Alias 3 (SM64) - dbc60/Render96Wiki GitHub Wiki

Textures in the Alias Texture Library found bundled with Alias 3 are used for Super Mario 64's promotional images and appear in the beta version. Alias software also came with procedural textures that are used as well.


In-Game Textures

brickwall_1 Wet Dry World Painting

Used for the brick underneath the water


cobble_stone Beta Screenshot

Only found in Beta version


marble_11 File Select Icon
File Select Icon
File Select Icon
File Select Icon
Pillar Inside Peach's Castle
Pillar Inside Big Boo's Haunt
Rotate 180° Moving Platform In Wet Dry World

Textures Used In Promotional Renders

Vanish Cap Render

brickwall_1 brickwall_4

Side-Step Render

brickwall_4

Bowser's Arena

Zoom-In brickwall_4
Zoom-In brickwall_6

Perspective warp to show how brickwall_6 matches (provided by Princess_MtH)

Although not related to Alias 3, The sky is from Material Dictionary Volume 5: Sky & Clouds (SM64) and also used for Lethal Lava Land's Skybox.

SE188

Bowser

Flipped horizontally and recolored orange to match alligator

alligator is used as a bump map for bowsers skin on his body, muzzle, and head


Procedural Textures

Alias software came with these procedural textures that are used in a large amount of early 3D media. Nintendo used these for both in-game uses and promotional renders with Super Mario 64. You can still access these same exact procedurals to this day inside Maya and other Alias/Autodesk products. Blender can achieve similar looks with its own set of procedurals but they are not exactly the same. I will try to document how to use both Maya and Blender's procedurals for these textures on this page.

In-Game Procedural Texture Uses

sWood

This is simply known as Wood inside Blender

Course Icon
Power Meter
Tick Tock Clock Entrance

Procedural Textures Used In Renders

Logo

Maya (sWood) Blender (Wood)

Bowser Arena

Maya (?) Blender (Clouds)

Clouds in Blender create the smudgy detail on the walls. This is shared with the Bronze Balls surrounding the arena.

Clouds in Blender set as a Normal Map with a Color Ramp will create the holes/marks on the walls. This is shared with the Bronze Balls surrounding the arena.


Metal Mario Stage

Maya (?) Blender (Clouds)

Clouds in Blender create the smudgy detail on the walls.

Clouds in Blender set as a Normal Map with a Color Ramp will create the holes/marks on the walls. Same as the markings on the floor tiles.

Metal Mario Reflection

Maya (?) Blender 2.8 (?) Blender 2.7 (Blender Render) Mirror Reflections Material Setting

Although this is not a procedural texture, I felt like it was worth noting this same exact effect can be replicated in Blender 2.79 using the Blender Render. Simply check on the Mirror setting in the material panel and it will work the same.

In Blender 2.8 setting the Metallic slider to 1.000 in a Principled BSDF material will create a reflective look similar to this render but it will not recreate the same lighting. Both Eevee and Cycles lack the ability to produce the same lighting as early 3D programs did and need proper node set-ups to achieve similar results. Blender Render found in Blender 2.79 and below will recreate the look exactly the same.

See the How to Achieve 90s Render look in Blender 2.8 page which details a node set-up to get similar results as Blender 2.79 Blender Render lighting inside Blender 2.8.

Maya should have the ability to recreate this but the right settings need to be documented.


Ending Cake

Maya (sWood) Blender (Wood)

sWood is used to create the table texture

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