How was that "metal reflection" effect done back on the N64 (and late 90's PC games)?

Ikagura

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I really am fond of that effect before we got specular reflection on material and advanced shaders like Phong's.
IIbcs7.gif


126825_1659459886_9be066e0e44edb08c263236fd1167188.gif


How was it done and is it easy to produce by indie devs?
 
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.
1759322025405.png

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:
1759321888874.png

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:
1759321917627.png
 
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
I'm quite impressed.
 
They used magic.
I know this because my uncle worked for Nintendo.
 
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