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.
The first step in making the XR15 Assault Rifle into a 3D Weapon, no textures yet. We are always looking out for more talent, apply at millansingh@gmail.com.
it seems a little thick, kinda looks uncomfortable to hold it, like my hand would be spread out too wide or something...
Other than that it looks great though! Keep up the good work!
Ok, thanks for the info, we can obviously adjust it if need be.
I agree with emraldis, it's way too wide to be able to grip it comfortably.
I'd suggest to at least make it 25% less wide and for the grip and stock maybe more.
I have been waiting to see how ya'll did this one. I modelled it for fun when you showed your concept sheet, so it is cool to compare mine to the way ya'll did it.
I have a few suggestions if you are interested:
1. When I modelled it I noticed that the front square part where the barrel attaches looked kind of odd, so I selected that face and extruded it in a little.
2. I would suggest taking the edges of the rail system and bringing them in a little, this makes it look more like real rail systems, and imo looks cooler on the gun.
I also thought the scope was supposed to have a bit more to it, so I modelled that differently, and (as others have mentioned) I thought it seemed to thick, so I changed that too.
I didn't finish the model completely (didn't bother adding all the little indentions on the forgrip etc.) but if you want I could pm you a render so you can see what I am talking about.
This is exactly why I post these WIP renders, because you guys already have so much to say and advise. Also, I would totally love it if you pm'ed me that render, NCC.
I sent the PM.
Also, I was wondering. What is the tri-count on that model? (I am assuming that it is a highpoly model for making normals, but I was curious)
No, actually it is about 3100 polys, or 6200 tris. It looks like more because of smoothing groups.
No, the reason I assumed it was a highpoly for normals was because you actually modelled all those indentions (like on the forgrip)
Having those on the physical model is somewhat wastefull when they can be normal mapped on and it will look just as good.
For example, if I were to finish the model that I showed you, I probably wouldn't add any more tris. The remaining detail could be normal mapped instead, which would leave that model at 1800 only tris.
You should post wireframe renders of your models, it is really quick and easy and shows a lot about the model.
I can ask the artist for one, he never sent me one initially. Yea, but UDK is so powerful, I want to use that power, and, to be honest, they will look a lot better not normal mapped because you see the gun for first person. But, that would be a good thing to do for a third person model. Thanks for the feedback!
Yea, I get what you are saying and it makes sense. I just assumed it was for normals because most people don't model those types of detail for the in-game models.
I PMed you again with a better pic of the front part I was talking about.
Thanks man, really appreciate all the comments you make on, well, everything we post for the most part.
lol, no problem.... and just let me know if you get tired of constantly hearing my opinion on things :D
but seriously, I think this game has a lot of potential. I hope that ya'll can continue coming up with good ideas/designs, and am looking forward to seeing those ideas/designs take shape.
Yea, things are really starting to come together one by one, not going to spoil anything yet.
There's really no point in having these kind of dents on the low poly weapon. Just a waste of triangles you rather could spend on rounding off some parts of the weapon.
Right now it looks like a cut-out of a block with a little bit of chamfered edges.
It needs at least a little bit more ergonomic appeareance since it's meant to be used by humans.
Well, not going to lie that was harsh, but I don't mind. I enjoy criticism. Anyways, in response, in our case, we are working with a very powerful engine, and this is going to be in first person where, at that angle, the actual 3D detail of those will make a significant difference. As for the second part of your comment, we are currently making a few changes to the model that will make it look better and less blocky, so consider that already in progress. Although to be honest, not sure how much different it will be in the long run; however, it will look good regardless, that is a given.
I didn't want to sound harsh, sorry.
It's just that i ain't got much time to write here at work, so i keept it short and straight.
Also english is not my native language, this might add a little here, too.
Ofc. the UDk is a powerfull engine, i'm also working with it from time to time.
Sure there are some things you cannot fake with a normalmap, but the dents on the sides are screaming for it.
Here is the thing, I saw someone who did that (fan of the game) and it did not look as good, and he agreed that the actual detail was good to add.
Would it be possible to see a comparison screenshot?
Well, I suppose I can send you one over pm if you like...
Are you talking about my model?
Yes, and it turns out those details were normal mapped, didn't realize. It still looks good though, and it certainly looks better than before.
You mean those details are normal mapped on ya'lls, or on mine?
On mine some details are normals and other are modelled. (like the forgrip parts are modelled, but the slots on various parts are normals)
I meant the dents that you normaled were actually normaled on ours too, I must have uploaded a high poly.
Oh, awesome. Although, in that case... how can it be 6200 tris??
I will be uploading a wireframe very soon along with some more final renders soon.
Cool, can't wait to see the wireframe.
Sooo... final renders as in textured?
Yes, but it might be without some of them, as I may not have the render in UDK, but we will see when the update comes.