Tired of playing as generic repainted space marines? Fed up with old & outdated Ork, Eldar, Imperial Guard Models? Then you have come to the right place. Dawn of Glory is a modification aiming to give Dawn Of War a Total Makeover: -Space Marines will be separated into distinct Codex Chapters: Dark Angels, Blood Angels, Space Wolves, Imperial Fists, Raven Guard & Ultramarines; each with its peculiar cosmetic flair & unique units (Deathwing Knights, Sanguinary Guard, ThunderWolf Cavalry, etc.) -NEW models for ALL Ork units, custom new models for Warboss, MekBoy, Mad Dok, Gorkanaut, & more. -Imperial Guard are now two separate Factions: Militarum Regiments (Cadians & look-alike), & Militarum Legions (Death Korps of Krieg, Steel Legions); although these two play the same, they will have different models each, & distinct unique (Elite) units. -No More useless tech or buildings (techs & upgrades system revision underway) +More surprises (see upcoming screens) Love you all! -FromSpess

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Add media Report RSS New Warboss (with Armor Upgrades) (view original)
New Warboss (with Armor Upgrades)
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Ziani_FromSpess Author
Ziani_FromSpess - - 558 comments

(right-click "HD view" & open in new tab to see the Big Bad Warboss in full resolution)
*Wipes sweat off forehead*

-Textured, Optimized, rigged & ready for export.
-Animations about 80% done.
-Wargear/Upgrades done:Default Big Choppa, Mega-PowerKlaw as Melee Weapons, + Kustom Shoota, Kustom Speshul Shoota & Kustom Blasta as Ranged Weapons.
-What's left: a few more animations, Sync-Kills & 2 More Melee weapon models.

Feedback & suggestions are welcome, my brothers. Cheers.

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ralph777
ralph777 - - 640 comments

You've exceeded my expectation. Magnificent . Wow!

Will this be in campaign with gears if ever?

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Ziani_FromSpess Author
Ziani_FromSpess - - 558 comments

Glad you like it, boss! Look forward to the Gorkanaut (coming very soon).

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Ziani_FromSpess Author
Ziani_FromSpess - - 558 comments

Excellent suggestion, Mr Ralph; since I have many Wargear options in the works for all commanders. However, first things first: I have to finish the crazy complicated 3D work first, so that I can have peace of mind while working on the coding/gameplay aspect.
P.S.: Finishing touches on the Gorkanaut are underway... so stay tuned!

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MasterN
MasterN - - 230 comments

Aaaaaaa awesomeeee!!! :)

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Edna1
Edna1 - - 1,617 comments

EPIC!

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Guest
Guest - - 689,485 comments

I apologize for my English - on Google Translate

excellent model perfectly

question:
all races DOW will be subject to change?
 And whether additional like Tyranids or demon hunter?

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Ziani_FromSpess Author
Ziani_FromSpess - - 558 comments

No need to apologize, my friend.
Yes, all races will be changed, since this mod is a total "remake" of the original game. Tyranids will be included. However, The Daemon Hunters are not planned yet...

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Guest
Guest - - 689,485 comments

Thanks,

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MasterN
MasterN - - 230 comments

And Nids too? Here come the nerdgasms. :)

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thudo
thudo - - 985 comments

These are fantastic Ork models!

Are you making them all Net-New then wrapping/texturing them?

The list of Ork Units To-Do which could then be added to the Ork Armageddon Mod is a few. We hsve all the voices done (although currently voicing the two new Bommas GWS released last year while we got the Wazzboom BlastaJet and DakkaJet voice-completed) so unsure how you are working your incredible magic on these? :O

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Ziani_FromSpess Author
Ziani_FromSpess - - 558 comments

Salutations Mr Thudo! Words fail to express my gratitude for your continued supervision/coordination of the 40k voicework compendium project! It lifts my spririts to meet & know people with such burning passion & sizzling enthusiasm!

About your question: Yes and no :). I usually try to find already uvw mapped suitable meshes (i.e. with a shape/topology that would expedite the process of my modelling), & keep adding polygons & details until I achieve a shape close to what I sketched (yes I do rough sketches/blueprints, using existing tabletop minis or artwork as reference). If I find no raw assets, then I simply make them from scratch (not too daunting because I always tend to keep polycount minimal). Then I either totally ditch the original textures (in which case I unwarp UVs & map them by hand in 3DsMax2008 to create an optimally schematized texture template which I use as a canvas for Paint.net & photoshop); or if the original texture files (usually there are many) are suitable enough, I use paint.net to cut/copy ONLY the mapped pixels &, much like solving a Picture Puzzle, I do my best to cram the gazillion pieces into a single 512x512 or 1024x1024 blank canvas. It's Chinese torture, but totally worth it because, in the words of good ol' Wittgenstein, "if you must do something, then either do it right or not at all".
Of course I often use various existing art/textures, but I have to do some heavy layering/editing in photoshop to keep the tone/hues/resolution consistent both for the model's main mesh & its props, and the rest of the other models in the project.
Stay healthy & cheerful my esteemed friend!

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Guest
Guest - - 689,485 comments

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