I'm amazed there hasn't been a thread for this already. I can't be the only one eagerly awaiting the ability to unleash some serious Van Damage! The new commercial (now with the "Oh no you didn't" song available for download) has got me totally ready for it. :poly130: Who's up for some co-op carnage? :poly142:
Splash Damages Texture Artist will be responsible for providing and maintaining the texture library used by the Level Design team. The Texture Artist will work as part of the Level Design team, and will co-ordinate with the Art team to ensure a consistent style across the project. Details:…
Anyone got any tips for sword steel in unity3d? Black damaged steel out of ddo looks amazing, sword steel is amazing in the ddo viewer but black ib Unity. What do you guys use to get a good result: cube maps, special shaders? Thanks in advance. Cheers
hey guys, im texturing my first ever weapon model, and i have no idea how i would go about adding wear and damage to my gun. If you guys can set me up with a link to a tut, or just some general tips when it comes to texturing, id appreciate it. thanks
The Northridge one (1-17-94) was my favorite. it rocked and only left a crack in the dining room ceiling. no other damage, however it did somehow left in a pathway for lots of large spiders to come in and infest the downstairs bathroom, so we were stuck with spiders for the rest of the time in that house what's your…
Sooo i just made this for a class project. I wanted to make a fairly simple weapon that still looked like it could do some heavy damage as well as look menacing and came up with this hatchet/meat cleaver design! Any critiques or ideas for improvement will help as i still want to perfect this thing!
All very good points. I'll try and keep a more cohesive shape language throughout on the next robot I make. The scene is slowly going to be filled out with buildings. Going to see if I can add footstep decals at some point for damage and see how they look.
Hey Alex, I use a series of alphas for most of the wood grain that I made from my various bouts of texture shooting. Just a masked and desaturated old woods that I found. A lot of the damages is a mix of hand sculpting and some of Jonas Ronnegards alphas. Thanks Canberk!
Hey guys thanks for the critiques. I'll be sure to take a look at the scale of the damage. My hero props are planning on being the duffle bag, bat, and backpack area. I've also dialed back the ivy it was way too much and i didn't even realize it! ty again! cheers
I would see if you can work some slight damage into the weapon. Right now, the materials are pretty dirty, but there is no depth to them at all, everything is super flat. Maybe some knicks on the edges of the metal and a lighter, more rough rubber where it's gripped/rubbed against stuff.