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Tyrant Low Poly (Tremulous) by Dandoombuggy Tyrant Low Poly (Tremulous) by Dandoombuggy
9.7k Tris. Low Poly Render of a playable alien creature I created for the 'Unvanquished' dev team. The Tyrant is the ultimate alien creature within the game and by far the most deadly. This Tyrant is very much an evolution of the original version seen in 'Tremulous.' Overall I'm happy with the balance of new and familiar features I've managed to achieve.

1024x1024 - 2x Diffuse (Colour,AO,Cavity), Normal, Spec and Emissive.

Sculpted and textured in Zbrush.
Retoplogised using Topogun and 3DSMax.
Maps baked using Xnormal.
Rendered using Marmoset Toolbag

Special thanks to Greg!

Mechanics: (Will probably alter)

Health: 350
Cost: 5 frags
Primary attack: Close-range scythe arm, slow rate of attack
Secondary attack: Rampage, must be charged
Tertiary attack: Overwhelming bulk, crushes anything below the tyrant


Weight: 10 metric tons
Dimensions: 5 meters in height, 6 meters from arms to hind legs


"The alien that was to become the tyrant originally inhabited the grassy plains and savannas of its homeworld, where it subsisted on a mostly herbivorous diet. Its powerful legs allowed it to accelerate its enormous body into short bursts of terrifying speed, not only easily sending potential predators flying for a great distance, but also providing a means to challenge rivals prior to courtship displays. Packs of tyrants roamed the grasslands freely, the very earth trembling beneath them at every step. Endless conflicts between family groups kept the species strong, and the number of tyrants at a sustainable level, much to the relief of other inhabitants of their world.

Unlike many of the other alien forms, the tyrant was not encountered until several decades after the invasions began. Many other civilizations had fallen to the overwhelming swarms the hivemind was capable of mustering, but humanity, with its highly developed technology and usage of artificial intelligence in combat roles, proved too strong of an opponent. Something larger was needed, a creature capable of taking blows the lesser aliens would find lethal and returning them with even greater force.

The first encounter between humanity and the tyrant occurred during a boarding action, a battle from which only a single distress call survives. It is from the terrified words of the human captain that we learn shotguns and painsaws, standard fare among crewmen, were nothing against its toughened hide. A few loud stomps drowned out the captainís screams, followed by a bloodcurdling roar and the sound of the shipís computer being torn into shreds.

Typically encountered towards the end of an assault, the tyrant towers above all other aliens, its weaponized arms longer than the bodies of most of its fellow creatures. There is no subtlety behind the tyrant, no thought behind the sheer force it is capable of utilizing. Armor is torn apart as if it was paper, and entire skeletons are fractured within moments when the tyrant slams its opponent against a wall. As if mocking the thought of its enormous body being easy to aim at, the very same bulk crushes anything unfortunate enough to be underneath it. To go alone against a tyrant is suicide, at best."

- Chief science officer 'Kharnov.'
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WilhelmRahn Featured By Owner Mar 13, 2013  Professional
coonie98 Featured By Owner Apr 17, 2012  Student General Artist
god i love tremulous!!!!!!!!!!!! AN IM A GIRL TOOOO.......
screenscan Featured By Owner Apr 1, 2012   Interface Designer
nice beast
and the texture is awesome!!
AnimeFreak2651 Featured By Owner Mar 30, 2012
Asurael-Returns Featured By Owner Mar 30, 2012  Hobbyist Digital Artist
Any Tyranid inspiration? =P
Dandoombuggy Featured By Owner Apr 8, 2012  Professional Filmographer
You know, its very hard not to make Alien reptile/bug things look like Tyranids or Zerg =P In the end you just end up embracing it :D
Asurael-Returns Featured By Owner Apr 8, 2012  Hobbyist Digital Artist
Haha, true, or maybe it's just a case of recognizing what you know. If I didn't know Zerg or Tyranids I would have a hard time associating this to anything in particular. I believe I read somewhere that the Mayas didn't even see the Spanish ships coming near the coasts just because they had no idea what a ship like that was and had no idea what they were seeing.
Kstolen23 Featured By Owner Mar 28, 2012
The best way to eat them is to boil them in water with a pinch of salt. Nothing fancy. Serve with a slice of Mars lemon, if available.
Satsumo Featured By Owner Mar 28, 2012  Professional Traditional Artist
Love it, great design, excellent model with lots of detail. I agree with the other comments that its a bit busy, but I find it much easier to read and distinctive than the Trapper's brown look (that's also a fantastic model). If anything you're putting too much into the textures of these models, they need areas a space to make the details work. Still very impressive to see.

