Yadoob wrote: »
I'm not sure i'am allowed to dig up the thread like that but I made a quick pdf to explain the GuiltyGear Sahder with an example within Blender :
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" :
AniMoney wrote: »
Do you think it is possible to imitate GG Xrd's techniques in Maya and Unity? I've never used Softimage or Unreal.
skankerzero wrote: »
Unity yes. We've already written a shader to emulate the GG:Xrd techniques. We're actually working on ways to improve it as well.
The biggest thing that attributes to the look is the stretchy bones they use in animation. This isn't supported in Unity to my knowledge.
darkmag07 wrote: »
Perhaps the above illustrations confused you, since Chev moved the object to try to demonstrate how it was made.
Chev wrote: »
the green channel controls how much it scales with distance from the camera, and the blue channel is a Z-offset. This offset will push the vertex "back" into the z-buffer, effectively making the outline invisible when in front of close objects. It's used to simplify the outlines of hair and small features, see Chipp's hair without z-offset and with it.
i recently stumbled upon this masterpiece https://www.youtube.com/watch?v=hVQ_gTZbiIw and in my opinion it is on par or surpasses some of the best works I've seen. does anyone know much about the studio or the technique being used here, particular in regards to shadow biasing. thank you for your time.
I just think this level of technical art direction holds so many unexplored possibilities nowadays.