Originally posted by bobalie
lol? Well . . .
yeah, I know it doesn't look good right now, I was wondering what else I can do to make him fierce, other than the Mines of Moria dropdown, which I can't seem to find right now, not sure where it went ...
Flames, visor, fluids or particle? if particle, then emit from object, or emitter? There's so much to do!!!
yeah, he doesn't look fiercesome right now, but I don't know how... any other suggestions? smartass ?
I was kidding ^_^
Anyway, you could indeed use particles; have an emit from object, or even just select the head geometry, and from the Dynamics menu set (yes, that is a real one :p ) choose Effects -> Create Fire.
That'll start you off with really basic particle effects; all you'll need to do is to go into the attribute editor for the fire you just made (if there was nothing else in your scene, particle-wise, it should be called "particleShape1"), scroll all the way down, open up "Extra Attributes," and mess with those numbers a bit.
Maybe up the Fire Scale as you see fit, perhaps even the Spread to between .25 and .45, the Lifespan, and "Fire Density" will be how many particles get emitted, so bring that up to 20-50.
That'll have particles emitting from the entire geometry, so a nifty lil tactic to use is to select a certain few faces you want to have emitting flames, extract them (copy) off the model, keep them in the same place, but apply the fire to those faces only.
When I've messed around with extracting faces, I've ran into a few problems, so just to let you know, watch out for bizzarre parenting and transforms; check your hypergraph to see if there is any parenting to undo, and be sure to freeze the transforms, center the pivot, and clear the history off the duplicated faces.
Unless you are going to be animating the Balrog, in which case, you want the extracted faces to travel WITH the Balrog, and thus you'll want to keep the parenting.
Hope that gets you going on a likeable path ^_^
Forgot to say: having duplicate geometry occupying the same space will cause graphical glithces, as you may have noticed when two faces occupy the EXACT same space. To remedy that, give the extracted faces their own material, and make it 100% transparent, so it can't be seen at all (but still emits particles!).