Conceit: Jesus, sorry. I try and answer with all the information!
ok I am now confused as hell. What on earth r u apologizing for? XD are you using some weird internet intelligible sarcasm or did I somehow say exactly the oppposite of what I meant?...or was that meant for RAV or smth?
in any case just to make sure
I THINK THIS IS GREAT THING AND I AM GLAD YOU MADE IT HAPPEN, PLEASE KEEP MAKING IT HAPPEN! XD
Thanks! On the "too realistic" front, I'm curious precisely what you mean. Texture? Details? Clean lines?I think most of all it means the calculated correctness of whatever it applies universally. Be it perspectives, shadows, shading, whatever not done manually. it is all physically correct or solves numeric otherwise, even when it is "toonish". Since this kind of correctness in everything across all frames this smooth is not tradition to pixel art, it can look uncanny.
That reminds me of that article explaining GGXrd's art style, Conceit posted it awhile back in the OT thread IIRC.
yup. (btw Ai nice link Imma watch it)
here's what I had posted before
the english transcription of the GGXRD behind the scenes interview thingy.http://www.polycount.com/forum/showpost.php?p=2099538&postcount=229http://www.polycount.com/forum/showpost.php?p=2107579&postcount=241
(I think I might reconstruct the original article+images...wanna get into lowpoly and trying to replicate this would be good motivation)
Xrd pulled perfect anime aesthethic in realitme, and I know Cel shading is not pixels, but anime and pixels share the emphasis on that "manual" aspect.
There's a bazillion interesting tricks going on so read the whole thing Howard it'll give you lots of ideas, but in regards to adding flaws intentionally look at this correction in XRD
the bone themselves have a higher degree of freedom than usual, so the characters can fake 2D flaws. For example facial features can move around the face to better match drawings (Bedman in his instant kill cinematic as he'd appear without
the suggested 2D corrections
and the final result
Characters also needed to fake or exaggerate perspective in ways changing the camera's field of view couldn't achieve so this was done through allowing bone scaling on all three axes. UE3's animation system can't do that out of the box, they had to code it themselves and cite it as a great advantage to having access to the source code. And once they had that in, that meant they'd also opened the door to all kinds of muscle motions, cartoony squash'n'stretch animations and deformations. A big punch will get a big fist and so on. Bone scaling is now a feature in UE4 and they like to think it's because of Xrd.
May's victory pose
the actual deformation
Sol in Softimage with his bone scale settings
I know this kind of stuff is like the opposite of a cheat, tweaking everything to fit one speficic occasion and never use it again, it's almost anti productivity anti fast workflow =/ but some other techniques do allow for artistic direction without constant tweaking.
I personally dont get anything out of of the bone scalings image of sol but you might
This trick with lighting is a good example of increased artistic direction without constant tweaking
R channel of the vertex color is a shadow bias, ie it's like ambient occlusion except artist-directed. Pixels that have a lower value will be more easily in shadow
model without it,
model with it).
They do something crazy with each one of those channels which I dont really know what they're for. There was a whole topic talking about this stuff where people broke it down for me but I cant seem to find it anymore ( if any mod reads this, did it get wiped off automatically or something?)
They have a separate one for highlights as well. imagine if each shade could have it's own profile for "shadow bias", you could pull off almost any aesthetic
Specular highlights are controlled by the R and B channels of the ILM texture. R is specular intensity, B is specular size.
See this close-up of I-no where the left side and right side of her top have different specular size
They do a lot of other cool stuff. off the top of my head
-they swap the face models to have biger chibified features when it zooms away, much like what we do when we are making small characters and we make their faces more simplified with bigger face features
-for certain effects like dust and millia's hair shapes or exagerated takes they have separate flippen models for each goddamn frame.
-using normals from different objects to simplify certain parts of the model, so that what needed to have clean geometric shapes didnt get cluttered with useless information
-another channel that indicated the line thickness of the outlines
-another channel that tweaks how much the lines should scale as distance changes
-another channel that hides certain lines when they clutter up the image too much.
this is all stuff you could use =)