3DModel, 3dsmax, SensitiveCube,
Hi, SenstiveCube here! This entry shows that the breackdown of the vineFlames. with 3dsmax, unity, shaderForge and STYLY.
vineFrames : Breakdown ​
This figure shows the modeling procedure with 3dsmax.
Screen, vines, and plane-ish mesh for leaves.
vineFrames : Breakdown ​vineFrames : Breakdown ​vineFrames : Breakdown ​ ​
Vine and leaves are same method : Create base object and deform along the line twice.
Create the long plane.
vineFrames : Breakdown ​
Deform it with Path Deform with twisted spline.vineFrames : Breakdown ​
Add othre deformer called Path Deform Binding. using circle spline this time.
vineFrames : Breakdown ​
set uv to the objects. The screen object, make sure the both sides look correct.
vineFrames : Breakdown ​
Simply export to fbx file.
vineFrames : Breakdown ​
So, move to unity.
There are three materials and shaders, vine, screen, leaves.
vineFrames : Breakdown ​
Vime material use PBR shader.
vineFrames : Breakdown ​
screen material’s shader is simple unlit shader. Using base color map only.
leaves share is the key. It’s animated with vertex offset.
vineFrames : Breakdown ​
Connect noise texture to vetex offset and add uv animation.
Also Double side is needed.
vineFrames : Breakdown ​
When animated the texture, vertex will move like wave.
It’s simple but effective.
Tweak the parameters of the material until you are satisfied, It will be done!
vineFrames : Breakdown ​
vineFrames : Breakdown ​
You can make othre shapes with same method. Enjoy!

vineFrames : Breakdown ​

SensitiveCube

I'm highly motivated digital artist who create CGI, mograph and VR/AR. The tools are C4D, 3dsMax, AE, Unity and more! Twitter @onCube_jp Instagram @SensitiveCube http://www.sensitivecube.jp/

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About STYLY

STYLY is a cloud-based service for creating high quality,beautiful VR spaces that doesn’t require any coding. By using STYLY, creators can express their imaginations indefinitely and build a variety of virtual spaces. Through these spaces, we can share experiences that are unachievable in the real world.