Pahealer: have you considered using something like "xgen" (like hairworks or tressfx for maya), instead of shells/fins? everything else looks really awesome, but i feel like a hair guide physics simulation workflow would look better :)
and http://www.gamedev.net/topic/617206-simulating-hair-physics/
(you can also use verlets and contraints to simulate hair/feathers/grass blowing in the wind)
it can also be used on stuff like grass/turf :P
also, look into "physically based rendering", especially for metallic surfaces :P and subdermal maps for subsurface scattering faking, and ior/fresnel reflections and refractions in metals and glasses
apart from that, there's cloth simulations (like capes or sheets) deformable snow and sand as well as fluid, particle and fire physics, but that is a bit advanced :P
Pahealer: also, in some of the gifs, the boobs are more bouncy than jiggly. it would be nice with some proper jiggle bones/boob physics :P sorta a big fluidy. something like this https://www.youtube.com/watch?v=t_OwbSrYg5k
(also works on dongs and tongues)
https://www.youtube.com/watch?v=OMbVtip_nRk
(usually done using "softbody physics")
you can also do a bunch of fun things with "shaders"
also "non euclidean" using depth masks, stencil buffer and raytracing to bend time and space.
https://www.youtube.com/watch?v=_xFbRecjKQA
https://www.youtube.com/watch?v=0pmSPlYHxoY
there's also something called "bounce lights", or "global illumination", this is often done with "probes", but essentially, something being close to something blue gets a feint blue tint on it. "volumetric lighting" so to say.
there's lots of volumetric rendering techniques. volumetric smoke
volumetric textures (often with spline cutting shaders and clipping plane shaders, depth masks, doing stuff like left 4 dead. there's a pdf on it.)
also "hdr" is basically the new "bloom", making stuff look beautiful. https://www.youtube.com/watch?v=gU4ntL83ET8
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also: http://wiki.polycount.com/wiki/HairTechnique
and https://www.youtube.com/watch?v=u7ijzPEtIyY
and https://www.youtube.com/watch?v=Q08WLqixuuE
and http://www.gamedev.net/topic/617206-simulating-hair-physics/
(you can also use verlets and contraints to simulate hair/feathers/grass blowing in the wind)
it can also be used on stuff like grass/turf :P
also, look into "physically based rendering", especially for metallic surfaces :P and subdermal maps for subsurface scattering faking, and ior/fresnel reflections and refractions in metals and glasses
apart from that, there's cloth simulations (like capes or sheets) deformable snow and sand as well as fluid, particle and fire physics, but that is a bit advanced :P
(also works on dongs and tongues)
https://www.youtube.com/watch?v=OMbVtip_nRk
(usually done using "softbody physics")
you can also do a bunch of fun things with "shaders"
https://www.youtube.com/watch?v=YIjFkTltct0&list=PLAn1TwsYHLypz4JYz66Dcz5hWHgjDLDdV
even some "non photorealistic rendering" like cross hatching shaders, toon shaders or texture masking, like it's painted on a canvas.
https://www.youtube.com/watch?v=zgpu-0jipec&list=PLaQ0SSCtwiMfx_6DMzM1A5nvPAJmElpWx
also "non euclidean" using depth masks, stencil buffer and raytracing to bend time and space.
https://www.youtube.com/watch?v=_xFbRecjKQA
https://www.youtube.com/watch?v=0pmSPlYHxoY
there's also something called "bounce lights", or "global illumination", this is often done with "probes", but essentially, something being close to something blue gets a feint blue tint on it. "volumetric lighting" so to say.
there's lots of volumetric rendering techniques. volumetric smoke
volumetric textures (often with spline cutting shaders and clipping plane shaders, depth masks, doing stuff like left 4 dead. there's a pdf on it.)
also "hdr" is basically the new "bloom", making stuff look beautiful. https://www.youtube.com/watch?v=gU4ntL83ET8
enjoy :)