Yo Soy Freeman on Nostr: nprofile1q…p6ses I would PERSONALLY focus on the depth perception (a small dark ...
nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqgag5rxc9wnnevwgauet70f0ml6aeqef4l4s3yykj3y80da3wtgnqup6ses (nprofile…6ses) I would PERSONALLY focus on the depth perception (a small dark tint deeper in water), reflection/refraction and for the surface i would mostly add detail like little particles of impurities.
Water moving as a consequence of the player moving is ok, but the classic perlin texture is always going to feel weird if it's always on.
At the end of the day your game has it's own language. You can make them walk on it without noticing, use the shader sparingly in non important places...
Water moving as a consequence of the player moving is ok, but the classic perlin texture is always going to feel weird if it's always on.
At the end of the day your game has it's own language. You can make them walk on it without noticing, use the shader sparingly in non important places...