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Tirick
06-04-2012, 08:48 PM
I honestly cannot say how/why the pique to design strikes me, although this one was clearly influenced by my discovery of the rerelease of the FASA Battletech rules, and the pending Mechwarrior MMO.

As the title states: Modular Hexagonal 3D hills. Obviously this is designed with Mechwarrior in mind, although anything using hexes could benefit. Each terrain elevation is designed to match the horizontal scale (1:1000), so each level is about 10 meters high to scale (1 cm). I designed ramps to ease transitions and more clearly define 'cliffs' vs graduating hills. As of yet they are untextured; they are hot off the press, I literally finished design about 3 hours ago and build in the last 1/2 hour.

Please ignore the badly painted Heavy Gear mech...

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/IMG_0945.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/IMG_0946.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/IMG_0949.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/IMG_0951.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/IMG_0952.jpg

Not certain how far I might go with this. I have some ideas in my head for modular Hex boards which will allow for reduction terrain, but I am fickle... at best.

I don't intend to 'market' these. Once I'm satisfied with a set, they will be released free (here or on my site).

Enjoy!
Tirick

Uyraell
06-04-2012, 10:40 PM
Not only a clever idea, but an extremely useful addition to a gaming set, Tirick. :)
It also doubles as useful display settings when not in use as gaming terrain.
One could display a Lance of Mechs very effectively.

Thank you for this new addition, it is greatly appreciated.

Kind and Respectful Regards Tirick my friend, Uyraell.

bcook62
06-04-2012, 11:19 PM
Nice one Tirick! I'd love to see more! I've been wanting something like this for awhile to use with Btech as I am not only a fan, but have some of the minis as well. And as for the "badly painted" HG mech, not a bad job there either, if I do say so. Although, I'd still like to find a copy of that puter game, since my other one has since gotten lost. I do have a small suggestion however, perhaps a hook-like tab on the bottom of each side to connect several together, to keep them from going astray when that one stray hand goes to move a mech and topples several hither and yon. LOL! Still a great idea and as I said, looking forward to more, perhaps also, some textures to represent grass, sand, asphalt, etc? Cheers!

Tirick
06-05-2012, 03:46 AM
At the onset I was not sure if I wanted modular elements that could be mixed and matched and made into permanent hills or joining modular elements that could be made into any hill. I prefer the latter, but a joining part would be required certainly. My initial design called for gluing the bits together, but that is not as useful.

I would absolutely like to put a texture set together for these. The base UV map is done at least, I just need to find a suitable 'grass' or dirt to sub, and sketch out some surface detail.

Thank you!
Tirick

SCEtoAUX
06-05-2012, 05:55 AM
Those look like a useful way to make a 3D map of the Tank! game from SPI released back in 1974. :)

Tirick
06-05-2012, 06:55 PM
It would work for any game needing/using hexes. Hexes are superior for many games, although grids dominate most games. Easier to make I suspect (or a predominance of square interior combats).

I am now out of coloured ink, so you'll have to live with 3d images for now. I still have to add the 'slot' to the faces, although I'm intending to go with a vertical slit in each of the faces with a detachable guide/joiner.

I've added some grass textures to the faces, and modeled the rest of the hill elements. Mixing and matching these should provide ample choices with regards to layout. I'd like some feedback on the texture. I wanted to have the levels clearly defined on the hex faces, so that a quick glance could count the layers. I'll release a texture map at any rate so you can modify if desired.

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/HillsTextured-001.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/HillsTextured-002.png

Road and Track elements are in the works, flat and 'raised' with their own risers/bridges. I might even make a train (to scale).

Tirick

Uyraell
06-06-2012, 07:35 AM
For my part, though I'm no expert I think the textures, both horizontal (green) and vertical (brown/earth) look fine, and very usable as your intent defines.

