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s_light with sfx
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Regarding fur.
You could always do it shadow of the collosus style, using multiple shells and alpha tested materials.
You'dd need a fur texture and a grayscale heightmap, and convert that to several one bit alphamasks at different intervals.
Would give you aliasing though, but nowadays we can fix that more or less with postprocessing AA at little cost.
Actually... since the shambler is pretty low poly you could try doing the entire thing in a vertex and pixel shader... just offset the polygons outward along their normal, do alpha test on depthmap (like how they did the dissolve effect in doom3), and repeat that a few times.
I dislike the shambler skins that add muscle definition. The great thing about the shambler is that even with it's angular lowres look he looks like a big shaggy teddybear of sorts. I wish I could hug him :'(
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