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Water Spirit

Water spirit is the 2nd spirit the player will meet in Paws. She's stubborn and arrogant, but she's also lonely and looking for a friend to play with. Her wish is to have something to play with; however, her liquid form is stopping her from being away from a water source. 

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In-Game Look
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Water Cards:
Old Version Cards:
- Not enought poly 
- Leg cards doesn't fit visual development design
- Tail card looks rigid
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New Version Cards:
- Smoother, high poly cards
- Leg cards deliver the wave motions
- Tail card has dimension
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Planned UV Sets in Maya:
Cat Mesh UV
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Water Card UV
!! Warning: Unreal Engine doesn't allow skeletal meshes to have more than 3 UV sets so channels might be combined.
Create Textures For Material in Substance Designer:
Reference for Wave Texture:
(Image Citation)
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Water caustic and noise maps:

With a Perlin noise running through an RT Caustics Node, I was able to get a base caustic for my water texture. After blending and slope blurring it with larger caustic shapes and other noises, I have my final caustic noises. 

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Wave crest mask and fogging texture:

To get the base wave crest shape, I used a Direction Warp with a horizontal gradient and Tile Sampler to scatter it randomly. I got the wave fogging texture after warping and slope blurring the base wave crest shapes. To generate the wave crest texture by using the fogging texture, I used Normal and Curvature Smooth​ to extract the edge of the wave crest.

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Adding more details to wave fogging:

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Layering noises:

By blurring and warping the caustic noises even more, I could get the wave trail textures to blend under the wave crest​ and wave fogging.

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Texture outputs:

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Graph Overview:

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Create Masks for Cat Mesh in Substance Painter:
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Emissive Mask
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Cat Mesh Mask for Normal, Roughness, and AO
Material Creation in Unreal Engine:
Caustic Layering:

First, I panner the bottom layer caustic noise and gave it colors, and then I layered a larger caustic with brighter color that moves faster on top.

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Wave Base:

I used two different perlin noises in R and G channels to create the distortion mask. 

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Then, I used the distortion mask to modify the wave base textures after panner it.

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Lastly, I assigned colors to the wave base and layered it with the caustic noises.

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Wave Crest:

For the crest alpha, I panner it with slowest speed and distorted it with the distortion mask.

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To create wave trails lingering behind the wave crest, I stretched the wave crest alpha and added distorted wave base texture on top of it.

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WPO for Cat Body:

I used the logic of cosine and sine to create WPO by offsetting the cosine and generating a value peak as the wave crest. Plus, I used Texcoord to create masks to determine the wave height. Later on, I took away most of the WPO on the cat's face by using the cat mesh mask.

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Wave WPO Logic Graph:

Graph in green overlay is our WPO values

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© 2025 by RANRAN JIANG.

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