Need for Speed and Forza do damage by just overlaying some generated or painted damage maps. They don't bake new maps for every single car. I think some of them also involve blending in some tiling crumpled normal maps on damage zones. Of course if you want to do some unique set-piece car (and not one that needs to fit…
Not sold on the tree perosnally. The hanging ivy around the damaged hole does enough. If you want some foilage as a focal point maybe have a pile of soil on the hand with a small flower growing from it. On the nose I know. You could however have a damaged/rusted car to add some background interest to the left hand side or…
Thanks! The damage pass was quite simple, made a small tutorial, saw the method used somewhere..don't remember; This works quite fast, but painting in the damage in substance painter was even faster. I decided later on during this project to try and learn Substance Painter, so the damage pass was already done in…
@trimurthy Looks well done the only thing don't quite like is that it feels clean and dirty at the same time. Like the age is shwoing in the rough/damage but there's either too much damage for its damage level or too little. I think you'll need to reduce the edge wear so its not applied throughout the mesh. I figured I had…
This Moritz guy sounds like a quack. In a person with cancer, the body tries everything it can to fight against the cancer and remove the cells. To suggest cancer is a survival mechanism is just stupid. Tumors/cancer are unrestrained growth that happens when the genes which tell a cell to stop growing are damaged or…
one small crit on your archway - the damage on the stone looks pretty noisy and doesnt really make sense imo. i'd expect to see more edge chips and wear rather than just surface damage like you've sculpted. the second wall piece you posted is better but still suffers from it a little bit. try to think about the history of…
Hey this scene has a lot of potential. What bothers me is the fact that the walls and floor of your scene are broken and damaged . But the assets inside are in perfect condition. For me it messes it up. I would say either make the walls and floor damage wayyy more subtle (like you had before- with the undamaged support…
Checkout this post by Kevin Johnstone: http://www.polycount.com/forum/showpost.php?p=1505313 He has that railing texture done a modular way where certain damaged bits correspond to un-damaged bits and can put them together in a bunch of interesting ways. That might be a bit complicated, so an easier method I have seen is…
You will be pushing shit uphill without some form of meaningful analysis. Once you can visualise say, level vs damage, tweaking the values becomes much less of a guessing game. The hard part is coming up with what exactly to graph out, otherwise you'll have situations where a player with 90 fire damage but only 10 blade…
Ok one more update before i start pounding out some art and start on the core systems of the game! Art direction: Going for a futuristic western of sorts. Little on the dark and gritty side but definitely want to get bits of character and humor in there too. Think firefly if it was a little more steam punk/ techy. This way…