Unit Preview: Ork Dreadnaught

The Great Apple said:
Gottit, ta

Actually, there is one more step.

Try rendering the smoke, with your model a luminous, non-shadow casting stand in. That way you can easily paint over with out strange results in teh N, NE, and NW direction, (where your model can cover up alot of the smoke trail in isometric view.

I myself, am going to stick to and refine my technique.
 
I accidently posted this in the OpenFX creation thread.... I got where this discussion was occuring confused.... :confused:

foxmiss.gif
 
The Great Apple said:
Looks promising - but at the moment IMO it looks a bit too much like a net of some kind trailing behind the missile.

It looks better in game...(magenta is very bright) and the next missile animation I do I am going to try and soften up the cotrast between black and white... mainly by subdividng the mesh. Alot of what you see ends up being a darker alpha blend in game.
 
Give it a Kilt! Dive it a Kilt!

A mean.. its perfect!
 
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