I had a poke about on their website. It's a bit hard to tell because of the sketchy Google translation, but it looks like the characters might shift between 2d and 3d in that first video.
The other one is apparently by a different studio, hence the different style. The two of them were having a contest.
I think both were mostly 3d, but there was a lot of 2d overlayed effects. CyberConnect has been doing really well with keeping the charm of 2d anime stylization in 3d. You can see a lot of that in their Naruto games.
I've found that usually it's the animation that gives it away but they are really making great progress with that aspect, really pulls the visuals together.
It looks a bit floaty just like the other games from this studio (which probably comes from interpolated jump arcs and smooth bounding box motions contrasting a lot with the key-framed look of the character animations, especially at 60fps ... ) but it certainly is stunning to see !
I had to register here to share my progress. Thanks to the translations earlier in this thread, a buddy of mine was able to put me on the path towards replicating the shader. I haven't started playing around with the normals yet, but after seeing the video above, I might have to go back and spend some time after I'm done rigging this character.
Currently there are no outlines active because I changed the mesh and wanted to gator the push weigthmaps over to the new mesh before re-displaying them. Motomura lines technique utilized on the nose line, eyes, shirt, belt, pants and feet. Nose line can be toggled on/off depending on the angle of the shot. Will be driven with an attr on the rig.
Default Cellshading using incidence to drive the shadows:
Ambient Occlusion driving incidence bias, Vertex color shadow bias active on the face:
More resources on shadow control can be found here:
Sadly I own xsi 2010, so I won't be able to acquire a newer version to get that plugin. It's still great to see because it was yet another hint on how to edit the normals to achieve an even better look. Seems like this GOTETZ guy may have worked on GG. The video above utilizes the same face poly layout as the other characters.
Thanks to everyone for all the effort in this thread, especially Chev for translating. I'll post more stuff when I have it.
Adjusting the normals by hand is painstaking. I'd really love to get my hands on that plugin right now lol. The good thing is, it's helping me to understand how the normals behave and how my model is limiting what exactly I can do with the shadows. I'll probably have to combine the normals with the verteg rgb to get the exact results I want for this round.
Hi every one, this is Junya Christopher Motomura, technical artist and modeler working at ArcSystemWorks.
Thanks for the interest for GuiltyGear Xrd's art style. We appreciate it very much.
If any of you are going to GDC and are interested in 3D that look like 2D, please come and join the session.
Oh, and if you have something you are particularly interested on the subject, please let me know. I may be able to adjust some pages.
Hi every one, this is Junya Christopher Motomura, technical artist and modeler working at ArcSystemWorks.
Thanks for the interest for GuiltyGear Xrd's art style. We appreciate it very much.
If any of you are going to GDC and are interested in 3D that look like 2D, please come and join the session.
Oh, and if you have something you are particularly interested on the subject, please let me know. I may be able to adjust some pages.
Holy shit! I'm not going to be able to make it to GDC. Will the lecture be available online?
Motomura San! It's been a lot of fun trying to replicate your team's work in Softimage. Unfortunately I'm working in 2010 and am not able to fully utilize your generously distributed plugin. If you have any advice on editing the normals by hand to achieve a smooth transition I would gladly appreciate it!
Also, does arc system works only accept applicants who are fluent in Japanese? If not, I have a rigging demo reel I'd like to send in!
Scythe, Thanks for your compliment. It's a pleasure for me too!
Unitzer, Thanks for your interest!
The GDC session probably would be archived in the GDC vault.
For normal editing, SI2010 should have enough tools to get you going. GATOR is your friend.
If the tool you are talking about is User Normal Translator, it was made after GGxrd, so it's not the essential part.
For the question regarding job application, I will PM you cause I guess it's off topic.
xvampire, that sure looks good. Those lines... I wonder how it's done.
Getting interested in trying old good lightwave again...
For normal editing, SI2010 should have enough tools to get you going. GATOR is your friend.
