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Thread: 2D characters from our 3D software

  1. #1
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    2D characters from our 3D software

    You know most of disneys characters, and bugs bunny, daffy duck etc.
    They arent 3d as you know. The lighting is only that, little bit noticable, and they are almost inseparable from the background image.

    Now in 3D, you cant see things at all (or not as clearly) without any use of light (intensity 0% for instance). But after you use light, that in itself imposes a reality force and a 3D facet into the project (Like distinguishes the character from the background in a realistic manner, even with a single key light, and shadows also appear somewhat too real).
    The character, though modeled in a toony way, has way too real specularity and shadows, unlike the simple shadows and specularity from above characters when done in the old way.

    I tried lowering the light to 0%, and maxing ilumination, but then you loose needed details like lips and facial facets, it completely flatens. So basically what Im looking for is something in between the extreemes of: 3D real lighting, and completely flatened character.

    I also played around light intensities and queues, but it still seems kinda realistic.

    Any ideas how to make Daffy for instance appear just like he use to?

  2. #2
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    Might be worth giving cellshading a go-it sounds like what your after. A more expensive option would be Erain's Swift which gives nice 'vector' type outputs.

  3. #3
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    Cell shading seems to be a bulls eye. Thanks Wonderpup. I think its far more artistic with that shading. I tried it in LW8.5, its Super cell shading there, that works just great.
    Cheers

  4. #4
    Red Mage Celshader's Avatar
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    Smile I got into LightWave because of the celshader!

    Quote Originally Posted by diedond
    Cell shading seems to be a bulls eye. Thanks Wonderpup. I think its far more artistic with that shading. I tried it in LW8.5, its Super cell shading there, that works just great.
    Cheers
    For what it's worth, here are my favorite diffuse settings (with the model's Specular set to 0%):



    Also, here are some examples of what LightWave celshaded models can look like:

    http://www.celshader.com/gallery/
    http://freedom-project.jp/
    http://www.studioartfx.com/2006/05/t...l-shading.html
    http://www.centralparkmedia.com/kakurenbo/
    Jen's 3D -- LightWave stuff.
    Jen's 2D -- my comic book.

    Python is my smashing board. LightWave is my S.M.A.K.

  5. #5
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    Its truly amazing really. Exactly what I wanted. I was thead up with all this photorealism. Its pretty amazing, but its not my thing you know.

    I just cant believe that that girl which most certainly looks like was hand drawn on your site, is a 3d model!

    Also, does the lighting applies in celshading the same as if when done in otherwise. Like you do use key and fill light, monochromatic, and the one with separate light colors on the ring of colors, etc.

    Alright, its nice that we have the same passion for a certain type of art

  6. #6
    Red Mage Celshader's Avatar
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    Smile

    Thanks!

    Quote Originally Posted by diedond
    ...does the lighting applies in celshading the same as if when done in otherwise. Like you do use key and fill light, monochromatic, and the one with separate light colors on the ring of colors, etc.
    Because of the way the cel shader works, I use only one key light for each character. In OpenGL, the lighting on the characters looks high-contrast (almost like film noir), but the renders look fine. I do not use fill lights on the characters.

    This video shows a little of my lighting in Layout:
    http://www.celshader.com/journal/archives/00000085.htm
    Jen's 3D -- LightWave stuff.
    Jen's 2D -- my comic book.

    Python is my smashing board. LightWave is my S.M.A.K.

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