A variation might be a few "tiles" coloured in asphalt and concrete for urban settings, though such a set might easily be a second option by simply having concrete texture on the downside face of a hex-tile opposite (obverse to) the green of the grass. That way, the brown earth would do "double duty" as vertical texture in either rural or urban mode. {Turn this by 90 degrees >> concrete|brown earth|grass; because you already have >> uncoloured|brown earth|grass. I hope I have expressed the concept clearly!}

Just a very humbly offered suggestion Tirick my friend, in an attempt to avoid having to do several texture sets for a tileset where 3 textures might well be sufficient.

I very much like the look of the 3D hextile set you have shown here. :)

Kind and Respectful Regards Tirick my friend, Uyraell.

Tirick
06-06-2012, 10:26 AM
May I humbly offer up tracks/trains:

The train shape (and rough texture) is based on the ICE trains the Deutsche Bahn employs. They elements are modular, so you can have as long a train as you would like. They are also independent of the track, which is comprised of a lot of independent elements. This will allow for destroyed sections (and raised sections) without the need to redesign.

I will be creating a more permanent texture for the train, I've used a placeholder for demonstration.

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/TrainTracks-001.jpg

Enjoy,
Tirick

Tirick
06-07-2012, 03:36 PM
I made a few scale markers, to aid with building construction and general sense of world-scale.

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/ScaleBits-001.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/ScaleBits-002.jpg

I might unfold one and see if I can even build 'em this small.

Enjoy,
Tirick

Uyraell
06-07-2012, 06:20 PM
This is looking better and better!:)
The hextile set is very much shown to advantage by the train, tank, and Mech placemarkers. The rail's look convincing, even though you will probably replace them.

I really like the way this set is evolving, and believe it will be a fine enhancement to any tabletop terrain set. :)

Kind and Respectful Regards Tirick my friend, Uyraell.

Tirick
06-07-2012, 07:54 PM
Many thanks for the comments!

The rail texture is complete; it is the train that is getting replaced. I've used an image from the box art for the ICE train/toy set for now. I'll make proper custom GIMP textures in a bit.

Tirick

grimpirate
06-07-2012, 08:48 PM
Reminds me a lot of the modular hexagon tiles from Heroscape. Do the figures tend to slip from the sloped tiles?

Tirick
06-07-2012, 08:57 PM
As of yet I don't know. I'll do some testing with plastic figs to see. The Heavy Gear figure did not slip or tip at all, the incline is fairly shallow.

A lot of the parts will be interchangeable with the road elements, which I will start to model/texture soon. I'm still stumped on the track curves, so I might start on roads before tackling that. Bridge elements, both river/depression crossing and level 1 hills. The grade is a little steep (6.5 deg), but in the interests of keeping the incline limited to 3 hexes I left it.



http://i296.photobucket.com/albums/mm191/Aelfric_Pics/TrainTracks-002.jpg



http://i296.photobucket.com/albums/mm191/Aelfric_Pics/TrainTracks-003.jpg



I have a Guild Wars 2 beta this weekend, after which I will collect the first parts together (hills) and release a file set.



Tirick

Tirick
06-12-2012, 08:46 PM
Apparently it is possible, if only just, to make 1:1000 scale mechs. For reference, that Canadian penny is about 18 mm in diameter.

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/IMG_0965.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/IMG_0966.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/IMG_0967.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/IMG_0968.jpg

I didn't make the toes, I'm sure you'll all forgive me.

In retrospect, if I was to make this a 'thing', if make it card laminar/folded, in many places, rather than paper box structures.

Enjoy!
Tirick

Tirick
06-24-2012, 12:20 PM
I've finished compiling the Hill Set, and will begin finishing the road/rail set soon, with any luck. The .zip file is too large to share here (55 Megs) so it will be available exclusively in my paper model store (for free as originally noted). Head to my site: Home (http://tcfgaming.com/) to obtain a copy. Pepakura designer/reader (available for free) will be required to print and use the files.


If there is enough demand I can create pdf copies of the core files as well.



Enjoy,

Tirick

Tirick
06-26-2012, 05:06 AM
Set #2 is complete modeling/texturing, I just need to lay out the .pdo files and make instructions. I was originally going to combine road and rail, but I'd rather separate them for now.

