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ProjectZephyr — X-001 Damage simulation

Published: 2009-08-17 14:54:58 +0000 UTC; Views: 390; Favourites: 3; Downloads: 0
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Description A test to see how the matte model textures after being rendered with dynamic, high-contrast lighting. This is pretty important as this is how we do damage to the models. The damage here is mostly high-explosive anti-air flak, designed to shred through armor plating. There's also one of X-004's tungsten spikes stuck in its shoulder. While that doesn't seem like much, the spike was spinning and partially molten as it entered, so once it stuck it, it would have fused itself to the internal mechanics and basically welded the internal mechanisms together, making them completely useless. In short, that entire right shoulder has to be removed and replaced. Luckily, the major major damage missed the main torso and the hydrogen bi-fusion reactor in the chest is still working. Cool stuff.

Can I get some suggestions/critiques on this? Pretty important test here.
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Comments: 2

wilhelm1972 [2014-03-04 19:56:32 +0000 UTC]

You might want to look at creating an unarmored frame/chassis model, and then layer on the eternal armor and components. Then you can damage individual components, and even have missing externals displaying damaged sub components and chassis/frame sections. This might be a lot of work (I don't do renders) but it seems like it would be possible, and if you intend to focus on severe damage on an object, you will need something like this anyways.

And while this is just a suggestion, as you asked for, I want to note that this is still a very, very sharply done piece of work chief. Bravo!

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bigmumet [2009-08-18 05:45:41 +0000 UTC]

very cooLL...
the broken part make this more perfect..

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