//=time() ?>
@Priichu thanks! so basically I just duplicate the clump I modeled, put a path deform modifier on it to make it conform to a spline, then adjust stretch/rotation/twist etc to get it to look good. for making the splines, max lets you draw splines on a surface if you turn on 3d snaps
@Priichu yeah I tried like a million different things too... sculpting didn't work out for me, but I'm not very good at it, so ymmv. this is an example of the approach I settled on! the whole thing is made from four hair clumps I modeled, and it's easy to use low-poly ones for game assets
fuck me, I make bad life decisions. I made the love interest in tdb a con artist, and now I have to come up with all this smart social engineering stuff, and it's real nice when I have good ideas and/or find relevant research, but when I don't
for the reflections, I turned the street into a mirror and rendered it out to composite it. I have two layer groups here, one blurred a lot with a grunge texture on top to look like wet pavement (top row), and one blurred only a little for puddles, and then I masked between them
as a bonus here are some movie posters I slapped together from free stock images