Thanks guys! @MoP: I was just about to write an application for Splash Damage actually. I'd really like to work there, especially on projects like BRINK which has such a strong and stylized art direction. Cheers!
I like it so far, I agree about adding some volume though. also I think you should add some rips or tears to his shoes and hoodie, some falling damage.
no, thats not an option in this case. i absolutely need to have the same vertex order. i have an external program which relies on vertex order to paint "damages". and changing the vertex order means repainting it again.
maybe add in a broken pillar, shards of rock, damaged look to it. Other than that lots of good progress in each pic you post... keep it up. I'm interested to see how this ends up.
Thanks, you make a good point. After I get a little closer to being done I'll do a damage pass. Stain decals, missing rope, missing boards, broken windows, etc.
Here's another small update. Still no bevels, but soon! Almost done with the structural and proportional modeling. All that's left to do there is the lever cap. Then it's on to beveling, detailing (screw threads! And other things), and sculpting damage.
pretty nice materials, i like the green / camo plastics a lot. the metals could maybe use some more gloss variation (oils etc.) rather than normal mapped impact damage
Simple answer - the door got damaged, so they got a replacement at a "Pull a part" place, and haven't gotten around to repainting it yet. I see dozens of fenders, doors, hoods, and such like that every day.
I'm guessing with gunship pilots, the short term advantages more than outweigh any potential long term effect. For day to day use however, who knows what damage it could do.
cool makes me want to post the holo shader im working in, took a bit a of a different direction with my and went for a more distorted damaged look, and have some noise, flickers and UV distortion on it.