So after my previous post about in-game fur techniques, I got a tip from a friend of mine about fur in Shadow of the Colossus:
Also, on the Smash Bros web site, I came across some pics of King Dedede. Check out the white rim of his coat!
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| ..Another shell technique..? |
| Huh? where's the fur!? |
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| Yeah, that fur! |
| No shells? Yup, coded. |
Aparrently this demo is designed for people to edit the features using the arrow keys and such but I don't know what I have to open it in to do that. I'll keep looking into this technique, but if you can figure it out, let me know!
So far, it seems I'll have a better chance of getting this technique to work in Unity than UDK.
Now, with Silver it's a different story...
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| For an in-game reference, here he is! |
| Huh? What are these? |
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| Eight diffuse maps and one spec map? |
| Well now, here's what I was looking for! |
On the Shadow of the Colossus model you can see that they use this method combined with cards to make some pretty darn convincing fur!
I wanna run a test of this technique in UDK when I'm not as busy with school work. Who knows, maybe I'll make a hoodie with a fur trim for the character project!
I'm also gonna ask and see if a fur effect like the coded one could be done in Kismet. It's quite a long shot, but it's worth a try!
I'll see ya real soon!
(Awesome tango music be here!)




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