Looks like a good start. Be careful with your texel-density though! The damaged walls and the map have a much better texture resolution compared to the ceiling, floor, and table.
Looks great. Only thing I noticed was the obvious tiling on the windows and water damage beneath them and the concrete on the second building. The other stuff looks very nice!
-danr uses Beserk and double burns blenderhead with same text! +10ap - blenderhead fails to Limit Break after massive damage -50hp -blenderhead receives the effect of silence
You haven't been playing scout the right way, then. He's the best short-range damage dealer behind the pyro. The hardest part is keeping your crosshairs on target.
Hello, I recently have had a friend approach me telling about an unfortunate rear ending he experience a week ago, but luckily the only damage evident was the Bumper Tow Hook Cover coming clean off. He approached me becuase he was wondering if I could print the part for him on my printer however I've looked all around this…
Happy New Year! Wanted to post an update on this project. I have a few new screenshots here. I've made some adjustments to the overall lighting, did a bit more modeling on some damaged pillar sections, as well created a new bench in Zbrush. I've added in some floating geo to the floor as well as to the pillars to add some…
Hey, This is based on the concept from the splash damage art test but expanding it out a bit into a desert scene. Going to put it all together in UDK. Anyway few shots of the high poly I am looking for feedback on. Thanks Guys
hello, more art push-ups- here is a statue study- I intend on taking this to UDK someday with some happy funtime shader work and authentic battle damage but right now here is the sculpt. C+C appreciated.
Here is an old street stone floor material created with Substance Designer and rendered with Unity HDRP (High Definition Render Pipeline). On this material you can adjust the damage of the floor, add water and snow.
Planning to do a battle helmet that is in some way modified for today's mutant murdering needs. I will do a standard looking one first and then experiment with cool modifications, alterations, battle damage and so on.