Judging by the title I assume OP is making a diorama as opposed to a full game/level: hence the unique assets. @Mistergilbertti59, I agree with @Kid.in.the.Dark the severe damage doesn't suit the brick structure at all and doesn't really make sense. It would be more suited to concrete. Especially on the lower crater,…
Nearly done modeling in Plasticity one of the hero props (a pipe wrench used as a murder weapon) for the crime scene. Excited to start the zbrush damage pass this weekend. https://polycount.com/discussion/237847/interior-environment-with-hero-assets-wip-log-1960s-apartment-crime-scene#latest
Sorry for getting spammy, I want to make sure I get my bases covered while I work on other things --- Here's the material function I made for layer blending. It's very much a 1.0 at this time. For future projects I'm planning on upgrading the blending mode (ie, material attributes in lieu of these individual inputs) but…
Thank you for the critique :) To be honest, I don't know in what direction to take the damage. The way I thought about it, the rioters just tore off whatever they could get their hands on, so that would be window frames, traffic posts, anything that isn't nailed down inside the buildings they looted etc. That's why there…
in response to chrisradsby, i definitely didnt mean that simply changing the mood would "finish off" the scene, its just something to help focus the viewers attention. i believe the scene could use some more small and medium props scattered about and a little more of a "story" to go along with it.. personally i would focus…
Currently i'm working on a personal project that's pretty large scale and I need to make the most out of my time and optimize as heavily as possible. I'm currently trying to lock down a workflow for creating asset sets that have a damaged variation of an asset I already created and textured. The catch is that I don't want…
I have made some heavy edits based on the feedback I recieved. I adjusted some of the materials, added various meshes as ground cover like rocks and bracnhes, added a lot more foliage to the scene, made edits to some meshes to look more damaged, and made some lighting adjustments. I tried to make it all look a little more…
Hi! Overall the scene has a nice mood :+1: On second look, some notes: * Did you work off references and/ or concept? Would share those too, for context. * Proportions look a bit unbalanced to me. For example the beams holding the roof look massive in comparison to other elements, making it look very top heavy. The…
You've also got a bunch of loops that do very little, like those across the top of the hull In short, your polygon distribution is not very efficient. Also, you probably shouldn't be using as much floating/intersected geometry. The main hull with the air intakes on the front and just behind the rudders, all the way down to…
I like the walls and such, the sign with the building number could use some dirtiness, just a bit, its too white currently and stands out too much. That mail box currently is completely rusted over yet the keyhole looks like there is nothing wrong with it. I'd add some tarnishing to it. Theres also that the mailbox being…