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Advice on creating a "Water Wall" material

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  • replied
    that is one impressive portfolio site you got there.

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  • replied
    Yep it looks good. You actually reminded me because thats the next thing I have to do for my level is create a water fall but not water wall. This will come in handy though.

    http://forums.epicgames.com/showthread.php?t=718917

    http://michaeljcollinsdreamart.com

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  • replied
    Looks good.

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  • replied
    http://www.youtube.com/watch?v=98BpuvaYikE

    Processing....sorry for the horiffic quality, just did it on the fly.

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  • replied
    Nice one dude

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  • replied
    Originally posted by airworthysphinx View Post
    make the video dude
    Im on it bro

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  • replied
    make the video dude

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  • replied
    Originally posted by fladur View Post
    Thanks for the help, will be sharing my shader once it's finished. Just a little more tweeking.
    If you really want i can make a short vid of it

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  • replied
    Thanks for the help, will be sharing my shader once it's finished. Just a little more tweeking.

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  • replied
    Just find a nice texture of a water or make it on your own, Run this in Crazy Bump or Nvidia Photoshop Normal Map tool to create a sweet looking normal map.

    Now, just add the "Water" normal map and blend it with your old one. Also add a panner node to the new normal map, and make it pan in desired speed in the Z axis....or whatever axis you feel the water should be dripping.

    You can also match this with a specular map following the normal map.

    Leave a comment:


  • started a topic Advice on creating a "Water Wall" material

    Advice on creating a "Water Wall" material

    Hello everyone

    So actually I created some nice art for my game leve, but right now, I'm trying to create a water wall material similar to the one used in game like R6 Las Vegas 2 and Mirror's Edge (Remember Jack Knife Level? when you are down in some kind of rain water treatment system?) But I need some advice. How should approach this "problem"

    Thanks in advance
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