A lot of the ideas we discussed for our sci-fi scene contained destroyed objects. This tutorial has a lot of helpful pointers for what you should be thinking of when modeling destruction. One of the most useful methods I took away from this was that an area should be extracted from its surroundings first if a lot of resolution is going to be added e.g. if you’re going to splinter the end of a piece of wood.
This is the tutorial:
Modeling Architectural Destruction in Maya
Look at reference to see how different materials respond to stress. Wood splinters, concrete breaks in a particular way, glass etc.
Select faces of section you want to modify and extract. Cut a jagged line with the edgeloop tool and extract the cut area. Fill the missing geometry around the areas that have been extracted.
Re-use pieces that are broken off as rubble for later. Focus on the type of material you are cutting up and think of what tools you can use to do this. What kind of damage do you want to do? From where/to what extent.
Use ‘fill hole’ or ‘bridge’ etc. to fill gaps that are made from cutting away jagged geometry. Insert multiple edgeloops where extra resolution is needed for detail. Where on the model has the stress been applied to? – only destroy these areas e.g. above or below. Is the stress damage on the front face or has the object been broken on the side?
By destroying the model you are exposing areas that would not normally be seen e.g. under floors and between walls.
Metal framework bends under stress. Metal will probably not have little chunks cut out of it the same way that concrete does. Wood will have sharp snaps that splinter and therefore require higher resolution. Electrics will be pulled out from their settings and will have trailing wires. Some wires will be connected and some disconnected. Use the cv curve tool. Displace and move the created curves out of the same plane. Resize the nurbs curve to adjust the radius of the extrusion. When modelling destruction, try to maintain the ratio of volume between missing sections and the amount of rubble. Buckle areas e.g. the floor. You can add more resolution to nurbs by using ‘rebuild surfaces’ (or by individually adding isoparms). Look for sharp versus rounded edges in your geometry.