@ jgreasley , sounds great thanks for the answer! one of the things I love in mari is the ability to use multiple versions of an asset and being able to swap between one and another... this is really useful in production for assets/characters that have different topologies, i.e clean, damaged, super damaged.. etc
Hi! "Art that tells a story" sounds about right: What has happened, where is he, what's his state? Beat up and exhausted from battle, angry and ready to fight or has just come out of a fight victorious and feeling pumped? Such scenarios can be communicated with pose, so that it comes across in the silhouette. I think not…
ah ok that ones a simple one, simply create a dynamic physics volume that surrounds the pillar in its damaged state, tweak the damage values etc so it would kill the player and disable the volume by default. When the pillar falls, simply turn the volume on via kismet at the moment of impact.
I think you're going a bit overboard on the damage, especially the angle of the posts. It takes quite a bit of force to knock over a phone both. Subtle wear is often both more realistic and more effective than massive damage. On the other hand, a missing hand set wouldn't be uncommon.
using variety of modeling tools and techniques to create damage effects using a building. I need help Removing large chunks of the buildings in Maya. Breaking concrete,stone pieces and Damaging Buildings. Can any one help? I'm looking for a tutorial if some one can email me.
Also I've been working on a marble tile, and im wasnt really that sure how to go about it and also I tried adding some damage to another one. Undamaged Damaged I also added to the previous meshes. I added some ornate pattens to the border mesh.
I think it could do with a little more grunge variation, there seems to be the same about of damage and wear all over the weapon, if you tone that down a bit or make specific parts of the gun more damaged then others - it'll give the eye points of interest instead of being overdone.
I'd suggest toning down the damage some on the sidewalk sculpt, it would have to be a pretty bad ass place for the damage to be this much. And plus, you want to avoid big forms and sticky-out (real word? :P) details like that for tileable reasons.. But keep working and you'll crack it!
Splash Damages Animator will be responsible for directing and creating a consistently high standard of animation for the game. He will represent Splash Damages Art Team on all issues related to animation production, working closely with the Producer and Design Team to co-ordinate animation deliverables. For more details,…
Nice! Waiting to see some textures. With all the wear and metal damage it will look quite good. As I know, artist wich works on World of Tanks making sculpts of damage and corrosion on metal, but i think substance generators will be good enough to make your work pop out. Good job:)