Hi,
I have been working on a UDK environment for a couple of months in my spare time now and the finish line is in sight, I'm just experimenting with decals and any final touches. The loose story of the scene is that there is a hospital room and corridor where someone/something has attacked the patient in the bed and dragged their bloodied body out of the scene. Here is some screenshots:
What I want to create is a continuous bloody trail from the bed, leading out into the corridor and out of the scene. I don't know what is the best way to go about, so would like some help/advice if possible. I have tried single decals (See screenshots above), but can't get the effect I want. See below for a disgusting quick mock-up of what I am aiming for:
Thanks in advance!
Jamie
Replies
If I were doing this, I'd model out a simple mesh that curves and bends as you see fit. The UVs would stay straight, however. You can then have one material the repeats a few times depending on the length. It's only a single draw call and much more scaleable that way.
Hope that helps!
I think the main thing you're missing in the mockup above is streaks/smears. When you're dragging a wet object around, you don't just get splats and puddles as you've mocked up. You get lots of smearing. Maybe something like:
(from here: http://flickriver.com/photos/philly_police/sets/72157604289769322/)
It might get abit math heavy, but if you mutiple masks in mutiple channels, you get a wide variety of selection, enough to have it reused more then a dozen times.
@LoTekK - ... This method seems a little more flexible. It is kind of like i have been doing, except my decal blood patches haven't been too good; I struggles with getting a decent alpha too.
@Ace-Angel - Cheers for the help. That method sounds a little too complicated for me at the moment. This is my first UDK level too.