I’m currently working on a model for a Left 4 Dead 2 mod, which is a crashed airplane.
I never had to destroy anything, so it was really hard to figure out a way to do that. I didn’t find a lot of information about how to do that. I chose not to use any simulation for the crashing, as I thought it would produce too many polygons or the retopology afterwards would be too complex.
My current state is that I modeled all subparts, that can get distorted and become visible through the destruction. Then unwrap and texture everything. Then place them the way the should finally appear after the crash and create a high poly with more details through sculpting. I then reproject the lowpoly to it via shrinkwarp modifier. The downside is that I can’t change too much through sculpting, because shrinkwarp wouldn’t work any more and I would have to modify the lowpoly and therefore redo the texture. And the texture I can only make without the damage, as I need to paint straight lines over the surface and so on.
Here are some images of a first, quick test of this workflow. I now have to do that for the whole airplane with nice UV maps etc.
The only other realistic workflow that comes in my mind is:
- make a high poly, unwrap and texture it,
- destroy it in editing/sculpting
- make a complete retopology
- bake the texture from the highpoly it and complement the untextured parts that were added through the destroying
If any of you has a better idea of how to approach it, I’m eager to hear it.