UT40K: The Chosen Although 40K players and other Mod Teams may not have herd about us, we have in fact been going on, for quite a while. The fact that a ModDB page was never set up for us has only just been brought to light. We are a small but dedicated team, devoted to bringing the universe of Games Workshops Warhammer 40,000 to it's full glory, using the UT3 engine. While we have been toiling in the shadows, we have actually managed to release a Number of Public Betas over the last year and improve on them with each upgrade. We are devoted to remaining as close to the publish code rules as we possibly can, to the point where we have implemented both the JAM system, for the Terminator Assault Cannon, and a fully functional vehicle damage system, complete with Front, Side and Rear armour values and features all of the ways of disabling a vehicle (e.g. Crew Stunned, Weapon Destroyed, Immobilised and all the others) We have two mostly functional races available; The Imperium's...

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Tyranid_Environment (Games : Unreal Tournament 3 : Mods : UT40K: The Chosen : Forum : Modelling / Skinning : Tyranid_Environment) Locked
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Sep 27 2010 Anchor

I begin to mod the Tyranid Env .

Need some feedback .

here is the work in progress .

Img42.imageshack.us
Img718.imageshack.us
I don't like the "pike" on the side . anyone have some idea ?

Img718.imageshack.us

Edited by: redshark_69

Ministry_3D
Ministry_3D Modeler, Painter, Mapper
Sep 27 2010 Anchor

All of the carapace plates need more vertical grooves. The placement of the "pikes" looks a little random, some of them come from the middle of a carapace plate and others come out towards the lower half. They should be more consistent. The shape of the "pikes" also looks odd and lumpy. It will look better if you make those more like a simple "T", then make it more 'niddy by adding the small bumps and vertical grooves.

It's a good start though.

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User Posted Image

Sep 29 2010 Anchor

I think it looks pretty good. I wouldn't be too concerned about the placement of the knobby bits on the plates. There is some allure to making them consistent but also reason to have them inconsistent. Many biological organisms do not grow perfectly symmetrical. If you are interested in moving them, the capillary tower models produced by Forge World have the knobby thing as a part of the flange where one plate meets another. (eg Forgeworld.co.uk)

re: vertical grooves, there should probably be some but it's not clear that they should be on the model. That sort of detail would be better painted directly onto either the normal map or the texture, instead of being a part of the model.

Sep 29 2010 Anchor

thanks for the pics that help a lot .

Ministry_3D
Ministry_3D Modeler, Painter, Mapper
Sep 29 2010 Anchor

Brold9999 wrote: That sort of detail would be better painted directly onto either the normal map or the texture, instead of being a part of the model.


6 months ago I would've agreed with you. But I've been doing a lot of research on industry methods and workflows and they all put as much of the detail as possible on the hi-res model itself. Adding it directly to the normal map later (through nvidia's photoshop filer, crazybump, or any other method) can have undesired side effects, such as stretching because of the way it interacts with the UV layout. This method should be avoided if possible.

I also disagree about biological organisms not growing perfectly symmetrical. It does not need to have mechanical precision, but nature almost always follows consistent patterns. The few exceptions to this rule are in certain forms of natural camouflage (zebras, leapords, etc.), mutations, deformations, or injuries. Plantlife is a half-exception because the branches are affected by their local environment (giving them a "random" trunk and branch layout compared to others of the same species). But the details of the plant will have patterns and consistencies, such as the shape and (sometimes) the number of leaves on a branch, the shape and color of flowers/fruits, how the leaves connect to the branch, and so on. The point is that, in the pictures shown, the knobby bits do not look natural but instead look accidental. This is fine for a WIP but it is something that needs to be addressed before it is finished.

Making it more like the forge-world model is a great suggestion.

We should definitely put grooves on the carapace. While you can not see them on this particular forge-world model most tyranid models and artwork show these grooves on all carapace plates. I think it would be a mistake to omit this detail.

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User Posted Image

Nov 10 2010 Anchor

sorry for not having given new

so there is the color of the Tyranid Env .

Yfrog.com

Img89.imageshack.us

Geodav
Geodav UT40k Team Leader
Nov 10 2010 Anchor

nice but can you make the highlight/edges colour a bit more towards the the underlaying colour as they seem to be a little to white, if you know what i mean

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Nov 10 2010 Anchor

yes I think too

The white is too sharpen , I will smooth that and the spike is not finish .

Reds64.deviantart.com

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Nov 11 2010 Anchor

Why not do your textures at 1024x1024? That way you can have more details and if we need to it can always be scaled down later. I do all mine at 4096x4096 for this same reason.

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Nov 11 2010 Anchor

I work also with a higher res In that case 1024 , I downscale the texture for now to have the final result .

In my school we learn to optimize all asset that we produce .

I think that 512 look good enough but if you want a higher result I can .

Today I will make the spike ^^ no one have some advice ??

just an update ^^

Fc06.deviantart.net

Land_Raider .

Fc00.deviantart.net

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