I can't tell you how many times GATOR has saved me. I'm able to fully rig a character in about a day including facial. Coming primarily from Maya, the skin weighting in Softimage was everything I had ever wanted. Softimage is alive.
Okay, not quite perfect yet but definitely getting there. I have to figure out how they got such nice falloff between the shaded areas...next time I'm going to try and get it all working in real time. Right now it's a render tree and requires a refresh of my render region if I want to see any changes. If I can get it working in real time it will greatly increase the rate at which I'm able to tweak and make changes.
Thank you for joining the forum Christopher Motomura!
We were pretty excited about the art style here at Samsung. We started developing a shader that mimicked many aspects of it but had to put it on hold until our current project was completed.
Really great stuff. Currently watching the GDC video.
I'm definitely going to be watching this tonight. I think the biggest thing for my progress with the shader moving forward is going to be getting it to work in real time and adjusting the modeling a bit more for finer control over the shading using the surface normals. Softimage doesn't usually crash, but I can't tell you how many time's I've crashed it just because I've had a live render preview constantly re-rendering whenever I make an adjustment to the user normals. I can imagine this problem will be nullified once I get the shader working in real time.
He actually covers a great deal. It's a tremendous supplement to the information already found in this thread. Great presentation. I'll definitely be watching it again in the future.
Nice! It's only tangentially related but I'm curious about one thing: the slides mention Blender, are the pictures from the real time viewport or renders? IE is it possible to use custom shaders in the viewport now? Because as I mentioned last year the absence of real time custom shaders in Blender is what made editing in it rather than others like XSI Softimage impractical.
All the screens are from the Blender Viewport (except for the gif because of the soft casted shadows). Custom shaders in GLSL has always been in blender (as long as I remember) and is quite capable (missing few things but the guys form Blend4web does some good work to fill it). I don't see a lot of people using it though but it's really easy to use/tweak and the link with all the blender's tools (texture painting, normal editing, vertex painting) is handfull .
Looks like I was mixing it up with the node thing. Any particular tutorial you'd recommend? The one I found doesn't seem coherent with what you said since it only works in BGE
Oh OK, it all makes sense now! I was wondering because i hear some people have found ways to inject all kinds of shaders into Blender but that's probably patched versions. Well, it's gotten me back into the node editor so it's all good.
Replies
wow! that actually looks pretty amazing, I was a tad disappointed by the guilty gear cinematic tbh, but this was stellar!
This one has far more of that 3d appearance. https://www.youtube.com/watch?v=y-PudD1UrvU#t=26
The other one is apparently by a different studio, hence the different style. The two of them were having a contest.
[ame="http://www.youtube.com/watch?v=kQb2d3LdIQE&list=UUOgaIuQYGr6ow_jbote4BKA"]GUILTY GEAR Xrd: Sol Badguy Full Story Mode (PS4 Demo) - YouTube[/ame]
It looks a bit floaty just like the other games from this studio (which probably comes from interpolated jump arcs and smooth bounding box motions contrasting a lot with the key-framed look of the character animations, especially at 60fps ... ) but it certainly is stunning to see !
[ame="http://youtube.com/watch?v=HoXErnKvJ9Y"]The Powerpuff Girls World Premiere Special - Sneak peek! - YouTube[/ame]
[ame]www.youtube.com/watch?v=PUOwFzStjfY[/ame]
CM:
[ame]www.youtube.com/watch?v=iGZAwulxWUo[/ame]
this looks pretty cool
I met some of those guys at GDC really cool to see where the technology is going. In that video i was a bit iffy until i froze at the comparison.
And oh hey this is in tech talk now.
Currently there are no outlines active because I changed the mesh and wanted to gator the push weigthmaps over to the new mesh before re-displaying them. Motomura lines technique utilized on the nose line, eyes, shirt, belt, pants and feet. Nose line can be toggled on/off depending on the angle of the shot. Will be driven with an attr on the rig.
