Cheers, I was going with an array + search by values (basically O(n)), even though using on scene DAG troubles me this might be a better idea over a larger set of data.
Doing these comics for fun they are a vast array of comics based on the real lives of the featured characters namely my RL friends all of the comics are based on things that have happened but are twisted to be funny:) see what you guys think.
If it's for a game then you don't need to model it. You can either bake floaters or add it as bump/normal detail in a Substance Painter layer(that is, if you use it) For the floater just model a single element and clone/array the pattern.
Texturing process is finished! I modified the blade's base shape so it feels a little less flimsy (As suggested by Di$array, good point). I'm now ready to start learning how to integrate everything in-game!
This is a photo of the Dirty Deed variation of Ashley Wood's Bertie the Pipebot. I sculpted this in 3ds Max, and we used rapid prototyping machinery to produce the masters. It is fully articulated right down to the finger joints and comes with a gruesome array of weaponry.
Pretty much everything I can think of has been mentioned. Also, I'd like to be able to move around the viewport while using array and the spacing tool without losing the preview.
Yeah, I'm pretty sure you will be using Kismet for this, creating a parameter texture node in your shader with a name, and use that name to reference in Kismet to randomize from an array of textures. (roughly the idea)
Thanks very much skylebones and Di$array. ugh. I was totally going to give her bracelets but completely forgot. Thanks for the reminder. I might go back to add them sometime...
Passerby is bang on here. We recently had to make a similar array of lights, and went much lower on the polycount than you have. By the time they're glowing and/or flashing, the player will never notice.