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#11 (permalink) |
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Senior Member
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You could handle the flames with a simple particle effect. Create a circular flame texture (spiral for style) applied to a polygon plane as an additive. With a particle emitter in the center of the skull, have them spawn a bit larger than his head so the flames appear around his head. Then have them scale down and fade out as they float up and spin.
Additionally, you can set up these planes to billboard (always face the camera) with the pivot in the center of the head, and the polygon plane pulled back slightly (behind the pivot) so that the flames never render in front of the head, blocking the face. You could also tell the renderer to prioritize the skull to render in front of the flames. All the fore mentioned is technically specific to whatever program you're using. The easiest solution, of course, is to fake this for presentation by setting up the planes manually in your scene. This is the route I'd take unless you're putting him in an animated scene or in a game. |
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#12 (permalink) |
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loves polygons
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I will put them manually. If I work on it enough I'm sure I'll be able to make them look nice from any view. And if I want to animate the flames I think I"ll use an animated texture.
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