View Full Version : Warhammer 40k, Obvious?
Lasserith
11-11-2007, 04:20 PM
Warhammer 40k mod seems like a pretty obvious choice for a mod to me. Agree/disagree?
KIWIDOGGIE
11-11-2007, 04:45 PM
Was this in need of a new post? But anyways Yea it seems like a good mod. If you can do a good job with it, Sure!
Xendance
11-11-2007, 04:48 PM
Kiwi, this forum is the Mod Requests/Idea Sharing subforum after all :P
Lasserith
11-11-2007, 04:55 PM
I was just trying to remind people of how awesome warhammer 40k would be in this engine.
If we could get left handed weapon firing to go with the right handed chainsword, you could make some great imperial Verse chaos fights. All the commisars use a chainsword in the right hand and usually a high caliber pistol in the left, Also alot of the more elite Space marines have chained weapons too. Chain Axes, Gloves, etc etc
KIWIDOGGIE
11-11-2007, 06:40 PM
Kiwi, this forum is the Mod Requests/Idea Sharing subforum after all :P
Yes, But I thought I saw this post before not to long ago. But I was mistaken it was on h2 forums
mycatfield
11-11-2007, 10:09 PM
I was just trying to remind people of how awesome warhammer 40k would be in this engine...
Ahh, so very true. You could consider me as someone who's interested in this direction...note my sig line :D I've been working on 3d assets in this direction for quite awhile now, I'm a 3d modeler by trade, but I work on 40K stuff by choice. I've been really anticipating the Gears release as a vessel for a great Warhammer TC mod.
Chaos Marines vs Space Marines would be a natural and direction translation of the Gears-style equivalent forces matchup. But it would be fun to throw in some AI xenos as well....genestealers...tyranids. And what could an enterprising modder do with the Brumak?? Carnifex...Greater Daemon, maybe? Possibilities are endless.
Anyway, if interest is being pooled, count me in! I don't code, but I model, texture, and sorta animate (and I have loads of ideas about design). Hit me up if you want to see some cool samples.
Oh, and someone should wake-up these guys, they've got some AMAZING looking models that they were prepping for a UT mod:
http://www.8thlegion.net/Absolution
Xendance
11-12-2007, 02:41 AM
/me revs up his whirlwind
Anything at all would be better than wh40k firewarrior..
:) There was a ut2k4 mod of wh so maybe they will port or possibly someone else will. I would but currently my 2mil poly characters are sub par ;(
Dubbler
11-12-2007, 01:06 PM
i was actually thinking about doing a necromunda mod. was thinking either Multiplayer gang vs gang or campaign with arbites trying to clean out sections of the underhive. but 40 would be awsome also
k1chi
11-12-2007, 06:07 PM
funny you should mention this, ive been working on a short story set in the Warhammer 40k universe on Doom 3, moved it onto UE3 though given I wanted to play around with different tech.
Reworking the script and design doc, hopefully have some stuff worth showing in a couple of months though, this is a really old high poly Tyranid carnifex I built. Got a few tests working in Doom 3 and it looked pretty slick, hoping ill really be able to bring out the detail with UE3
as I say it sucks but its ok as a rough test piece
http://img225.imageshack.us/img225/5971/caraawy2.jpg
mycatfield
11-12-2007, 10:23 PM
This looks like a great start k1chi! :D
It's immediately recognizable as a Tyranid, and great looking detail! Looks like you're modeling it with subdivision surfaces or smooth-proxy in Maya. I prefer to build out the basic meshes in Maya, then take them into ZBrush for detail sculpting, myself.
I've got a Genestealer I started awhile back using that methodology, I'll post some pics when I've got some ready.
I'm looking forward to seeing some more!
k1chi
11-13-2007, 07:47 AM
cheers man
yeah its all subdivisions in maya. I too like to use Zbrush for detail scuplting but I just love working in high detail with maya, makes good practice. I think ill model it all in maya then create a seperate height map with Zbrush, ive been playing around combining seperate normal and height maps in UE3 with some sweet results, should be a good little project!
hell yeah lets see some genestealers!! We should just make a tyranid army to chew up the locust horde :D
mycatfield
11-13-2007, 05:33 PM
No genestealer to show quite yet, but here's some stuff I do have to show...
First is the in-game model for a Space Marine, sized to Gears' character proportions:
http://img125.imageshack.us/img125/1931/marine13wip01ys1.jpg
By mycatfield (http://profile.imageshack.us/user/mycatfield) at 2007-11-13
In the lower corner is a Cole turn-around I made from various images released by Epic. Using that as a guide, I made a skeleton with joints in my best-guess locations. Then, I adjusted the Space Marine to work as well as possible within the constraints of that skeleton. I'm pretty happy with the Gears character proportions; they're slightly exaggerated and heroic, which fits well with Space Marines. Further work on this will include pouches, accessories, and the chest emblem, as well as the hi-res detailed model to sample normal maps from.
