Hello everyone I am new on the forum but i have been lurking around a lot. I now decided to post a picture of my first model. I hope that somebody can learn me how to model properly and make renders properly. (i use print screen now -_-; ) The program i am using is Milkshape 3D. Anyways here it is, i hope it will not…
Hey guys,currently doing my FYP at Uni at I'm looking for help and feedback on anything and everything! Practical side of the project is to create a character that utilises DX11 features in UDK to help with creating damaged textures. Using this concept for the character (taking a few liberties with the shapes and character…
Hey guys quick question. I'm trying to muster up the courage to post a WIP thread for the first time, and I wanted some input. I'm going off of the Splash damage Environment Art Test, not because I'm trying to get a job there, but because I thought the concept art was cool, and it was in the realm of things I could…
I'd like to see some more modeled damage to the stairs, particularly where I've circled. Just something to break up the straight lines. As already mentioned, if you have pieces hanging from the ceiling, it could break up that straight line that is the second floor. Where I circled in blue, I can see a repeating texture. I…
Oooh now they show up. You know, its something to do with the connection on my work computer. This happens to me every time I forget that this happens sometimes hahaha These kind of floors are sanded down pretty smoothly, so I think you should reduce the normal intensity of the grain. I believe the grain should be noticed…
Started adding more detail into the high, need to add the back interior then face the problem area which is the front, most likely going to keep it out of one piece and use it for the smoothing groups then do the work in the texture, you don't really see the front anyway. And a quick air vent texture job, the normal map…
Looking good, love how this will look when all is said and done. Being said, your spot on with your assessment of your meteors. I'd darken them and make them look really burnt. Like hard core super oven burnt with lots of damage. Also, if that's a meteor hitting the ground, you'll need to make either FX for it or model a…
http://www.pcgamer.com/2011/04/01/popcaps-playwave-will-let-you-play-while-you-eat/ Nice Popcap ahhahahahah http://www.thesecretworld.com/news/the_secret_world_shifts_to_fantasy_setting The Secret World, Shifting to fantasy http://www.facebook.com/notes/warcraft/introducing-crabby-the-dungeon-helper/10150178000775874…
yes :D the only key modification i made to the original ref was the part where the shell comes out. the front grip is supposed to be plastic,the part used to be cleaner but someone suggested to me that it should have some wear to keep the general uniform wear which i had...i should stop using damage/rust as an excuse to…
The implementation at Ready At Dawn uses a library of tiling materials and then each object has a unique unwrap with a mask texture to interpolate between materials on the object. Localized details like rust, corrosion, dirt, damage... Are all created by blending between parent materials. It is basically the same thing you…