Included will be several rail lengths, 'Y' section joiners, 'X' section joiners, a bridge, ramp sections to take the rail up one level, a train and a tunnel connector designed to plug into the hill set.

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/TrainSet-002.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/TrainSet-003.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/TrainSet-005.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/TrainSet-004.jpg

Enjoy!
Tirick

thokamous
06-26-2012, 06:54 AM
very cool i look forward to more of this

Tirick
06-26-2012, 08:46 PM
I have added .pdf files to the Hill set, for those of you unable (or unwilling) to use the Pepakura files.

Also, some asshat hacked my site (the CMS end only thankfully), so the frontpage is a little sparse at the moment as I needed to strip it bare and rebuild from source files.

Thank you,
Tirick

Tirick
07-31-2012, 08:57 PM
I am finished about 1/2 of the test build of the 1:1000 scale train set; the straight tracks and the covered bridge. I've mounted the parts on acetate so that I can use them on any terrain board, although
the white glue has during curing warped it a little, they still work well.

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/IMG_1691.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/IMG_1692.jpg

With 1:1000 Mechs for scale comparison:

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/IMG_1694.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/IMG_1695.jpg

I should really just start a thread on scale structures, but this one serves for now.

Enjoy,
Tirick

lordpuki
08-09-2012, 08:16 AM
Another possible option would be be to overlay the existing textures with a Solaris 7 'Mech Duel scale hex grid ( 1 standard BattleTech hex = 4 'Mech Duel hexes ). If you've ever used this optional ruleset it definately adds a more MechWarrior feel to the game.

Tirick
08-10-2012, 10:42 AM
You can of course, do as you wish with the textures, as I will be including the UV map and a sample texture with the sets.

While I still have to finish the beta build of the rails and write instructions, I've since started a city road design. As roads tend toward 90 degree angles, there will be oddly shaped elements:

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/CityRoads-001.jpg

Tentatively I'll be designing around a 5-Hex 'block', or 150 meters, which is a little larger than a 'standard' New York block (130 meters or so). Of course all elements will be modular.

At the moment I'm planning 1,2,3 hex sections (center-to-center measurements, and cross-hex as shown below). A bridging section with ramps, a level rail crossing and maybe curved sections, depending on how I feel.

Generic city buildings may be next, although I'm frankly not certain. Lets get past this first.

Enjoy,
Tirick

Vermin_King
08-10-2012, 11:16 AM
Very nice project

papersmithforge
08-17-2012, 03:07 PM
Tirick, I don't want to hijack your thread, I did want to say that I've been working on a modular/stackable/linkable hexagonal terrain system. It might be of benefit to you and the things you're working on. Let me know if you'd like me to post the pics, I don't want to take away or detract from what you're doing here.

Tirick
08-17-2012, 04:08 PM
I would interested certainly. The more terrain the merrier! I've tossed a few full-board 3d hex terrain ideas around in my head, and rough modeled one, but realization of it will be a while; I've 3 dozen 'Mechs to texture and roads/buildings to make.

I'm always keen to see other designs, that is how ideas spread and grow.


Thank you,
Tirick

papersmithforge
08-17-2012, 04:17 PM
Cool Tirick, I'm glad to hear it. I'm not sure entirely, but given what I've seen you doing I'm fairly certain the terrain pieces I've designed would work with your figurines (though I don't have any clever ideas for slanted pieces I'm afraid). They hexagons are circumscribed in a 1.5 in. diameter circle (I designed them based off of Heroscape tiles/figurines).

I think the pics are self-explanatory but if you have any questions feel free, and I'll answer as best I can.

Tirick
08-17-2012, 05:16 PM
The joining mechanism looks quite neat. Do the hexes join/fit well at the faces as well as on the partial-hex?

