I would say localize your dirt and wear more. Add it where it would make sense. Have some spec breakup but you don't need dirt and damage everywhere. Add nice edgewear instead.
Love the tank piece, well done! Personally I'd add a bit more wear and tear to the parts closer to the ground, to make it pop a bit more and to give some sense to the damage that the machine took over use.
felipealves > That's some awesome ref you collected there :) Love the roof texture, will try something like that damaged paint.. #zomgunityscreenshot: STILL need to work on the churchbell texture...keep putting it off and have no idea why lol
Some progress on my brewmaster set. Finished the high poly shield and spear and almost the shoulder armor. needs some more detail and maybe some damage. Let me know what you guys think!
She looks like she cud do some real damage to someone's eyes with those. I second what Quaggs said, I think the problem is they arc upwards and point forwards at too much of an extreme.
Here it is with a ground plane, the wheels lower, re-ajusted scale-wise and more detailed as well as the dirt and grit on the body tweaked somewhat to make it look dirtier than damaged. Thanks again for all the help, guys
[ QUOTE ] Why would you need to rifle the barrel of a railgun? [/ QUOTE ] Accuracy. If you're going to be firing a round a couple of hundred miles that does it's damage by direct impact instead of an explosion, best make sure it hits.
Great piece, I liked the effects of dirt on the mirror. But I dont know about the metal piece, it looks in far better shape than the glass, maybe some damage\weathered would be good on its.
Worst example of relying on cgi to sell a movie: watching superman crash through hundreds of fucking buildings for 30 minutes in the man of steel. Swear to god he did more damage than Zod in that one.
Thanks everyone for giving their comments. It sounds like it just better for (hard surface anyway) to just do the base mesh and high detail (except for like scratches, massive damage and the like) in 3ds or Maya. Thanks :)