$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.
Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.
I'm fairly certain you can vertex paint the bottoms of the foliage and control the movement using vertex colors along with the wind node. I did this in an earlier project and was able to create a scene with grass that moved less and less as it went down until stationary. I created the grass and painted the vertexes black to red (bottom to top) in Maya.
Overwatch’s Orisa is something really new for Blizzard’s bestseller. What is the story behind quadrupedal robo-tank? Overwatch lead writer Michael Chu talked about the creation of the game’s newest hero at this year’s GDC. It appears that the development was quite challenging.
Orisa was a character that emerged from game design. We wanted to have what we called an anchor tank: an alternative to Reinhardt. On the art side, our assistant art director wanted to explore new things. He really wanted to push the boundaries of what an Overwatch hero could look like.
Overwatch Lead Writer Michael Chu
Blizzard didn’t want Orisa to look like Overwatch’s other robots. Her personality is something like a mix of Robocop and GlaDOS. Orisa was really complicated and that was a problem.
We needed a spark, and we were looking for it. The thing about Orisa is, in a lot of ways she was unconventional, and she was hard to come to terms with. She has four legs, she has horns, she’s a robot. She has a really big frame and animal locomotion. It was difficult to encapsulate her personality. There was a lot going on.
We needed something to pull it together, and for us, that was the character of Efi, who’s this child genius who believed that she could build a hero. We imagined that when she was working on Orisa and upgrading her, they had a little TV on in the lab, and they were watching the Overwatch Saturday morning cartoon. So what if we could perceive Orisa and the world around her through Efi’s eyes and, by association, learn more about the world that way? Orisa as we know her was born. We had this new character learning about her place in the world. She was learning how to be a hero.
Grounding the character in a perspective you could relate to helped us figure out this very high-concept character and relate to her..
Overwatch Lead Writer Michael Chu
Make sure to share your thoughts on the newest robotic hero in the comments below.