Had some really exciting breakthroughs working on this piece!
The first was finding out you can bake the vertex data of complicated rigged skeletal meshes and then export them as vertex offset maps. Allowing much more complicated animations to occur for particle meshes. The second was finding out the pivot point of every particle can inherit the value of a world aligned texture based on its local position. This allows any object to “bob and float” on any vertex offset. Say something like foam bubbles floating on a churning ocean surface.
I’m continuing pieces where I can express my love for the ocean and the animals that inhabit it. I’ve always loved doing environments with water and will always be drawn to making them :). My next piece however I’m excited to venture away from the ocean for a bit and take my work to another biome in the treetops. ;P