It would be a map that uses that image as a 'mask' where another texture/material will be displayed when certain conditions are met (ie the weapon becomes damaged/used). For a similar use you can see chivalry's blood mask: https://tornbannerjira.atlassian.net/wiki/display/CHIVCOM/Tutorial%3A+Weapon+Bloodmasks
I still don't get why everything in videogames has to be rusty and damaged. The chair is completely isolated in a giant room with no objects, and doesn't look like it can be moved. The design also implies that the chair and the guy have been in the same position for centuries. There's honestly no logical explanation for…
Well, to begin with your array is tapered too much. The spindle water-drop things don't taper in that far at the bottom. Also, if you look closely the bits are curved outwards slightly with some damaged details on the surface. Get yourself an alpha brush and do the detailing in ZBrush. Job done.
cdevens is totally right. Romans didn't put those kind of symbols at the base and top of columns. And they would be the first thing to erase with damage and erosion. If you put the symbols aside, the softness of those details would mean they have been eroded by water current and not simple aging I guess.
Heres the new weapons, achievments and alterations for the pyro. Alterations are particularly interesting. The pyro now gets an aircannon on right-click to blow away enemies and projectiles like the old Airfist from that Quake mod. http://www.steampowered.com/pyro/?pw=presspreview Looks like the Hadoken now does damage.
Hm... Large damage marks, which could be added in the texturing stage. Mud or dirt from being on a super muddy field. Your wood texture's colour is pretty uniform across the entire thing. Do you have any references for the style of texturing you were aiming for?
Going to start duplicating modular parts to build an actual block, and start adding alternate brick colors, window dressing, etc. Before I do that, posting what I have so far. Pushed the window masks, added some damage decals, created some curtains.
I like how you made a great environment without being super clean. Like I would have done a lot of the modelling in Max and only done some surface damage in Zbrush. But I think the "hand styled" modelling you've done has helped the scene.
Too much peeled off paint! Suit is futuristic looks like brand new - such brutal wear doesn't belong in here IMO. Also it is too random . I'd think a bit more which areas are most exposed to damage and thus place more scratches there. Also catch this
Nice script! Also High poly stuff is looking pretty tidy, especially the axes. I agree with elias though you should look at adding more detail like damage, imperfections. Make them look a bit used or like a blacksmith crudely bashed one out.