View Full Version : Surfacing Help... (Flubber)
07-24-2003, 11:35 AM
Im making a FlubberLike character.... and i want about the same surface as that... only different colour... with the bubbles inside and everything...
Any tips on this before i start!?....
07-24-2003, 12:16 PM
If you don't have G2, remember your "flubber" surface and the air surface so the refraction is correct. Plus I'd use fresnel effect or incedent angle gradients on the transparency, reflection, and/or colour. Maybe even a bit of a gradient on luminosity as well.
Start from the glass preset and work from there.
07-24-2003, 01:30 PM
but what about the boubbles inside.... do you think i should model those!?...
07-24-2003, 01:45 PM
try to make some point in a layer in the modeler
in the layout apply to the new layer a hypervoxel texture
it could work ....
07-24-2003, 01:47 PM
not sure i know what you mean there!..
07-24-2003, 02:23 PM
arrghh my f***g crappy english
well i have an example for you
i used the psray point tool to make this point area
you apply a HV texture on it
hope it helps
07-24-2003, 06:00 PM
Why not try adding little spheres inside your mesh with a clear color, if it is a mesh that will be deformed by a skeleton.
07-24-2003, 06:05 PM
the technic with points and hv works with bones and weighmap too
07-24-2003, 06:59 PM
I agree with using points + hypervoxels. Just add the glass preset to the bubbles and you're all set.
07-24-2003, 07:07 PM
like uncon said....
i would "model" specific bubbles inside your object so that you can squash them (deform) manually. plus you can add some tiny hv-bubbles. but i would definitely model the large bubbles, so they deform the same way your "main" object is deforming.
i did the same effect for a tv-spot .... it was a long time ago for a toothpaste commercial.
07-24-2003, 08:23 PM
I agree with modeling the bigger bubbles. Sometimes HVs don't play nice with reflection and refraction.
For the bubbles, just make sure you flip the air/flubber surfaces to get proper refraction.
01-15-2006, 06:00 PM
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