Project overview: Tiberium Secrets is a total overhaul mod set in a parallel universe to the Command and Conquer canon. It introduces three new factions that can stand in conjunction and potentially independent from the others within the Command and Conquer Tiberium universe. These new factions come complete with diverse units, structures, mechanics, and lore. Players will take command of a shadowy human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creators, and an artificial intelligence believing itself to be the next evolution of humanity. Comparatively minor, but fundamental changes will also be made to the original factions.

Post feature 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


Barracks:Modeled by Umbrella Secrets, Texured by Fandore


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)


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

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

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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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