Redcap
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I make board games for fun, and have hit a brick wall in texturing my board. I am making a dungeoncrawl-esque game and need standing water. Every texture I try, either looks like really good running water or really bad standing water. I need either a good example of standing water that I could try to make my own filter off of or I need a really good standing water texture.
If anyone is up to the challenge... |
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Posted: October 31, 2009 10:38 am | ||||
Kraellin
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give more specifics. do you want clear water where you can see down to the bottom? do you want it opaque, muddy, blue, green, ripples, foam, with extra particles like leaves, twigs, etc, or just what? specifics
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: October 31, 2009 5:46 pm | ||||
Carl
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Posted: October 31, 2009 8:32 pm | ||||
Redcap
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I need something that is stagnant, dark, water from a bird's eye view that is obviously water. Nothing fancy just something that you look at and know what it is without explanation.
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Posted: October 31, 2009 8:41 pm | ||||
Redcap
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Posted: November 1, 2009 2:36 pm | ||||
tigerAspect | ||||
Posted: November 1, 2009 3:57 pm | ||||
tigerAspect | ||||
Posted: November 1, 2009 3:58 pm | ||||
Kraellin
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you might also try the caustics filter. i forget who did that, but i believe it's in the library.
that's an interesting system, tiger. If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 2, 2009 1:19 pm | ||||
CorvusCroax
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Hey Redcap:
I'd start with one of these: Water caustics, by Indigo Ray http://www.filterforge.com/filters/7651.html In the Pool, by Apple: http://www.filterforge.com/filters/5672.html Then, make it driven by an selection. The selection = the depth of the water. Then then add a blur to the source image for the 'deep end' and blend it with a 'murky color' and a 'murkiness control'. That way it will get nice and skanky looking as it gets deeper, and stay nice and transparent at the shallow ends. (Hope that makes sense.) I'd wire it up for you, but don't have FF on this machine. Some tips about water: Things inside water are not at all specular. The surface of the water is specular, and little bits of junk floating in it give it texture from the surface tension.
Hey, nifty. |
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Posted: November 2, 2009 2:32 pm | ||||
Redcap
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Posted: November 2, 2009 8:14 pm | ||||
CorvusCroax
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OK, check it out. Take a texture. (Such as this sample from from the link above, for the sake of demonstration - which everyone should run out and buy.)
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Posted: November 2, 2009 11:49 pm | ||||
CorvusCroax
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Posted: November 3, 2009 12:02 am | ||||
CorvusCroax
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Posted: November 3, 2009 12:04 am | ||||
CorvusCroax
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Posted: November 3, 2009 12:05 am | ||||
CorvusCroax
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Oh, i forgot to mention: make a copy of the base layer, because you're going to need it. The filter gives you this:
(only instead of white it's actually transparent. I think you might also want to tweak it for smaller waves and to make the alpha channel less blurred and more tapered toward the end at the shallow bits.) ![]() |
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Posted: November 3, 2009 12:07 am | ||||
CorvusCroax
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Posted: November 3, 2009 12:09 am | ||||
CorvusCroax
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See those little ripples on the shallow end, and around the edges? I cheated: that's a layer style effect, using trusty old bevel and emboss. Here are the settings:
Keep in mind that you want fairly small little ripples. They're just the surface tension of the edges. Too large of ripples will look make your water look like jell-o. ![]() |
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Posted: November 3, 2009 12:15 am | ||||
CorvusCroax
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So, I tried an alternate method. Just hit it with Apple's 'Get in the Pool': take the result and blend using the depth alpha, and add the little bevel and emboss layer effect. I think I like this one better, actually.
Dropped the saturation a bit and added an inner shadow, also. "An Evil Swimming Pool, perhaps?" ![]() |
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Posted: November 3, 2009 12:35 am | ||||
CorvusCroax
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Posted: November 3, 2009 12:52 am | ||||
Kraellin
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those last two are pretty damn good, corvus
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 3, 2009 3:42 pm | ||||
Indigo Ray
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Wow, Corvus. Nice use of my filter and Apple's, I never thought of this.
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Posted: November 3, 2009 5:00 pm | ||||
Redcap
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Holy cow yeah those are awesome. I played around the water caustics filter, and have gotten similar results; however, the bigest problem is in the game I am making the player actually places the water one the board at random, so it won't look natural like that, tt has to fit into a square tile that can be placed on the board. So I am getting closer, and your demonstrations do help, but it is dificult to make it fit into a square and look like water, whereas your examples give depth which helps pass off the illusion brilliantly. II will play around more with your methods and see what comes about.
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Posted: November 3, 2009 6:59 pm |
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