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File: sableye_foil.jpg (106 KB, 436x603)
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I'm interested in how detailed pokemon cards are when it comes to holo effects, the online game is 3d made in unity, I ripped the files and noticed what kind of textures they are using.
Basically it's the image card, some repeating holo tiles that loop, and some png lines textures.

I just can't figure out how they work togetter.

TLDR: How to make fake holo effect preferably in blender/photoshop, that isn't dependant on rotating the card to see the holo
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>>804600
an example of a tiled texture that slowly moves across ingame
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>>804601
sounds like a UV scroller from your description. Just a shader that advances the UV coordinates of the 'holo' texture sampler over time.
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>>804614
I forgot to post an original moving here is an example
https://i.gyazo.com/3b79cade55984d2c3c97d1b6de5632da.mp4
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>>804616
This is what I got so far in blender, using one of their textures it's just scrolling on loop, but there's a lot of details missing, they seem to have an opacity layer on the cards so that the effect is very subtle
https://i.gyazo.com/2727a416103b32840721753965ba5d30.mp4
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>>804616
That's easy to do, but since I'm not using blender...
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>>804617
Here's what I got.
It looks like you have your effect set to multiply or overlay, but I think theirs is probably additive, and I think its multiplied by a funk circuit board pattern before being added.
So the equation would be "card + (rainbow image * pattern image)"
I think I should have chosen a card that wasn't already shiny to get a cleaner result though.
>>
>>804948
Oh jeez, I didn't realize just how nasty the compression actually was.





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