Wake Up Call is a next-generation sci-fi stealth-action shooter with a heavy emphasis on choice-driven gameplay and story in a unique and atmospheric post-apocalyptic world. Wake Up Call tells the story of Kyle Rogers, an ex-special ops soldier who has been awoken after over 150 years of cryostasis sleep. The world went to hell while Kyle slept, and it has been transformed into an alien planet. Experience Kyle’s story through a visceral and intense true first person perspective that allows for heightened immersion and gameplay fluidity. Challenge yourself to beat the game’s smart AI that adds new levels of challenge to the stealth-action genre. And finally immerse yourself in a dynamic and choice-driven story-line that will have you on the edge of your seat until the very end. Wake Up Call will be one epic adventure that any and all sci-fi fans will need to experience.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
TK9 FP Wireframe Final
embed
share
view previous next
 
Post comment Comments
WNxKraid
WNxKraid Jan 10 2013, 5:55am says:

You're clearly not a fan of normalmapped details, are you?

+1 vote     reply to comment
fragfest2012
fragfest2012 Jan 10 2013, 10:34am replied:

What are you talking about? There are quite a few normal mapped details on here, but we have a higher poly budget for first person models. Plus there is more detail on this side than the other and the final model I believe came out at around 6k tris. Modeled details are ALWAYS better if you have the polys, and we did.

+1 vote     reply to comment
fragfest2012
fragfest2012 Jan 12 2013, 12:02am replied:

This actually also might not even include the normals...

+1 vote     reply to comment
NCC-1701
NCC-1701 Jan 12 2013, 10:23am says:

glad to see you finally posted a wireframe.

The model looks good for the most part, there is certainly some optimising that should be done there. Lots of unnecessary faces. Although since you already have it textured I doubt you will do it.

As for normals, I would assume that the 3rd person model probably uses them more (in order to have a lower poly count), is that right?

for 1st person normals I would recomend using them to add very small details that can't really be added with the modelling. You can manually add minor damage/scratches to the weapons normal map, it really helps to add some nice detail to it.

+1 vote     reply to comment
fragfest2012
fragfest2012 Jan 12 2013, 3:13pm replied:

Yes, you are right, and that is what I believe we did. The 3p model definitely used a lot more normals.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Image Details
Type
Demonstration
Date
Jan 9th, 2013
Size
1254×655
Options
URL
Embed (big)
Embed
Share
Report Abuse
Report media
Add Media
Members only