Releasing a brand new track, new work in progress unit renders & screen shots are released in this update!

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Releasing a brand new track, new work in progress unit renders & screen shots are released in this update!


Model Renders:

For the past weeks we've showed off conceptual works, now, we get to see how some of those turned out. Including a few in game screen shots we've taken.

Check out the following track, as it helps set the scene:

Anubis (Commando): Modeled & Textured by vgreksa

skeleton Anubis

medium Anubis

heavy Anubis

Crab drone: Modeled & Textured by Fandore

Crab drone

Crabdrone


Barracks:Modeled by Umbrella Secrets, Texured by Fandore

Barracks


We hope you enjoyed this article and all of our presented content!

For everyone here @ Tiberium Secrets: Jist

(Project Coordinator/producer, PR Manager, Lead Writer)


PS.

Sorry for the delay, we had an unexpected last minute personnel shift, & some of our artists fell behind schedule.


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Imperator_RAD-X
Imperator_RAD-X - - 491 comments

Absolutely badass models!
Nice job, lads, ASI is looking beast. :)

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Zeke_Dlyoung
Zeke_Dlyoung - - 4,459 comments

Nice to see this project still alive :)

The models are good, the Anubis feels a bit too angular, though that may just be smoothing errors, but the textures feel polluted. There are so many little details crammed together that none of them become distinct and everything just blurs together in a grey soup.

This is an RTS game not an FPS game, and in RTS games the "less is more" rule applies. It's better to design the textures in a way that it caters to the default camera view rather than the max zoomed in camera view. The default CnC 3 textures are a good example of this.

Nonetheless, good update and hoping to see more in the future :)

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