Noted.cube maps, planar reflections,
and it's piss easy to do that nowadays
It's an aesthetic for sure! Love it!![]()
Same and agreed.Love that it was answered right away.
This effect still looks pretty good even today.
The funny thing is that the texture they used for Metal Mario has nothing to do with metalView attachment 85119
So it was magic. Pictured above, Shigeru Miyamoto working on Mario64
That is crazy. I love little "secrets"/behind the scenes stuff like thisThe funny thing is that the texture they used for Metal Mario has nothing to do with metal
FYI the reflection image from Smash 64's Metal Mario uses a different JPEG that hasn't been identified yet.The funny thing is that the texture they used for Metal Mario has nothing to do with metal
I'm quite impressed.I don't think the N64 used cube maps for this type of texture. Instead they overlayed a black and white cloud or streak texture (like this texture used on the master sword in OoT), and overlayed it on top of the base texture.
View attachment 115508
Then, instead of mapping that texture with normal UVs, they use the surface’s orientation relative to the camera (its normal direction) as if they were UVs. This way, when you rotate the object or the camera, the texture appears to slide.
Here;s a screenshot of the shader I found someone using in Unreal engine for the same effect, this time for the Mirror Shield: View attachment 115506
I was able to recreate this set up in Blender like so, and it gave me the desired results like in the OP's first example with the Perfect Dark logo etc:
View attachment 115507
united-by-games.itch.io