Speaking of hi-res models, here's the hi-res bolter:
http://img159.imageshack.us/img159/3259/bolter27bwipmj3.jpg
By mycatfield (http://profile.imageshack.us/user/mycatfield) at 2007-11-13
It's about 80% done; it needs a few more details and emblems. I adjusted the bolter to have consistent size, grip, and magazine positions to the Gears Hammerburst. That should make it convenient to re-use existing animations, and it didn't significantly detract from the iconic look of the weapon. Check it out:
http://img98.imageshack.us/img98/1911/bolter27wipfv9.jpg
By mycatfield (http://profile.imageshack.us/user/mycatfield) at 2007-11-13
As a side note, in investigating the existing weapons, I found that all non-pistol weapons (except the boomshot) have standardized grip positions. Epic probably did this to ensure there were as few unique weapon animations as possible.
Finally, I have a ZBrushed Space Marine head:
http://img80.imageshack.us/img80/4063/marineheadwip01ix6.jpg
By mycatfield (http://profile.imageshack.us/user/mycatfield) at 2007-11-13
It's not real-Space Marine-y quite yet. I need to scar him up, maybe add some augmetics, but it's hi-res and neat to see. I got a pretty good universal head mesh that I'm fairly happy with. But more to see on that later.
I'm still waiting on getting a new computer so I can install Gears. The new ATI 3800 video card is supposed to come out this week, and once that comes out, I can finally make a call on building a system around SLI'd Geforce 8800's or Crossfire ATI 3800's.
In the meantime, I'll keep working on getting these models ready. Hopefully, they will be able to be used! If not, there's always Unreal, I guess.:(
onemic
11-17-2007, 08:40 PM
A warhammer 40k mod would be absolutely amazing! Maybe someone could ring up these guys to help us out (http://forums.relicnews.com/showthread.php?t=96769). they've been working on a warhammer 40k mod with the same gameplay style as gears.
Calvin Hobbes
11-17-2007, 09:57 PM
I take my hat off to you.
Darth Axel 007
11-17-2007, 10:03 PM
@mycatfield
Space Marine model can be worked on much more, include detail and decals, scratches, etc.
Gun is nice, excellent work.
Head model is good as well, all you need is to create mapping for it and you've got it.
Krugun
11-17-2007, 10:23 PM
@mycatfield
Space Marine model can be worked on much more, include detail and decals, scratches, etc.
Gun is nice, excellent work.
Head model is good as well, all you need is to create mapping for it and you've got it.
Agree with this guy. I'm more of a fan of Warhammer's Old World, but the 40k series is still wicked awesome....MAKE CHAOS MARINES!!!
onemic
11-18-2007, 09:49 AM
Agree with this guy. I'm more of a fan of Warhammer's Old World, but the 40k series is still wicked awesome....MAKE CHAOS MARINES!!!
Ya he can go a lot higher poly for the space marine and put in some details as well. Then again it is a WIP I believe.
Xendance
11-18-2007, 10:04 AM
mycatfield, can I have your babies? Or you mine, either way works for me ;)
mycatfield
11-18-2007, 04:33 PM
Thanks guys, I appreciate the kind comments! I was worried this thread would get buried and never heard from again.:p
The Space Marine is lacking detail because he's an in-game model, around 7000 triangles. With weapon and accessories (belt pouches, grenades, armor adornments), he'll probably be a little over 10K triangles. This model will also serve as my base for the hires version with loads more details and bevels and stuff (like the bolter). For that, I think I'll be doing a fair amount in ZBrush, as it'll make it easy to get nice dents, dings, and engravings. Then I can bake out normal maps from there.
Space Marine designs are a lot cleaner and simpler than COG weapons and armor. But I don't want that to mean that there will be no details on the Space Marines' armor. So instead of tech-details like on the COG armor and weapons, I'll do engravings, hanging adornments, and dents and scars on the armor.
Those details and some helmet/head variations should provide some distinction from one marine model to another.
As for Chaos Marines, hell yes!! The multiplayer match-up I'm looking forward to is Chaos Marines vs. Space Marines. They have very equivalent forces and equipment, and they're both cool and likeable/hateable in different ways.
But I'd also like to see some sort of AI controlled xenos...genestealers, tyranids...those are just too much fun to model, and I'd like to see how the engine handles having a bunch of those guys onscreen at the same time.
I finally got my new computer ordered (it's a beast!), but until then I have a laptop that (I think) will run Gears...it's installing now. If so, I'll be trying to get some stuff imported as static meshes, and rendered in the engine.
onemic
11-18-2007, 05:54 PM
How many polys is that cole train model? It has to be higher than 10k.
Xendance
11-18-2007, 06:07 PM
Why would it be higher than 10k?
Darth Axel 007
11-18-2007, 07:26 PM
Each character model varies between 5-10k
mycatfield
11-18-2007, 09:22 PM
Epic put out some numbers on Gears character polycounts:
Marcus Fenix: "around 15000 faces"
Boomer: 10,952 faces
Wretch: 10,292 faces
That's just the character, no weapons. So that sets a range of 10K to 15K for characters. I want to shoot for the low range of that and add more diversity in character models and more enemies onscreen instead.
geodav
11-22-2007, 02:18 PM
for those of you who are interested we have just started porting UT40k to UT3, it might be a while till the first test release but all are welcome to help :)
ps. sorry but GoW seems a little to closed to port to.
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