Cool, but what about texturing? Where dDo or substance painter involved? Also, I think the cuts look fine for a stylized prop. Stylized damage shouldn't be too realistic anyway, right?
There will be a Brink hands-on demo at Quakecon! http://www.splashdamage.com/content/brink-be-playable-quakecon-2010 I think a few Splash Damage senior folks will be giving talks, too, if I remember right.
The scratches and dirt seem too random, for example on the top where the racer would be holding on to the handles he would be leaning over this area so there would be no need to a lot of wear and tear damage there.
He might not do much damage to a big company, but a ripoff concept artist could destroy and indie effort. Nothing worse than a self funded venture going down because of plagiarism.
Great stuff David. Jacob, those sculpts look great! I love the damaged wall. How did you texture that guy? Tiling textures? It holds up very well in game
Hi, So I've been chipping away at this there's a few areas that need to be addressed and then I'm going to do a final pass on everything i.e. finer details and damage I'm currently working on the face.
Looks really good, I especially like the lighting and your attention to detail in the Armour and gore. My only crit would be that the damage notches in the swords look a little to uniformly spaced out.
first job. pulling up and down the (paper) targets at a rifle range (was behind cover, still have some hearing damage but interesting to get to see so many different types of firearms)
i'd go with damaged uniforms for the post-apocalyptic girl, like police shirt, fireman jacket, postman pants, engineer belt, etc, hell, you've already given her pilot goggles
I think that people dont seem to understand. that Mean disturbed people, like videogames as much as us normal people. Its up to society to label these people as such, before they do any damage.