Default Cellshading using incidence to drive the shadows:
Ambient Occlusion driving incidence bias, Vertex color shadow bias active on the face:
More resources on shadow control can be found here:
[ame="https://www.youtube.com/watch?v=1RT0JR1FQpc"]Softimage Shadow Control Tutorial[/ame]
[ame="https://www.youtube.com/watch?v=YE-AnfhqZqg"]Gotetz Toon Rendering Test[/ame]
Sadly I own xsi 2010, so I won't be able to acquire a newer version to get that plugin. It's still great to see because it was yet another hint on how to edit the normals to achieve an even better look. Seems like this GOTETZ guy may have worked on GG. The video above utilizes the same face poly layout as the other characters.
Thanks to everyone for all the effort in this thread, especially Chev for translating. I'll post more stuff when I have it.
next gen machine
that secondary animated face expression , is something I have been waiting for ...
Adjusting the normals by hand is painstaking. I'd really love to get my hands on that plugin right now lol. The good thing is, it's helping me to understand how the normals behave and how my model is limiting what exactly I can do with the shadows. I'll probably have to combine the normals with the verteg rgb to get the exact results I want for this round.
in all seriousness though everbody who contributed to this thread and everyone at system arc works deserves a fucking standing ovation !!!
*pusheschairback*
*getsup*
*startsclapping*
Working on something a little more ambitious next...
Thanks for the interest for GuiltyGear Xrd's art style. We appreciate it very much.
Just to let you know, I will be holding a session at GDC2015 about the development of the art style for GGxrd.
http://schedule.gdconf.com/session/guiltygearxrds-art-style-the-x-factor-between-2d-and-3d
It will be in English, touching both on the artistic and technical sides.
If any of you are going to GDC and are interested in 3D that look like 2D, please come and join the session.
Oh, and if you have something you are particularly interested on the subject, please let me know. I may be able to adjust some pages.
Trying to get the environment to look more painterly under dynamic lighting.
Quite a challenge!
Hi Lamont
Currently we have no plans ahead of GDC, but are certainly interested.
Let's see how it goes.
awesome of you guys to share the goodies, this is definitely awesome. Wish i could go to GDC
I love that character you made, too
Holy shit! I'm not going to be able to make it to GDC. Will the lecture be available online?
Also, does arc system works only accept applicants who are fluent in Japanese? If not, I have a rigging demo reel I'd like to send in!
new Lightwave intersecting edges feature looks delicious , no more same thickness
https://www.lightwave3d.com/new_features/
[ame]https://www.youtube.com/watch?v=j9oq1m33bzU[/ame]
Unitzer, Thanks for your interest!
The GDC session probably would be archived in the GDC vault.
For normal editing, SI2010 should have enough tools to get you going. GATOR is your friend.
If the tool you are talking about is User Normal Translator, it was made after GGxrd, so it's not the essential part.
For the question regarding job application, I will PM you cause I guess it's off topic.
xvampire, that sure looks good. Those lines... I wonder how it's done.
Getting interested in trying old good lightwave again...
I can't tell you how many times GATOR has saved me. I'm able to fully rig a character in about a day including facial. Coming primarily from Maya, the skin weighting in Softimage was everything I had ever wanted. Softimage is alive.
http://www.famitsu.com/news/201503/08073525.html
looks like it has some pics from the GDC presentation I think.
http://www.gdcvault.com/play/1022031/GuiltyGearXrd-s-Art-Style-The
We were pretty excited about the art style here at Samsung. We started developing a shader that mimicked many aspects of it but had to put it on hold until our current project was completed.
Really great stuff. Currently watching the GDC video.
haven't actually finished watching it so i don't yet know what he covers ^^
Softimage is alive!
here's the link to download it https://www.dropbox.com/s/65cwf6kjuezhwdl/GuilltyGearXrd_shader.pdf?dl=0
And here's an other test i'm working on from a concept by Disney for "Up" :