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.
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.