🧵 How to replicate the early CG water aesthetic?
Anonymous at Fri, 1 Nov 2024 21:47:04 UTC No. 1000646
I assume it's some height map displacement fuckery combined with some sort of material something, but none of my attempts to recreate it have proved fruitful. No tutorials on it either, which sucks. What am I missing here?
Anonymous at Fri, 1 Nov 2024 23:05:28 UTC No. 1000653
>>1000646
What if i told you the water isn’t real and it’s all sfx from adobe photoshop.
Anonymous at Fri, 1 Nov 2024 23:13:35 UTC No. 1000655
>>1000653
Wait shit, really? How do you make it then?
Anonymous at Fri, 1 Nov 2024 23:17:49 UTC No. 1000658
>>1000656
>wanting le art to look how you want is le sovl
Anonymous at Sat, 2 Nov 2024 01:20:15 UTC No. 1000677
it's a reflection on a bumpy surface
Anonymous at Sat, 2 Nov 2024 01:33:46 UTC No. 1000678
>>1000646
I might give it a try tomorrow and report back
Anonymous at Sat, 2 Nov 2024 02:10:58 UTC No. 1000681
>>1000680
That's most likely how the same method. It's one I learned a long time ago. Just watching a random video about gameplay textures.(you know how it is. Going down the youtube rabbit hole)
I forgot about it until just now reading your post. But yeah, I'm pretty sure that's how it's done.
Well actually I believe it's two titled textures. When displaced, they disguise each others tiling, appearing random. Something like that. Scrolling is involved. You have to scroll the texture to make it look like it's moving.
Anonymous at Mon, 4 Nov 2024 10:52:44 UTC No. 1000825
>>1000646
perlin noise as a bump map, or 2 perlin noises as the red and green of a normal map
Anonymous at Mon, 4 Nov 2024 12:04:38 UTC No. 1000826
>>1000677
This is the correct answer. Spherical panorama mapped to spherical coordinats (same map as skybox/skydome) used as a reflection map, then the normals are perturbed by noise using legacy 'bump mapping' but you can use regular normal mapping today and it'll look even better.