Over time, a lot of people have been asking about specifics for this effect so here’s an explanation on it!
Before I get started, I should note that this is how I do it, there could always be a better way but it seems that time hasn’t done its job and this topic is still lacking resources.
What you need
- A software that allows you to view and edit the UV map of a mesh (suggested software: blender)
- A digital art software that provides polarization (suggested software: gimp)
You want to make a squashed sphere, this mesh is what the texture will wrap around.
Looking back, I understood how I could’ve made this effect, but there weren’t any resources on how to actually make the texture for it. However, one day, when I consulted a friend, they were able to help me out!
Surprisingly, it’s really nothing complex or hard! (using gimp in examples)
Start off with drawing a few lines; try varying line thickness, opacity/transparency, and maybe even color. I like to go around the edges with an eraser. (make sure that the lines are on a separate layer)
Now go to your polarize filter, in gimp, it’s called “Polar Coordinates” (Filters > Distorts > Polar Coordinates)
That’s all! Simple right!?
If you don’t get a result you like, that’s fine. Just start over, try something different. Experiment with the lines or even the filter itself.
Screen capture - c68bf442a44be21777ee828095675501 - Gyazo
Woo! UV mapping…this isn’t my favorite thing to do but it’s the most important step, unfortunately, this isn’t something that I know about enough to explain it in English or any language for the matter.
The idea is to create a face for each side of the squashed sphere, then match the texture with that.
If you need to learn how to unwrap or work with UV maps. I’d recommend Blender Guru, he has great tutorials on UV unwrapping.
Those 3 things are all there really is to it. Now you just need to export and import the mesh into roblox, then upload the decal to roblox. From there you want to create 2 new texture objects and put them in the mesh, this is because you need to make the mesh transparent so you don’t want to apply the texture to the meshes
When it comes to glow, it’s not something I’ve personally tried, but theres 2 ways I think it could be done.
- Multiple layers of the same decal; if I recall correctly, the overlapping layers should multiply, creating an apparent increase in brightness
In the texture itself; using something like
paint.netyou can apply a glow to a texture.
Screen capture - c0cc857bb5a6998060a9838cf8492a40 - Gyazo
Apologies if I missed anything, I rushed this a bit since I’m currently busy with other things but wanted to get this out before I forgot.