Hello there, in this part we’ll take the same ideas and principles as in part one, but this time, we’ll use a tool much better suited to what we want to do – Adobe’s After Effects. ;) As usual with Adobe Software, if you’re new to it, it can be pretty complex, so I’m bound to give you a brief introduction to the software first.
Category: Workflows / Walkthroughs
I’ve always like the effect applied to water textures in the Quake1/2 engine/games and, as a Duke Nukem 3d/Build modder, I was envious of the engine-generated warping animation available in ZDoom. :) It looks good and it’s pretty time-saving, since you don’t have to animate the texture by yourself. I wouldn’t be myself if I’d give up on the idea, so I’ve decided to work out a method for a nice water animation than can be made quite quickly and without too much fuss. Unfortunately, this can’t be really done well and quickly just inside Photoshop, but we’ll get to that.
Here’s our procedurally-generated test patient
Here’s a walkthrough of a door texture I’ve made for Supplice (One of the many), the focus is on the process, the tools/options are covered in another article. :)
Mechadon’s pencil sketch
It’s best to start with a sketch – it doesn’t matter if it could pass as an Moebius’ drawing or if it’s ugly as heck – it’s purpose is just to get the idea out of your head and spare you the trial and error you might encounter when “just jumping in”. Of course, it’s nice to do some improvisation! Sketch as many details as you deem fit.
The one on the left is not my drawing, it’s one of the texture idea sketches made by Mechadon for Supplice. Well, it’s nowhere close to the old masters’ but it’s pretty clear what’s going on. ;) Mechadon is a pretty cool guy and I don’t have to be too strict, since he’s open to my interpretations. Thanks to this sketch, I know where the details should be placed and their general look, so I can focus on specifics later. Once I’m done with the final texture we’ll compare it with the sketch.