Looking forward to your final result. The cobblestone looks brilliant but i think the pavement could use some work. Maybe some damaged parts and stuff like that.
I guess I´ll upload a WIP screenshot too then. :) I will be adding a lot of damage and markings later on to make up for the relative lack of details in the basic shape.
Looks like a good start. Be careful with your texel-density though! The damaged walls and the map have a much better texture resolution compared to the ceiling, floor, and table.
Looks great. Only thing I noticed was the obvious tiling on the windows and water damage beneath them and the concrete on the second building. The other stuff looks very nice!
-danr uses Beserk and double burns blenderhead with same text! +10ap - blenderhead fails to Limit Break after massive damage -50hp -blenderhead receives the effect of silence
You haven't been playing scout the right way, then. He's the best short-range damage dealer behind the pyro. The hardest part is keeping your crosshairs on target.
Hey, This is based on the concept from the splash damage art test but expanding it out a bit into a desert scene. Going to put it all together in UDK. Anyway few shots of the high poly I am looking for feedback on. Thanks Guys
hello, more art push-ups- here is a statue study- I intend on taking this to UDK someday with some happy funtime shader work and authentic battle damage but right now here is the sculpt. C+C appreciated.
Here is an old street stone floor material created with Substance Designer and rendered with Unity HDRP (High Definition Render Pipeline). On this material you can adjust the damage of the floor, add water and snow.
Planning to do a battle helmet that is in some way modified for today's mutant murdering needs. I will do a standard looking one first and then experiment with cool modifications, alterations, battle damage and so on.