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...

Forum Thread
  Posts  
Battlefield Decorations - Ministry (Games : Unreal Tournament 3 : Mods : UT40K: The Chosen : Forum : Modelling / Skinning : Battlefield Decorations - Ministry) Locked
Thread Options
Ministry_3D
Ministry_3D Modeler, Painter, Mapper
Jan 22 2010 Anchor

I decided that I would tackle 2 things at once. First, I would get some more practice with normal maps on various shapes. Second, I would create some much needed decorations for our maps. I figure I can make all of the models in the "Battlefield Accessories" kit within a short amount of time before moving on to the Falcon. These can be dropped in any setting to make it feel more familiar to warhammer 40k players.

Here's my first object from the list, the Barrel. It's only 288 triangles:

Image Hosted by ImageShack.us

Next up will be one of the tank traps.

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Jan 22 2010 Anchor

Nice work, how about some ammo crates?

--

Looking for a mod team? You're in luck. Check out our mod page.

Ministry_3D
Ministry_3D Modeler, Painter, Mapper
Jan 24 2010 Anchor

Here's one type of tank trap. It's only 408 triangles:

Image Hosted by ImageShack.us

I think I'll do one of the ammo crates next ;)

--

User Posted Image

Geodav
Geodav UT40k Team Leader
Jan 24 2010 Anchor

very nice, i did have some tank traps in the game/mod but yours look better ;)

--

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Jan 24 2010 Anchor

Keep up the good work ministry ;)

--

Looking for a mod team? You're in luck. Check out our mod page.

Ministry_3D
Ministry_3D Modeler, Painter, Mapper
Jan 25 2010 Anchor

What about the "X" type of tank traps? Do you have those yet?

--

User Posted Image

Geodav
Geodav UT40k Team Leader
Jan 28 2010 Anchor

yes but just basic ones that need remapping and texturing

--

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Jan 30 2010 Anchor

I think you should just go ahead and make all the models in the kit, that way we can just replace the old ones with your new and improved ones.

--

Looking for a mod team? You're in luck. Check out our mod page.

Ministry_3D
Ministry_3D Modeler, Painter, Mapper
Feb 2 2010 Anchor

Here's the "X" tank traps, weighing in at 356 triangles. I added the orange parts to the normal map to give it some texture. This is something that I forgot to do with the barrel and tank spikes, so I've gone back and fixed 'em (I did not update the images above, so don't bother checking). Once I've finished the set, I'll do a nice pic of everything together.

Image Hosted by ImageShack.us

-

And here's how it would look when a few are lined up next to eachother:

Image Hosted by ImageShack.us

I've noticed that a row of these things will begin to show patterns in the texture. The diffuse and specular channel are not related to the details of the model, so we could generate 4 different-yet-similar textures by simply rotating them 90,180 and 270 degrees. What do you guys think?

--

User Posted Image

Geodav
Geodav UT40k Team Leader
Feb 2 2010 Anchor

go for it, they look great, you can even rotate the mesh, might be a lower file size than the texture, or we just make a few extra materials.

god what am i on about, we can copy the mesh in the package then make extra materials by rotating the textures but that will only work if the uv's fit a rotated texture. anyway which ever you like go for it

--

Ministry_3D
Ministry_3D Modeler, Painter, Mapper
Feb 3 2010 Anchor

the diffuse and specular will rotate just fine, but obviously the normal map will have to remain static... Wait, that's not going to work then. I applied the light orange color to the normal map, so if we rotate the diffuse then it will not line up.

But it would be easy enough to generate new normals to match each rotation.

These maps are only 1024x1024, so 4 of these materials should be about the same size as 1 character material.

EDIT:

First Ammo Crate is done. Since this one had a lot more details I'm using 2048x2048 maps. But on the plus side it's only 402 triangles. Also, we could easily skin it to a simple skeleton and give it a few animations. This way it could be closed until someone runs up and activates it, causing it to open (or we could have it attack people like a mimic :devil: ):

Image Hosted by ImageShack.us

-

Image Hosted by ImageShack.us

-

Since Geo is anxious for the falcon, I think I'll cut this little project short and turn my attention on that. I'll probably come back and do the last 2-3 pieces later, but these 4 items should give our mappers something fun to play with.

Edited by: Ministry_3D

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Feb 4 2010 Anchor

Nice work, keep em coming (once and if you decide to work on the falcon)

--

Looking for a mod team? You're in luck. Check out our mod page.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.