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Yeah, I know we have already topic, but I wanted to create another one to keep everything clear. Termites were inspiration for me. On Gnisis concept they had similar structure. I think original idea was wandering around that, so I used it.
Before you comment read the whole first post.

Floor for tunnels as separate asset. Then you have more freedom in manipulating environment and use original tunnels too. Notice white areas: just trodden path.
Straight 2. version could have two variants just to differentiate and avoid repeating. Of course then we can have some rocks on it too by using b. asset beneath as base

1. walls 2. walls and ceiling. It could have two versions too.
a. c. d. e. f. are just to add some variations, texture similar to 1.
Of course for convenience we can create additional asset combined floor and ceiling.
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Floor for hall, and addition samples to create some "paths" just to break repeatability. There is also, possibility to create some levels.
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I always was wandering what they eat, sitting all time underground. So I took again ants and termites references again and I created fungus garden.
I just created "kwama honey" deposits
They can be attached to walls, floor, ceiling, whatever, just they should be reachable for kwama workers.
Kwama live in different environments so depends on what they eat they have 3 variations just with different color b. (Ashlands, combined kwama saliva and ash) a. (Bitter Coast) and top one for the rest. Of course only one type in one region.
It would be great to add some animated texture on that. Some floating particles inside.
1. 2. 3. 4. 5. are just examples of shapes.
0.a Is empty after infesting by forager 0.b infested by forager 0.c normal one
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1. Is platform with two types of entries, of course everything modular. Cross section shows how it works.
2. 3. are kwama nests. One for particular example, second for more.
4. Are just bigger examples to fill up empty space like in Kwama: tunnels ceiling with similar texture. IV is just mud wall.

Like termites have ventilation system, they have too.
1. 2. 3. show how it looks like in cross section. One of them have more holes, some of them only one. some of assets can give some dim light which can give really cool effects.
a. (one way) b.(multi-ways) are just proposition how some vents could look like. and A. B. are just examples how texture look like.
cross section of chamber just give idea how it works. Some vents in interior, another in exterior.

1.a 1.b 1.c it is just addon to cave (it should fit kwama interiors too). In this video it show how I image it in game.
1. A are just some glowing parasites. It could be on it but it is not necessary. Just another cool light effects.
2. 2.b 2.c 2.d are kwama slime. They need sth ugly and sticky (it would be cool feature with slowing down player)
2.a is my kwama chandelier. My dream it is to has some caustic or reflections but The same asset is good enough.
So we have then sticky, alien enviroment.
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1. Kwama egg 2. empty sack 3. kwama claster 4. small kwama eggs 5. small kwama eggs empty nest
From time to time it can show some slow animation. In best option when you are close enough and randomly in default state. Animation is really simple but and I don't know if we can add some good trigger to it. (only for big ones)

Just sth similar like ants in skyrim.If it can glow, it would be supergreat. I think this is just some png. sequence. Simple movement on path with right, left small rotation. Maybe it can be done in aftereffects. I'm not sure how it was done in game. Very optional thing but cool to have it. Why we have it? It could be just some symbiosis or commensalism.
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The main problem with kwama mines is that they look like really similar. Termites are diversity group so we can do it the same with kwama. From primitive forms to more complex. Kwama can get some unique coloration for particular spiecies but this optional too.
1. Most primitive, small colonies have only assets with kwama eggs
2. kwama eggs and sticky things
3. kwama eggs, sticky things, some mushrooms but without fungus garden structures.
4. kwama eggs, hall floor, tunnels floor, tunnels ceiling, (gathering version)
5. kwama eggs, hall floor, tunnels floor, tunnels ceiling, fungus garden (dry version)
6. kwama eggs, hall floor, tunnels floor, tunnels ceiling, sticky things, fungus garden (humid version)
7. kwama eggs, hall floor, tunnels floor, tunnels ceiling, fungus garden, ventilation system (dry version)
8. kwama eggs, hall floor, tunnels floor, tunnels ceiling, sticky things, fungus garden, ventilation system (humid version)
9. kwama eggs, hall floor, tunnels floor, tunnels ceiling, fungus garden, ventilation system, hall structures (dry version)
10. kwama eggs, hall floor, tunnels floor, tunnels ceiling, sticky things, fungus garden, ventilation system, hall structures (humid version)
We have then a lot of versions for 32 kwama mines.
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It sounds like a lot of assets but it is modular addon, so if we don't have enough workforce we can just implement more basics assets.
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I will add some "layout" concepts how I imagine it in game, with light, mist and so on, so stay tuned.
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Are kwama models done? Maybe create some species versions? In all cases just with changed texture patterns.
So I wait for feedback and what are your ideas on it.




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This is really well thought
This is really well thought through. There are only two things I'd probably avoid.
First is glowing bugs or fungi, maybe with the exception of Bitter Coast. There's no need to add so many Christmas lights to these caves, unless it's subtle and unique. I'm all for saliva and sticky things though, they'd probably look cool enough reflecting light from torches and so on. And of course glowing eggs, since these were in the original. The idea with glowing beetles walking on paths like ants is cool, but I would much rather use these for Bitter Coast exterior.
Second is the fungi farms. Kwama workers and warriors feed on what foragers bring to the nest. Foragers go out and hunt/scavenge, then digest it. Some of it they use for their own nutrition, some of it they vomit in the nest when they get back to it all full and fat. I think you could actually edit the fungus concept to be a food sack made of kwama cuttle (saliva wax, don't confuse with scuttle, which is a bug jelly meat), similar to how bees keep the honey. Imagine a mass of waxy membrane bubbles full of fluid forager vomit, bundled up on walls like grapes for the workers to eat from :D That's not too dissimilar to your concept actually.
Oh, and don't forget there are two types of Kwama eggs, big and small. Scribs hatch from the big ones, foragers from the small ones.
Also, we could use some ideas on how the mer-made structures in the mines correspond with Kwama assets, so we could use some concepts for scaffolding, clutter and other props ;)
Hmm, which would be the biggest Kwama hive? I'd assume the one in Gnisis? We could maybe expand it and come up with some fun stuff for it :D Really have it run deep into the ground and find more and more stuff as we go deeper, to unlit, unexplored and unexploited parts.