Here is a Wall Material with few Inputs. You can change the color of the wall, the size and the place of the damaged areas. Everything is created on Substance Designer and rendered in Unreal Engine 4. For more work: https://www.artstation.com/andrebray
@Carabiner Hey, thanks for your comment :) Yeah, I noticed I had multiplied the edge damage over them. It's all fixed now, new update being posted later hopefully! :+1:
This is looking ace man, keep it up :) I'll keep my eye on this for the low poly afterwards. What kind of final result are you looking for? a clean bake or some mid-core damage afterwards?
I really like the harder lighting you have going on in the daytime scene. Much more interesting. Assets fit much better now with more wear/damage. Keep it up, loving this scene!
Here is my dark oak texture which I plan to mask in unreal with an 'exposed' wood grain texture for damage and wear. This will be applied to all wooden assets which I'll model with edited normals.
Yeah, it's not really anything related to UE4, it's just modeling in general ... if your sculpting and damaging cause the verts to move off grid, you'll need to move them back if modularity and snapping are a priority for you.
Thank you Kanga ! Yes that's true now that you tell me, i think i could have damaging a little bit more the belts. i keep it in mind for my next project.
Going good! Have to say I don't really like the super mathematically straight weapon on his side, I feel like it doesn't belong. Maybe if it'd be more damaged/bent or so.
Quickie update: I added damage to the stone bricks (it uses a vertex shader, basically I just added a second normal map and with some magic blended them), and a simple spec map as well.
Endless belts, just damage, head/face work left hopefully @Terminator2: Nice work, the collar folds need work though. @stevston89: Great base, belts and skirt look really good.