Large volumes of densely packed flesh would be particularly good at absorbing that kind of fire power. IIRC, it's more sheer numbers and attrition that wear the military down in the book; you can do all the damage you like, your ammunition is going to be limited.
If people use a measuring standard/ratio for buildings, doorways, corridors and assets, then everyone can make cool things and possibly bring those together for a mod. Don't want too many fire hydrants or damaged pillars though, it could get a bit samey.
whoaaa. Very nice stuff here. The black widow gun is my fav.. I would have loved to have seen more usage or damage/dirtiness on the texture side. But I haven't played the game yet so I don't know the theme.
Looking great! I love the concept. I wouldnt mind living there. I think the stairs might be too uniform as they are now. If this was lived in, some may be missing or broken in half or damaged. I guess you could be doing that in the texture but it's something to think about.
Can definitely recommend SpinRite. Used it several times to recover data from family's, friends', and coworkers' computers. Though it does rely on the HDD being mechanically functional (not counting damaged sectors). If a platter or an arm is broken it will probably not do you much good.
hehehee The banana meat is gonna need some sweet sweet Subsurface Scattering. Also the damage on the banana meat doesn't read realistic. I'd honestly just slice and dice a real banana and observe what it literally looks like if we're pushing into the absurdly realistic here.
Haven't played yet, but some of those scifi environment looks way too detailed, almost have an old school feeling to it. The gameplay tho seems to be much better, with much more mobs. You guys think that the edge damage was done with decals or shader? 8:41
@CybranM Ah yea, that kinda stuff is fine, for some reason I imagined a mess. Been seeing over-damaged/dirty stuff lately and it's probably put an impression on my mind. Yea, good advice to add a tab bit of variation on the surfaces, but definitely keep it light.
Yes, you're going to want to do the majority of the high poly modeling in Maya, and then bring it into ZBrush for a damage pass after modeling. There are ways to model hard surface things like this in ZBrush, but if you're just starting out in the program, I wouldn't suggest trying just yet.
Worked on the helmet a bit more, I'm trying to be careful not to add too much damage as the reference pictures usually show museum pieces with a few more years of post-war rust. As far as I know the troops would have taken pretty good care of their equipment.