When do we get to play this mod?
Dandoombuggy Featured By Owner Apr 8, 2012  Professional Filmographer
Cheers man. I'll remember what you've said with the next critter I texture =)

I don't think the game is considered a MOD as its using a new engine but Alpha 2 is currently out and Alpha 3 is in the works.


Just remember its an alpha, it currently uses the majority of old Tremulous models as place-holders and is purely used for testing =) Mr Tyrant is currently being rigged so we probably won't see him for at least another release.
Satsumo Featured By Owner Apr 9, 2012  Professional Traditional Artist
I downloaded the Mac OS version (I'm working on iPad at the moment, using Mac most of the time), but I couldn't get it to work.

I started up, showed the menus, sounds and let me set options When I tried to create a server it just dumps me back to the menu.

Do I have to downloads the levels and resources separately?
Dandoombuggy Featured By Owner Apr 9, 2012  Professional Filmographer
I've just been providing them with the models so your asking the wrong guy but try connecting to a server first.
Yakul Featured By Owner Mar 28, 2012  Student Digital Artist
the model is nice, though the textures lack something important in my opinion: I am not able to fully distinguish the different parts of the body meaning they should have had a more characteristic and individual texturing. This could be e.g. more contrast, more distinct colors, some dark spots marking the transition between a leg and the torso or whatever. As said, this is just my opinion.
Also, if it appears that big in the game (5 m in height), I personally would have given it a bigger texture resolution. Maybe you had restrictions there?
Dandoombuggy Featured By Owner Mar 28, 2012  Professional Filmographer
Thank you, I understand what you mean about the texturing, I feel smaller body-parts such as his mandibles and little chest arms can sometimes get lost when viewed at a side angle. Also I couldn't stray too far from the original colour scheme - [link]

The Aliens need to stick to a colour scheme mostly consisting of blues, purples and fleshy pinks/red. I could try pushing the contrast.
You are also correct about texture restrictions, the engine the creature will end up in can only handle textures as high as 1024, I would have preferred higher but I got around this by using 2 texture sheets (head/claws and body/legs) and by mirroring particular body-parts to save UV space.
Volst-Master Featured By Owner Mar 27, 2012  Professional Digital Artist
kick ass dude, i suck at character modeling so im so jelly :P

the mesh looks good in terms of density by location and optimazation

the only issues i have is the texture looks a bit noisy especially around the head, i cant seem to separate the head with the right appendedge behind him, to help with that you could put more edge detail in the mouth and even use alpha cards to put in saliva that connects the teeth and the roof of the mouth with the tounge to help estabolish the head and mouth better

some edge detail and color varients with the small hands could help too because they tend to dissapear with the backround and against the fleshy separations in the carapace

just as a side note try increasing the spec level on the fleshy separations on the carapace to help make it look more organic and slimy

(im babbleing again as you can see :D)
as a final note to help make a stronger presentation your wireframe render id recommend leaving the color to be 50% grey or lighter to show off your normals, and darken the wireframe so people can look at it and see that you acheived what you did with only so many polygons (and dont be afraid to try deleting edge loops that might not contribute much to the sillouet cause the normals can still preserve detail)
Volst-Master Featured By Owner Mar 27, 2012  Professional Digital Artist

try putting emissives on the eyes so that they glow :D
Dandoombuggy Featured By Owner Mar 28, 2012  Professional Filmographer
Dw he already has an Emissive map to make his eyes glow =) Perhaps I should have used a darker scene to show this off a little better.

Thank you for the comment, its great to get this type of feedback! how could I forget mouth saliva?!

I'll try to look into presenting the wires a little better, this image was just to give a vague idea of the breakdown but I still think the wires need to stand out more. Also I think if I start deleting anymore edges I probably will end up altering its silhouette :P He has dense edges in his face but I felt they would be necessary for deforming the jaw and facial animation.
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Submitted on
March 27, 2012
Image Size
1.3 MB


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