The brown stains leaking under the window sill are decals. The blue paint paint coming off the brick and the patches of damage around the windows on the top floor is probably a vertex blended material.
Hi. The filter width will determine how wide the curvature lines will be. Convex edges can be used for edge damage, and concave ones can be used for simulating dirt accumulation in cravices for example.
The 'wear' looks a little bit random at the minute, the lower facades of the buildings would generally have more wear because there at ground level and more susceptible to damage, as would the corners of the facades.
It looks nice as it is now. If you want something more maybe try to add some AO? if it's not brand new product, add some damage to where the palms and thumbs would touch it
i think the bases of the pillars should have a lot of damage and cracks and such because pillars like that dont just lean right over. also the holo sight seems a bit long
Much better, Dagon! Good job on the modeling. I'd like to see some battle damage when you start texturing it. Can't wait to see this without the epic bloom :P
that is very much how i imagined nurbs modelling with rhino to be like (minus the damage part) - but it just isn't very stable or userfriendly or i just haven't spend enough time in it.
I seem to remember you get a distinctly male grunt if you take fall damage (generic for all characters I think) that vid was awesome.. grinning all the way through it!
Not too big, and not too close to camera. So texture could be 1024. Yeah, it makes sense to blend a little bit and add some small details like scratch and damaged parts.
so this dude is done, next up are 2 variations for him, 1 damaged, 1 overpowered. also put all the stuff into the engine and so far and everything performs pretty good.