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View Full Version : Guilty Gear Xrd - art style - cel shading



stiff paper
06-07-2015, 06:55 AM
This is a vid from this year's GDC:

https://www.youtube.com/watch?v=yhGjCzxJV3E

It's a talk about how the developer achieved a properly convincing anime style cel shaded look for the game. You can skip to around the 15 minute mark to go straight to the meaty bits.

I get the feeling that a lot of what he talks about is achievable in LW. For instance, I expect somebody who's a wiz with nodes would be able to recreate the technique he details at around 16:50, where they use values in a vertex map (or even regular texture map, really) as modifiers to change the threshold for the falloff into "shadow".

We can't alter normals, though, can we? (Can we?)

erikals
06-07-2015, 07:27 AM
We can't alter normals, though, can we? (Can we?)
i think you can, but can't find the info atm. maybe search the forum...

thank you for video... http://erikalstad.com/backup/misc.php_files/smile.gif

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edit: maybe check >
http://forums.newtek.com/showthread.php?89896-Cel-Shading-HELP-Shadow-Control

http://forums.newtek.com/attachment.php?attachmentid=64341&stc=1&thumb=1&d=1223382556

erikals
06-07-2015, 09:21 AM
also see >
http://forums.newtek.com/showthread.php?137282-Celshading-shadow-adjustment

( PC only )

jasonwestmas
06-07-2015, 10:02 AM
https://youtu.be/yhGjCzxJV3E?t=26m39s

wow, that inner lines UV method is so simple but adds powerful control.

To answer your question about normals, no you would not be able to change the normal angle on a per vertex basis unless you created a different material for each polygon which wouldn't work for games of course. Use a different prog. for normal editing and shading preview in real time that. But if you are using sub-D patches in lightwave then it's just a matter of modeling your character's features correctly to create a pleasing look with the super cell shader or you can try the nodal approach.

jasonwestmas
06-07-2015, 12:45 PM
This mesh isn't clean and smooth enough for for a cell shade but I think I'm starting to like this direction. It appears more like an american comic book style (Mainly because I added a reflection environment), certainly not like any anime style I've seen.
128559.

stiff paper
06-07-2015, 01:05 PM
also see >
http://forums.newtek.com/showthread.php?137282-Celshading-shadow-adjustment
Aha! DC_NormalDrag! Thanks Erik. (I knew I'd seen something somewhere.)

Now I wonder if I can bake the results...

erikals
06-07-2015, 04:40 PM
sure http://erikalstad.com/backup/misc.php_files/047.gif

also thanks to those helping out with LW cel shading info... http://erikalstad.com/backup/misc.php_files/smile.gif

Julez4001
06-07-2015, 09:48 PM
Thanks for sharing this info?
Anyone seen that Ekko : Seconds
Love the 2D / 3D blend
https://www.youtube.com/watch?v=FtEpp9lkfxA

erikals
06-08-2015, 12:24 AM
looks darn cool... http://erikalstad.com/backup/misc.php_files/smile.gif

Julez4001
09-27-2015, 06:03 PM
https://youtu.be/yhGjCzxJV3E?t=26m39s

wow, that inner lines UV method is so simple but adds powerful control.

To answer your question about normals, no you would not be able to change the normal angle on a per vertex basis unless you created a different material for each polygon which wouldn't work for games of course. Use a different prog. for normal editing and shading preview in real time that. But if you are using sub-D patches in lightwave then it's just a matter of modeling your character's features correctly to create a pleasing look with the super cell shader or you can try the nodal approach.

Hey Jason
Have you attempted the "inner line UV" technique?