Hi all! New to Polycount, excited to start talking to everybody about 3D stuff! Anyhow, I was reading through this topic on Legend of Zelda: The Wind Waker's art:
http://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavyand I went to go look at some gameplay to refamiliarize myself with the game since it's been so long. Anyway, at about 13:47s into this video:
https://www.youtube.com/watch?v=vN11-ljKFWoyou can really clearly see the ocean texture and how it warps and deforms. I was wondering how would it be possible to generate a similar texture in Substance Designer? I imagine it's a process of applying the proper deformations to have the foam and waves break up like they do, but I want to bring that into Maya, and have the deformations occur as throughout time. I know that Maya has an ocean shader that has a time attribute where you can write in a
=time;
expression and have it deform according to time, but don't know if the process for this is authoring the material in Substance Designer, including deformations, or just bringing the substance into Maya and somehow applying the deformations there? Not sure.
p.s. might end up cross posting this in Allegorithmic as well -- hope that'll be okay.
Replies
I would guess that this deforming effect can be made with that static foam texture being sampled with UV coordinates that are warped based on one or more scrolling noise textures.
Kinda like what you see here (but the effect below uses a different method, it's an animated parallax mapping because it reacts to lighting, the Wind Waker effect doesn't need that):
https://simonschreibt.de/gat/deus-ex-3-folds/
Do you intend to use viewport shaders for this? Or do you want to render it? Or are you going out to a game engine?