So I’m taking a graphics course and what I would like to do for my final project is a chess game but I’d like to model the pieces out of water. Basically if any of you have played God of War 3, that’s kind of how I want it (here is a link to what I’m thinking of: http://www.youtube.com/watch?v=6sS6U7pTrvs).
When the piece gets taken I’d like the piece to explode into a shower of water possibly leaving puddles on the board (I have an idea how to do this). But I’m not exactly sure how I’d get the pieces to be modelled out of water (and if I time, fire as well).
I was thinking of simply modelling the pieces in Maya and applying a ‘water’ texture map, and to make it look like the water is flowing, I’d have like 10 texture maps I cycle through, all of which are water but in different states. I could do it more dynamically but I have no idea how. Any help is appreciated.
What you see in most games is a simple “scrolling” texture approach done by offsetting the texture coordinates. This can be done using one or more textures, which can be transformed at different speeds.
Thanks a lot! Had no idea iterating through was actually valid. Would I hardcode the x textures or dynamically do it using just one texture? I actually have no idea how I’d draw x water textures to make it look like the water is flowing, I’m a pretty terrible artist.