In principle it would work with my terrain pieces (or in replace of), although yours are a little larger. Battletech hex standard is 32mm (1.25") I think; at least that is the standard I went with. I used 1/3 of a hex as my riser as it works nicely with even measurements at that scale(1/3 of a hex = 10m to 'map scale' in Battletech). It comes out to around 11 mm when printed as designed.

papersmithforge
08-17-2012, 05:55 PM
I think what I'm understanding from your question is how do the gaps look between whole tiles? The fifth photo shows the largest gaps that occur in adjacent tiles. If you removed the connectors (which aren't visible in the photos) you could bunch them together to close the gap. However, if someone strikes them (as they would be free-floating tiles) you might destroy/marr the game area. I could correct for the gap by making the lids a bit larger, but I think due to inaccuracies in cutting and folding the gap would be difficult to close perfectly.

I didn't mention it in my prior post but everything in the photos has been constructed without glue. It's pure cutting, folding, and assembly. Obviously using glue and a base would make everything more sturdy, but I figure it would make travel/transport a real hassle. Therefore, I designed everything with the idea that it can be flattened down into its original sheet form should the need arise. It also allows people who play together to generate fields on the spot (using scenario maps and such) as opposed to having to bring them pre-built.

As far as the dimensions, I think that Heroscape's interior portion (the decorative portion of the tile) is 1.25", but the outlying border is 1.5", and when it comes to cutting at such a small scale, I find every little mm added is much in your favor. The pieces are 1/2" tall so also 1/3 the width in terms of rise, but when stacked they allow you to produce 1/4" which look more like regular steps as compared to the figurines.

Tirick
08-17-2012, 08:34 PM
All free-folded? That is really clever. Storage of scenery is always a problem, especially when transporting.

For my own (and for terrain bits) I was considering using tiny dabs of tacky putty to keep parts in position. For the most part is should not mar the surface of the play area, or the pieces.

Tirick
11-25-2012, 12:26 PM
This was long delayed (Guild Wars 2 swallowed all of my free time in the last 3 months), but at last the train set is up and in the store. As noted in the original post, they are (and will remain) free. I'm having issues with my Joomla install and so there is no announcement post on the main page.

Thank you,
Tirick

Tirick
12-10-2012, 06:31 PM
Well, sometimes an idea takes hold and you just have to run with it (or model, as the case may be).

I have a design and mesh for a new set: Modular City Walls. This is designed again at 'map' scale, or 1:1000 (thereabouts). I have a few more fit-up pieces to make, as well as a few more weapon emplacements. I also clearly need to texture these, but I don't expect that to take too long.
The intent would be a fortified town, or even a field base.

It will come complete with modular towers designed to fit over the wall segments where desired, and turrets for defensive missions. The walls will be designed to tile with the hexagon standard for Battletech. The main door will be made of sections so it can be built open or closed (cunning use of putty might allow reposing). I will be making a second fitted door to section over the rail set.

The Cat in the picture is there for scale, and was my first attempt at 1:1000 scale mechs (my actual 1:1000 Mechs are in a different .blend file and I don't feel like merging them at the moment). The roads are there for demonstration as well, they will be actually included in a different set.

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/TCF-paper/ModularCityWalls-001.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/TCF-paper/ModularCityWalls-003.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/TCF-paper/ModularCityWalls-002.jpg

Anyway, enjoy. I hope to get this one completed/textured in the coming week. Instructions will take a little longer, so this might be ready in time for Christmas (free, as with the rest of this set).

Tirick

Vermin_King
12-10-2012, 07:54 PM
Thank you, sir. Always exceptional work.

Tirick
01-19-2013, 10:05 PM
The 1:1000 modular City Walls set is now released. It comes in both .pdf and .pdo format, and contains the texture base if you wish to recolour them. There are several segments, suitable to build a fortified base or wall demarcation. These are specifically designed to complement the train set and the forthcoming city roads set, as well as future building sets.

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/CityWalls_zps4d1e7551.jpg

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/CityWalls2_zpsf0fad5e3.jpg

The set is carefully designed to allow sections to fit correctly in a hex grid, while yet allowing 90 degree sections.

You can find them in the Hex Terrain section on my site: tcfgaming.com (http://tcfgaming.com)

Enjoy!
Tirick

papersmithforge
03-08-2013, 02:29 PM
Hey Tirick, wanted to update you on the modular system I'd been working on. You can find the gallery here at imgur (http://papersmithforge.imgur.com/).

