That's why I shared it on GitHub, I encourage everyone to enhance it or make a better FX with it. Texture Lookups sounds a great approach yet currently I don't have time to do so.
I have designed a weapon but the particle fx is so strong. i searched google but there's no current info abt this. I aligned the vertices but the outcome is still the same. what should I do with this?
Liking this a lot, I really encourage you to put this in UE4 as your final output... since it'd be a lovely piece if you add some fire particle fx on top of the holders haha
Also, realism is not the only path. Painterly style is not going away, and cannot use photogrammetry. Painterly requires strong artistic skills, and remains in high demand. Regardless of character or environment or fx or etc.
So, after about a month of environment building i have longer video to show https://youtu.be/AktC8GuDHcI Next step - characters, weapons, fx. Wish me luck! :) Few screenshots:
This is sweet, any chance of doing something like a renderable curve similar to Max? I know there's a method using paint FX, but something similar that can be quickly created on the fly would be cool :)
Kweh?: http://membres.lycos.fr/marsetsf/tr_kuato.html I guess NSFW on that, there is special fx gore on the page. It's Kuato from Total Recal the movie. Thought it looked similar since I just watched it.
On a side note, the FX shader I used was "RTTNormalMap.fx". I'm clueless on this code stuff, though. If someone could make it support 3 lights, transparency, and specular, I'll have your baby
http://youtu.be/fa69PBP_mHE At least, in terms of visual and particle effects. Remedy did an awesome jbo there. The gun fight at the ends relly pulls off. The way the environnement distorts, I'm guessing they have amazing fx technicians in their teams.