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Modelling explosive damage - any tips?

polycounter lvl 9
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CandyStripes05 polycounter lvl 9
Just curious if there are any tips or tricks to modelling explosive damage (metal panels peeling back etc) to a vehicle that is already modeled and textured and just needs the damaged variant. I'm talking blowing a giant hole in the side of it kind of damage.

I'm thinking I can either use the multi cut tool (I'm a maya user) and kind of carve out the shapes I want and break them apart and bend them how I want them, this way kind of keeping the texture the same. Or I can just model the damaged and peeled panels and do my best to overlap the uv's to get the texture lined up the best I can.

Anyone have any other suggestions? Thanks.

Replies

  • Eric Chadwick
    The texturing side of it really depends on your rendering tech. Are you allowed to use a shader that can blend multiple textures? Can you use decals? What is the texture budget for the level? Making it with unique texture is easier, but making it in a modular way is usually better for memory (often at the expense of more shader instructions). It's a trade-off.
  • CandyStripes05
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    CandyStripes05 polycounter lvl 9
    I ended up just carving out pieces, this kept the texture the same and I'll just have to apply a new texture to the backside of the pieces because before there was never a backside. Texture budget this time around has no cap so I have the freedom to play around with it to get the result I want. But I nearly did it all in one shot, won't have much screen time so not much time was wasted sweating the small stuff. Thanks for the reply though!
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