I'm trying to model a low-poly anthropomorphic bird character, and I'm a bit unsure how to start to deal with feathers. I would appreciate any pointers in the right direction, as I'm not even sure what the possible approaches to the problem are. Currently, I'm thinking of modeling the character out in Blender, and then having to deal with some kind of shader in Godot that uses hair cards. Would this be the right idea? I don't need anything fancy for the shader, I'm looking to make polygonal feathers that move slightly.
How to approach moving feathers in 3d?
You could apply this to your chicken
madwhiffery this isn't a godot problem. you will find a solution in a site about modeling like polycount.
if the feathers need to move, you can use bones for each of the feathers or for collections of feathers, or just rig them to the other bones of the skeleton.
the way feathers can be made is either with meshes in the shape of feathers, or with quads (as part of your mesh geometry) with textures with scissor (alpha_clip).
again, this isn't a godot problem, it's artistic. you can look at characters on the internet to see how their meshes and bones look for reference.
Jesusemora Thanks for the help!
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madwhiffery I'm looking to make polygonal feathers that move slightly.
There's fur here, but it looks a lot like feathers. You can try to use that:
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kuligs2 man you gotta add nswf tag to the post with that image. Hairy big boob beast moth lady.. nightmare fuel.
I changed the picture. But… our propaganda presents the whole wild west as a bunch of sexual perverts and if you are right (and most likely you know what you are talking about) and you can see some sexual content in this picture, then probably in this matter, the propaganda is close enough to the truth. Although, we're catching up with you in this area.
Tell me… but cats and dogs walking on the streets… how do you censor them?