Here is a video from Halo 3 that shows a waterfall in the beginning:
http://www.youtube.com/watch?v=MIagwgXEkOA
Do you think video textures are scrolled over the waterfall path, or is it maybe just two static textures scrolled at different speeds?
Posted 04 March 2013 - 04:59 PM
Here is a video from Halo 3 that shows a waterfall in the beginning:
http://www.youtube.com/watch?v=MIagwgXEkOA
Do you think video textures are scrolled over the waterfall path, or is it maybe just two static textures scrolled at different speeds?
Posted 04 March 2013 - 05:43 PM
I'm not quite sure, but.. right next to the big rock in the center seems to be a pattern that repeats (the faster texture layer).
Somehow the layer seems to move very, very slowly perpendicular to the flow direction, because this patterns moves after 3 or 4 iterations closer to the rock.
From that I'd guess they used static textures.
Perhaps just try to implement this with static textures first. I guess, having nice textures does the trick, here.
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Posted 05 March 2013 - 05:59 AM
The water looks like a deforming mesh with a texture that moves with it(local scale), overlapped with a brighter blue texture that moves based on a global scale.
You could deform your mesh with trigonometry or with some engines thy give you a deforming mesh(sometimes known as a Lattice mesh), but a few textures should work(You will need bump maps/normal maps for waves) and run faster without people knowing or caring to much.
Posted 05 March 2013 - 07:40 AM
Posted 08 March 2013 - 07:26 PM
Oh it's so simple a static mesh with moving texture ( of course alpha blending)
multi Textrue blending is very good for this kind of things.
but If I was I add some distortion of mesh position this water fall, it is not fit to Halo, too old technic and ugly.
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