I refined the net so that it would take less time to cut from stock, redesigned the couplings for added sturdiness, demonstrated that a bridge is possible, and included slant hexes as they seem to be a staple of mech wargaming. I have also adopted the size of Heroscape tiles which is 1.75" from flat to flat, and 3/8" height.

http://i.imgur.com/oT144vG.png
http://i.imgur.com/DH3zmSY.png
http://i.imgur.com/qHsHvBm.png

Tirick
03-08-2013, 07:20 PM
Those are sweet looking! I can't believe how well that bridge holds up with such a narrow ledge. Brilliant!

papersmithforge
03-08-2013, 08:38 PM
The bridge took some frustration to figure out. I'm still not entirely satisfied with it structurally, but after repeatedly looking at it I'm not sure what other changes I can employ to make it stiffer, or to extend its length beyond a 5-span.

Tirick
04-22-2013, 06:22 PM
I know, I've taken a long break from design, but this one just kept pestering me until I sat down and stopped gaming long enough to put it together. It is a simple set, possibly the simplest model I've yet released, but I think it will add to the 1:1000 Hex terrain/mech sets considerably, and even possibly be useful at full scale (1:285).

3D Hex Forest / Woods markers:

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Single_zpsdc099b89.jpg (http://s296.photobucket.com/user/Aelfric_Pics/media/Single_zpsdc099b89.jpg.html)

This set is designed to replicate 12-15 meter tall trees (standard 'woods' height in Battletech), in both Light and Heavy patterns. The design is simple enough and allows for any figure with a base smaller than a full Hex to sit comfortably within it. Obviously, it will look more 'correct' with a 1:1000 Battlemech, but this should still provide a good visual cue to the areas marked by forest, and allow a modular setup to reflect forest terrain.

Alternate no-text textures are available, as well as both pdf and pdo files. I've included a UV map for convenience, should you wish to design your own texture plan.

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Woods_zps643978a1.jpg (http://s296.photobucket.com/user/Aelfric_Pics/media/Woods_zps643978a1.jpg.html)

With a 1:1000 scale figure:
http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Woods3_zps473fb5da.jpg (http://s296.photobucket.com/user/Aelfric_Pics/media/Woods3_zps473fb5da.jpg.html)

With a 1:285 scale figure (approximately):
http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Woods4_zps1becb5e5.jpg (http://s296.photobucket.com/user/Aelfric_Pics/media/Woods4_zps1becb5e5.jpg.html)

As with all of my models this is available, for free, at my site: tcfgaming.com

Enjoy,
Tirick

Vermin_King
04-22-2013, 08:17 PM
That is so stinking cool. How could something this straightforward not have been done before? You, sir, are a genius. You should post this over at CW Forum.

southwestforests
04-22-2013, 08:50 PM
Like Vermin King says, stroke of genius.

Tirick
04-22-2013, 08:57 PM
Thank you! It is a crazy-simple idea, but it works. I must ask though... what is the CW Forum?

Tirick
06-04-2014, 10:20 AM
Well, at long last, the Road Set is finally released, and available at tcfgaming.com . There is no good excuse for the delay, they were ready for layout before Christmas, but life got in the way.

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Hex%20Terrain/RoadSampleAll_zps2603f4bb.jpg

This, as a baseline, should provide nearly any road layout you would like. Eventually I will release a set with an elevated roadway, as well as bridging elements to work with the Rail set.

Enjoy!
Sean

SCEtoAUX
06-04-2014, 10:41 AM
Sean, thanks for the addition. Looks good.:)

Tirick
06-04-2014, 10:55 AM
Something I should have noted, the cross-hex road and the 1-hex cross-edge road are the same model/length. The overlap sections on the T and the Splice sections should fit perfectly to match.

Vermin_King
06-04-2014, 11:32 AM
Thank you! It is a crazy-simple idea, but it works. I must ask though... what is the CW Forum?

Cardboard Warriors

Joe711
06-04-2014, 04:47 PM
Great job, great potential!
Thank you for sharing! Regards, Joe