Thank you. For this scene, it is a unique unwrap. I just sculp the base weather damage and then duplicate it and sculpt the big damage 99% of the time I am using TrimSmoothBorder brush with soft circular alpha And then I am using some noise for small surface details.. Also, I have found these awesome alphas.. These are…
Thank you for the tips. I very much agree with the scratches. It did not look like sword damage. I had originally decided to keep it since in the games you do fight things like wolves and such which could warrant the damage. Now that you mention it though I decided to try to clean it up. I removed most of the damage…
A lot of this damage can now be painted directly to the normal channel in programs like Sub Painter. So you could set up a brush to mimic ZB's trim dynamic for instance, or a damaged wood brush. And damage can also be directly modeled to these mid-poly assets(or automated using an edge-damage script)This and…
Ok let's open this thread again with new stuff and skills. First thing i want to show is this little dusty and rusty train. I made 3 versions of it, each with different crash damage. No damage version Medium damage version Biggest damage version Next - rocks. Not a big deal but like every game we need A LOT of them so I'm…
This looks really good. I'm going to guess you might be using Substance Painter on this? I only say that because of the deep cuts on the blade. Trying to make cuts with the default brush in painter is difficult because it does not taper the edges. The cuts look like a machine cut into the metal. I would create some sort of…
Continuing with the materials aspect :) What helped me figuring out the wears, scratches and damages was looking at the photos of machinery and just trying to pinpoint exactly what is what (sort of a CSI approach :D ) so for instance find an image of.. lets say pipe valve, and look at every scratch, discoloration, dent,…
@Larry Brian "Panda" Choi I am working on the merging normal maps. And, I would like to ask some questions... After I merge all normal maps, there are some damaging issue (blue circle). I thought maybe I merge the normal maps with wrong way. However, the damage was caused by "exporting" in the Substance Painter This is the…
UPDATE: Things you may not know list:* If you wheel spin for ages you back tires explode. * If you drive through fire (molotov) your wheels catch on fire and your tires will eventually pop then too. * You can bump into people running from cops and help them be arrested. * You can stand on people once they have been knocked…
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What I would use is lots of orbs cracks brushes to do that kind of damage. Although I wouldn't exactly call that realistic damage, it is very interesting. Ultimately you really just need to analyze what makes Kevin Johnstone's work the way it is. The first thing that comes to mind for me is long thin gouges. That's a large…