Ah, okay. I understand, and I see both of your opinions. I also think of it like this as well: Your vehicle isn't running right and you take it to a mechanic. Unfortunately for you, you can't diagnose the problem. They start giving you a laundry list of things that need to get done, you think about it and get the items…
updated installer ready for download, have fun. * brief trails appear from "bullet" class weapons like machinegun, shotgun, and magnum. * player is no longer slower if wading through water (commonly sewers) * zombies are much faster so they tend to get in the players face a lot more often * zombies have more health now so…
Just a small update. Here is some GUI elements for items you can use in the game. It is fire bullets and the grenade as showed in previous post. Firebullets flying towards the targets! Dealing more damage, splash damage and damage over time... cheers!
ok here are a few things I noticed with the models and textures. -That handpainted texturetile... why was that done at 4096? you scaled it down to 512 so why not work at a resolution that is easier to work with? -The rock has massive texture in the visible area of it. Did you bake it? did you use crazybump? -The bridge…
Tweaked the damage mask today. I've equipped the tiles with three different kinds of damage masks. 1) Tile Cracks 2) Broken tiles 3) and full tile removal. Each is adjustable to what ever is required of the material. No Damage Removing Tiles Cracks Broken Tiles
Editing note: "This low lethality weapon causes serious damages and even death" ... doesn't really make sense. It should be a "high lethality" weapon if it causes "serious damages and even death". Or, really, "This highly lethal weapon causes serious damage and even death".
No problem with the damage, really in Zbrush the mini-column is ok and the damage is not applied, the damage is only a proof with the surface effect and noise. I still thinking about the theme, maybe a mix between God of War - Castlevania - Darksiders and the spanish heros "El Cid Campeador" and "Don Quijote", :poly142:
MODO | Creating Damaged Edges Here's a quick tip for creating damaged edges in MODO. There are endless amounts of variations to this setup using different procedural textures and adjusting values so have fun experimenting. http://www.pixelfondue.com/blog/2017/4/11/modo-creating-damaged-edges
The issue is probably indeed because of the damages. I'll do a test maybe without the edges damages but I have a feeling it's caused by to much AO... ZacD said: It's a good point. I didn't want to do it to much as I didn't want any TD issue but I'm probably going to scale it as much as I can if the issue isn't fixed...
You've made some great improvements but I think you can make a few more. Keep in mind that dirt, damage, scratches and grime can easily overpower things and come off as just noisy. I like to equate damage to a voice in the crowd, if everyone is yelling the message just isn't getting out, if its only one person yelling then…