Updated the lighting to show where the broken panels and damaged areas will be. right now im working on a thick wire and housing to be place underneath the glass tiles on either side of the walkways... stay tuned!
looks intriguing :O. It is totally scary to see how some bullets peeled open inside the balistics gel, causing more damage. made me imagine I was the ballistics gel immediately.
I like this little scene...at first it reminded me a bit of Prince of Persia, until you finished the texture Maybe you could paint in some more water damage to the fountain basin?
I was unhappy with her blue tunic, mostly how the neckline draped. So I revisited that. Also started experimenting with whether or not to include her battle damage, and if to do them fresh or healed/scarred
finished the first texture pass with clean materials. i'm going to do another pass to add some more damage and especially dust since this bike is supposed to be from a desert zone. feedback is appreciated! :D
Thanks for making this, seems like a really useful technique. I've seen it in other games (Rust uses it a lot for damaged concrete and welds) but never knew how to use it, ill have to start making use of this :)
oops..sorry. Wrong term. I meant Flashbang kill. I think if you throw a flashbang at someone and hit them with it. It does 1HP damage. So if the player has 1HP you kill them.
Something like a wheel should not need a sculpting pass unless it's heavily damaged. Small scratches and dents are much faster to add in 2D. It's easy to fall into a huge time sink thinking everything needs to be zbrushed.
That's a really interesting maul design. Having that hollow in the area would allow the user to swing it faster although with a cut in the weight, the user would have to rely on the speed for the damage rather than the weight. Cool though!
I would tone back the noise around the edges I think there is too much damage at the moment. Its gona stand out too much if you use that asset more than once as well.