I have some tech talk I would like to throw out there.
Me and my business partner are fellow Indies and are trying to get our little launch title off the ground... A bit of background I know you didnt ask for it but there it is...
Anyway we are setting out to make a flash game using quirky colours and what not the typical flash standard. Our visual motivation is Rayman Origins - a very cell shaded style with a minimalist colour palette.
We wish to save ourselves a lot of time by avoiding the classical hand drawn animation sets frame by frame and losing sleep for the foreseeable future.
I suggested the 3D model route (using rigged 3D models to render out animation sets) so my business partner has sent me away to create some 3D examples using our chief character Cogman.
I am basically aiming to create a near identical visual look for our flash drawn counterpart...
Because I speak mostly garbage I will simplify my request...
Basically I need the 3D model below to look like the 2D flash drawn image below. I have investigated toon shaders briefly but having never used them I was hoping a veteran could point me to some half decent advice or recommendations to achieving this style on our 3D model.
Doing it in Maya and rendering sprites is a bit easier, but still difficult to get truly 2d-looking results. Non Photo Realistic Shading in Maya
Well best I can explain this is through an example...
Say for example I wanted my caveman to run/walk/jump. Instead of sitting down and drawing out the individual frames that make those motions work Id rather rig and animate a mesh to do them. Then batch render out each action on a side on orthographic view.
Then I could use these renders as actions in the game without having to draw everything from scratch.
P.s. Saw the cartoon shading in one of your links above... that's nice. This game is not going to be full 3D its essentially a platformer.
might also go in my favour to make the sprites bigger just incase there is a reason... You can always shrink things down... making them bigger is risky...
Replies
It is difficult to make 3d look as good as hand-drawn 2d.
Doing it in realtime is difficult, at least to get a good result: Convincing 3d that looks like 2d.... Wow
Doing it in Maya and rendering sprites is a bit easier, but still difficult to get truly 2d-looking results.
Non Photo Realistic Shading in Maya
Well best I can explain this is through an example...
Say for example I wanted my caveman to run/walk/jump. Instead of sitting down and drawing out the individual frames that make those motions work Id rather rig and animate a mesh to do them. Then batch render out each action on a side on orthographic view.
Then I could use these renders as actions in the game without having to draw everything from scratch.
P.s. Saw the cartoon shading in one of your links above... that's nice. This game is not going to be full 3D its essentially a platformer.
How large in pixels are the rendered sprites going to be? You may need to paint on the rendered frames to make them look good.
ShoeBox Game Tools might be helpful for you.
Thank you so much for the advice should I hit any more walls I will be back to beg of more wisdom! lol
Thanks again!!
This was my thinking... Use the base render to get the form down with some hopefully half decent colour and touch up the areas that dont look as good.
I'm not sure about sizes... I mean I dont want a tiny sprite... would be nice to see some of the items on him... Have you seen Rayman Origins?