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Posted

here we go from start to finish. took about 3-5 hrs total

brokenwallwip.jpg

brokenwallwip2.jpg

brokenwallwip3.jpg

brokenwallwip4.jpg

nmrih_cabin_brokenwall2uv.jpg

and i will insert this wall into one of these kinds.

delet_me_backyard0015.jpg

if everything is proportionate like i measured then the model should fit nicely inside without problems. :)

so there ya go. comments please.

Posted

tbh you cannot see all the indents and rubble stuff on the model when its skinned. You should try render to texture if you ask me :o

But then the rest of the skin might be messed up so that it doesn't fit the normal world brushes.

Polycount?

Posted

no you don't have to , but hammer is royally screwed up right now and i wanted to add that extra detail that you can't in hammer. i was thinking about putting a normal map on it so the shadows would catch a lil better on those cracks , but im not sure.

*note* about the bar thing. most players wont even stop to look at something like this as they run through my map. The only people i see that would actually stop and critisize the map would be mappers like us. :P

Posted

*note* about the bar thing. most players wont even stop to look at something like this as they run through my map. The only people i see that would actually stop and critisize the map would be mappers like us. :P

Most of the community is or atleast has been a mapper. And even though the gameplay is still the breakpoint on a map if its good or not, the whole detail is like sprinkles ontop :)

It all adds to the flavour ;)

Posted

you really dont need that many polys for detailing an object like that....you dont even see all the indents... dont think a normal map will help here either... If i were you i'd reduce the polys and make better use of the texture to emphasize the cracked areas.

Posted

I think the problems are

A. the bricks making the wall need to be scaled down dramatically.

B. The cracks and stuff don't show because the texture is just the regular brick going over them, try creating a more...debris texture over the broken part of the wall. It's a little hard to explain.

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