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Kyle Rogers, an ex-Spec-Ops soldier has been awoken from a very long cryostasis sleep by a young human woman, named Tori. In his sleep, the world has gone to hell and back. It is recovering from years of war and torment after a mysterious disease pushed the world into apocalypse. Kyle has amnesia but soon learns that he is the key for the survival of the human species, and that he is supposed to open a massive underground Cryostation which holds thousands of humans that can re-populate the world. But, it won’t be long before Kyle realizes there is more to this world than his mission and that the secrets of this world are more dangerous than the bacteria that caused “The Collapse” in the first place.
Cool!!
thanks for the comment, be sure to check out the news post too and comment.
Nice work!
What's the poly/tri count?
It's about 2500 tris for this one which is the third person mesh, the first person mesh is much more, though I don't know exact specs on it.
wow!
Don't take this in a bad way, because I do appreciate your posts, but maybe could you give more than "cool!" or "wow!", etc? And again don't take this the wrong way, but just a suggestion.
Is this a final model?
This is WIP, and on Saturday I will upload the final version, hi and low poly.
It looks quite nice but I think the texture could use a bit of work. Are those inset parts on the barrel cover, handle, sight and stock textured or geometry? They look like they're just drawn on. Insets that are that big look tacky if they are just textured and normal mapped on.
The texture looks like you've applied the whole side of the weapon to one continuous image and then drawn the lines over it. The lines should be barriers for different parts of the gun that would come apart for cleaning, or be differently manufactured parts. It looks like it is all one plastic mould at the moment.
You have some nice edging there to counteract that look, but you need to break up the base texture a bit more. Try to make each part look like a relevant material. For instance the barrel cover would be some sort of material that insulates from the heat but is easily gripped by the forward hand, so that whole lower l-shaped bit that goes from the bottom of the barrel cover to the front of the trigger guard could be a different material. Probably some sort of rubber. In the concept the colour was different and it actually did look like a different material because of that. With texturing you have the advantage of specularity, normal maps and diffuse so you can really explore the material.
The sight looks like it is attached to the rest of the weapon in that shot, it was on a nato rail in the concept, which I think looks far better. Maybe it is in the model too, it just doesn't look like it.
Overall I think this weapon need more variation to make it pop, not just colour variation, but material variation. Different materials with the same colour inhernetly don't have the same pigment value so even though they are supposed to be the same colour, they aren't. I know it's a wip, don't get defensive, these are my thoughts on this model, maybe you addressed these in the update already.
Better than "wow lol!"
Wow (punny I know), first off, thank you for your very long and detailed comment, and second, I do see what you are saying, and will try to get some of the changes in that are feasible. For instance, we cannot add the 3D representations of the inset parts, because, as it stands, the high poly model (not the one you see here) is already over 5600 triangles, which is a good number for a high poly (first person) mesh. But the texturing changes you mentioned, mainly the color one, I think we can accomplish. But one thing is for sure, the current version is much nicer than this one.