I was thinking where it's driving over rough terrain constantly, the front would take massive amounts of paint damage compared to the back or parts not facing the front. I would mud/damage up the front more to give it a little history. Cool work ;)
Thank you! Glad you like it :smiley: I finished the dirt I made earlier. I continued working on the wood, mainly changed the color and added some damage. Still want to work a bit more on the damage. Feedback is more than welcome!
Thanks suburbbum - needless to say I love the pic - Ill have to check that for refs. Quick change of tac for a second - environ piece - a heavily damaged column from a set of ruins - more engravings and damage layers to come... and an update of the TCP pistol - C and C welcome
What did you do to create the damage on the side of the gate with the bricks, I was trying to do the same... Took it into zbrush and shit, maybe I dont have geo there for it to work. Was just baking it down. My model already has 1k tris and for the gate but no damaging sides.
@looprix Will do sir. I am going to model all the church elements then take them into z brush one by one an add a bit of character (damage). This scene is set in the 1800's so the damage won't be massive but I will add some, thankyou for the advice man.
Little bit more progress, cleaned up some of the noise and added some damaged in various places. I've pushed the material parts out slightly. Also added some noise and damage/wear to the drill, Still the hand, the material parts of the shoes and the small tank to start.
In terms of damage think of what can physically come off, likes like the bumper etc. Since your plonking this into UDK you can easily use Animtrees to construct a damage system which uses static meshes and morph targets. http://udn.epicgames.com/Three/SettingUpVehicles.html
This would be incredibly handy for damaged edge trims, it was a real pain in Maya duplicating and floating damage edges trims in front of the model because Maya doesn't offer any parametric way to offset the geometry without skewing the shape as it gets farther away from the surface.
Having a go at Splash Damage's enviro art test. I've got 20,000 tris to play with, I'm at 13,970 at the moment. No info on maps sizes, but I won't go overboard. I have yet to do a damage pass and break things up. Lighting is just a test and very much a WIP. C&C welcomed!
Why don't you give it a specific environment wear pass? LIke a sand damaged version, or Vietnam damaged. Would at least be a challenging take on it and involve a little more research. Like it looks updated texturally for the XBOX One. At this point, I think it's an "art" thing to get it popped.