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.

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XR15 3D Model Final
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gtkall
gtkall Jun 11 2012, 6:05am says:

Really nice!

+2 votes     reply to comment
fragfest2012
fragfest2012 Jun 11 2012, 2:52pm replied:

Thanks.

+1 vote     reply to comment
NCC-1701
NCC-1701 Jun 11 2012, 3:56pm says:

Looks very nice. I have been waiting for a long time to see this textured
did you add damage and such with normal mapping? I don't see any.

It looks like you fixed up the model really nicely from the untextured one you showed. The smoothing and width of the rifle look MUCH better now.

+1 vote     reply to comment
fragfest2012
fragfest2012 Jun 11 2012, 3:57pm replied:

Good to hear, there is no damage on it yet, but eventually we will probably make damage map overlays so that we can apply them with a parameter attached to make the damaged more or less punctuated whenever we want. Basically, we can add procedural damage if we want to.

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NCC-1701
NCC-1701 Jun 11 2012, 7:10pm replied:

Ah, interesting. Well it looks really good. I am not a big fan of your scope, but that is just personal preference, the model looks great.

+1 vote     reply to comment
fragfest2012
fragfest2012 Jun 11 2012, 7:13pm replied:

Thanks!

+1 vote     reply to comment
Eltrex06
Eltrex06 Jun 11 2012, 11:18pm says:

Pretty impressive, nice work

+1 vote     reply to comment
fragfest2012
fragfest2012 Jun 12 2012, 11:39am replied:

Thanks.

+1 vote     reply to comment
WNxKraid
WNxKraid Jun 12 2012, 8:32am says:

As far as i can tell from the pictures, not much changed compared to the untextured version (beside the texture ofc.).

I'm still not diggin that blocky look, but ok, your choice.
Just noticed that the gun looks far better in the sideview scrennshots then in this one because you cannot see the blockyness of the weapon in sideview.

Also i wouldn't recomend to use ingame shots of the UDK default map, it creates such a worse lightning with AO shadow artifacts and such.
Rather show off the model in the skeletal mesh editor or even in the 3D app.
Also, since this will be a weapon seen in first person, how about doing a POV shot with it?

+2 votes     reply to comment
fragfest2012
fragfest2012 Jun 12 2012, 11:39am replied:

POV is a good idea. The reason we rendered in UDK is becasue then we could apply all the maps, as in 3DS Max the artist could not apply all the textures, but I thank you for this info too.

+1 vote     reply to comment
senntenial
senntenial Jun 12 2012, 7:55pm replied:

Gotta agree with WNxKraid, still not a fan of the boxy-look, I think it could have been done a bit better. Nonetheless, any progress is good progress to me.

+1 vote     reply to comment
fragfest2012
fragfest2012 Jun 13 2012, 12:16am replied:

Yea, well, maybe it will be done better later, but we have something we can use. I say, success.

+1 vote     reply to comment
MetalZeroOne
MetalZeroOne Jun 13 2012, 4:21am says:

I feel the textures could use some more contrast. And some more details like dirt, maybe. Just ideas :)

+1 vote     reply to comment
fragfest2012
fragfest2012 Jun 13 2012, 12:32pm replied:

I mentioned it above, but I am seriously considering a procedural damage system where a dirt/damage layer is applied to the different guns procedurally over time. If we do that, I will tell all of you.

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Description

This is the final modeled and textured version of the XR15, rendered in UDK. We have actually animated this gun but we do not have a programmer to implement it properly. If you know a good UnrealScript programmer or you are one, email us.

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Type
Demonstration
Date
Jun 11th, 2012
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1423×745
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