Hey guys, this update is a real quick update on the general progress of the game as well as showcasing a new render of the assault rifle we first revealed a few weeks ago.
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I am sorry for the mixup, but now I have uploaded the actual in game version of the assault rifle as it stands now.
The Game's Progress:
The game is coming along nicely. We have another part time programmer to alleviate me, and we have been making progress in the music department, thanks to Collin Kindred(Soundcloud.com). Currently, Collin has been at work in making concept music so we can figure out exactly what feel we want for it. As well as music, we are still making progress in concept art and also in 3D art for the teaser.
Team Restructuring:
Following a disappointing arrival and departure of two team members who stayed with us all of about two days, we have started a restructuring. Basically we are in need of more members, and so far indiedb has been the best resource for them. Here is what we need:
One Concept Artist
Two 3D Artists
One Animator
One Programmer
To facilitate these people coming and staying, we will be releasing more story info very shortly (maybe before the next update) and also I have been working on the design document in making it more comprehensive and overall just better in describing the game.
The Renders:
Below is the new render of the high and low poly assault rifle side by side. Enjoy and post your feedback on the design of the gun.
looks like a block of wood cut with a band saw. There is no variation of depth.
Um, can you be specific about your criticism, otherwise you aren't helping us make it better, also, I would like to point out that the lack of background geometry definitely makes it feel more bland.
I posted before you had mentioned that this is the old version.
I've tried to model weapons before as well- They turn out like this. I think it happened because the modeler pays so much attention to one side that they forget about depth variation- Which is actually really tough to get a hang of. But since you have the sides done, adding depth won't be so difficult. For instance, if you just scale the front grip on it's X value, it will look a ton better in my opinion.
Also, the details like vents look painted on. The best way to fix this is make your high poly model have all the details, render a normal map, and then apply it to a low poly model.
Had left out some things-
Also make a specularity map so that shiny parts are shiny and matte parts are matte. Normal maps will also benifit you to get the vents looking correct, and also add some noise to the body so it looks like it's a tangible material. All of this is fairly easy to do in Unreal's material editor.
We did a spec and normal map, this wasnt rendered in UDK, so maybe they didnt apply right, anyways, I am going to post the correct image soon.
Also, if you look at the bottom of the comments you will see that I uploaded an image thinking it was our updated version, when it was not.
fragfest2012 he was incredibly specific with his criticism; "there is no variation of depth". I agree, the sides of the model are almost totally flat. Not nearly enough detail.
What I mean by specific is where is it flat, what exactly should be changed, etc?
I think it looks quite nice
like someone made a very high tech version of the XM8 Rifle
Thanks it means a lot to know you guys like our work.
Looks cool from the side, but I agree with piedoom that it needs more in the way of the third dimension
i might be able to help with that?
I know, but it was made in maya and needs to be made there so we can export it correctly to UDK. Unless you can export to UDK with Blender, look it up and see if you can.
It looks cool, but in a practical "futuristic" design, the way it works should be optimal for what it is, a firearm. Not an expensive and unnecessarily fancy way to propel lead around. My main complaints are heat dispersion, and where your fingers need to go to get at the trigger. The vents on the side wouldn't be nearly adequate unless there was no barrel inside, in which case range and accuracy would suffer. The design also looks very susceptible to muzzle climb. Don't get me wrong, I'm not picking away at things just for the sake of seeming overly critical, I just want to see this project turn out as well as possible. It has potential.
This is an old version of the gun, which I didn't realize until I finished making this, because it was uploaded to our dropbox recently and I assumed it was the new one. Sorry, but, don't fear, we have heard your peoples' cries for changes like more depth and more practicality, and we will work on that.
Hey guys, I am sorry, but, in my haste to finish the update before going to my brother's drama performance, I accidentally uploaded an old photo of the assault rifle. These are actually both the 3p mesh, and not updated with the new improvements we made.
Once Again, I am sorry and will be posting the new ones alongside a small update tomorrow, October 23.
coool i know a programer