I worked a bit more on the face and added some damage to it, although I may go a bit more extreme with the damage, I am unsure at the moment. I also have been testing ways to render it. So far I like keyshot a bit more over Modo since I can edit things pretty easily, plus bringing fibermesh into keyshot is much easier than…
@stevston89 Thanks for the references ! I gathered some others myself to redo this used metal look, I think it looks much better now. Much more damage will be done in the maps, especially the specular. And thanks again to slosh and luge for their comments. Here's the piece @killnpc I'm really glad to read comments from you…
Thats a pretty broad subject, you should start by defining what type of "skill" you want to implement. If you're talking about a traditional rpg stat list like strength, stamina, intelligence etc... then you need to start defining how those types of things will affect elements in your game. ex: A strength skill will boost…
It's kind of weird to me that the color is so bright and vibrant yet the paint job looks so damaged. I'd assume we'd see a lot more discoloration, dirt, and a more faded color if this thing has been around long enough to accumulate all that damage. I know you said you're still working on adding dust and grunge and stuff, I…
Even things that have been treated with a decent amount of care will get damaged through the years: I didn't mean to say everything should look like a bent up mess, but if you were to use paint/lacquer for the machinery, you could have that color fade (dust) and chip (damage) to indicate a difference in age. These paint…
You should figure out a way to disable the mip mapping, it makes it look kinda blurry when zoomed out. Overall, looks very solid though. I would recommend adding more locational grime (probably using alpha cards). That will really help ground props like the pallets and ramp into the dock, have dark water damage around the…
Got the onion (tear gas?) grenades on the strap, added a little flower feature in the front pouch and added some baguette shapes in the basket/barrel on the back. Ill be adding a potato launcher but adapted to shoot baguettes instead. For added damage, you can squirt sauce on the baguette via the condiments on either side…
One thing that might be worth considering is where you put the damage. Generally you'll get the most damage around edges and raised parts. The braces around the green section for instance would look much better if you scratched them up a fair bit as would the edges of the red bit. It might be worth lessening the paint…
Isn't uploading images from your desktop directly to your comment with the 'attach image' button still the easiest? Maybe I'm old school. Anyway your model seems pretty good, though a bit too low-poly for a hero prop (unless it's for a mobile game). The textures, lighting, and presentation are bringing it down…
I would expect vertical scratches and some damage on the edges. Your have only horizontal damage on the middle of the blade. (Looks like this axe have being used to stop some large machinery) If that is the case, good job! :) Think about how this axe have being used, what it have hit (wood, metal, dirty or burning stuff)…