Happy New Year! Wanted to post an update on this project. I have a few new screenshots here. I've made some adjustments to the overall lighting, did a bit more modeling on some damaged pillar sections, as well created a new bench in Zbrush. I've added in some floating geo to the floor as well as to the pillars to add some…
48 Alpha Textures - Zbrush, Blender, Substance... Format files: 48 .psd files (4k, 16bit) Alpha textures can be used for: cracks, holes, rocks, stones, cliffs, damage, walls etc. AVAILABLE ON GUMROAD
Hello @Rhav , nice job! Love the dirt and edge damage, brings back a lot of memories! The only feedback I can think of is related to the relief text and it's sharp corners. I couldn't find your specific reference product, but in my experience since the card is already small, that engraving feels too precise. I see here on…
I think you need to study real stones before trying to create stylized ones. Learn how they damage and crack in nature then you can apply it to stylized rocks. Know the rules before you break them.
Really nice work man, for my personal taste they're a little to long, but hey, variation is great :D The detailsm are really well done! More damage and battle scars would be my only constructive feeedback :D
The first thing I would suggest doing is gathering a bunch of reference for what you want the material to look like. Get some good images of old, damaged metal, that way you have something specific to aim for.
Thanks mr. Fool. I've been wondering what to do to the hands. I was thinking the fingernail thing, but I really like the idea of going more bony/sinewy and adding some damage as well. I'm going to use that.
It's very much also due to companies being very careful on how their car is represented in a game a game in terms of how you use it, how it is damaged or what you will eventually run over, they can be very touchy about that :)
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. More detail: https://www.artstation.com/artwork/zE1Q2
Definitely not done! And yeah more grime seems to be on consensus haha. I was trying to avoid it being super noisy and confusing, but looking at more reference there does seem to be a lot of water damage and grunge . Working on it now! :) Thanks for the feedback!