Hey everyone, I'm currently making Kumiko from Sound Euphonium. It's going to be intended to be viewed in a realtime viewer so I'm going to try a certain technique to 'bake' in lighting and shading to make a convincing 2D effect.
So I have pretty much completed the textures. I'll most likely be changing the colour palette to match the top image in the first post but I'll do that once I've posed her. My main aim is to keep everything looking 'crisp'.
Thanks everyone! @Shinigami I'll explain properly when I've finished with the model but it's pretty much two texture maps/materials, one light and one dark. Then assign certain polygons with the 'dark' material.
@Kodde I use Max. The outline effect is done by duplicating the mesh > push modifier > flip normals and assigning a black material to the new mesh.
So I'm almost done with the pose, just needs a few tweaks. Next I'll be "shading" the model.
I'm getting pretty close to finishing. Halfway through texturing the environment, will be doing small tweaks to the model itself and I need to find out a way to texture the euphonium so it looks good in realtime. I was thinking maybe a solid colour + a reflection map. I'm happy with how it's turning out so far.
Calling this model done. I've recorded most of the process of me making this model so I'll be uploading a few timelapse videos sometime in the future. I'm happy how this turned out, I completed what I wanted to do which was to make a convincing and clean '2D' effect viewable in realtime (obviously you couldn't fully implement this technique with a game/animated model).
I really like the cell shading look you achieved. Perhaps it lacks a little bit of shadow, it looks too flat. The base and highlight are here, but some localized shadow would add a little bit of volume without killing the "flat" aspect of the shading.
Hi everyone, sorry for not replying! I did a writeup for Sketchfab
awhile ago and I was waiting for it to go live on their blog. You can
see it here.
I'll paste the part where I talk about the shading.
Shading
Once the model is completed, unwrapped, textured and posed, I can
start ‘shading’. Usually I would simply just paint the shading into the
texture but with that you are confined to a rasterised image so if you
start zooming in, the split between light and shaded starts to get
pixelated/blurry.
If you want a clean transition you would think that you would have to
use a ‘toon/cel/ramp’ shader, but we don’t have the luxury to use such a
shader and it is also hard to have full control over it. This is where
the “technique” comes into play.
First step is to have 2 versions of the same texture, one with your
normal/light colours and the other with the dark/shaded colours.
Next I set up a those textures as separate materials making note of the material ID numbers.
Now I go and select the polygons I want to be shaded and change its
material to the dark version. The shading is confined to the model’s
topology so you can get creative and start cutting into your model
giving you the ability to have full control where you want to shade.
This technique is a bit unorthodox and breaks some ‘rules’ so it’s
only suitable for static models but I can see some potential to apply it
to a certain extent so it can be used with animations and games.
Regarding the outlines there is already a good explanation on how to do that here.
To put it simply, in 3DS Max you would just ‘Duplicate model > Add
Push Modifier > Add Normal Modifier (Flip Normals) > Make sure
Backface Culling is enabled’
Replies
So I have pretty much completed the textures. I'll most likely be changing the colour palette to match the top image in the first post but I'll do that once I've posed her. My main aim is to keep everything looking 'crisp'.
https://www.youtube.com/watch?v=yhGjCzxJV3E
Are you working in Maya? Max?
How are you achieving the outline effect?
@Shinigami
I'll explain properly when I've finished with the model but it's pretty much two texture maps/materials, one light and one dark. Then assign certain polygons with the 'dark' material.
@Kodde
I use Max. The outline effect is done by duplicating the mesh > push modifier > flip normals and assigning a black material to the new mesh.
So I'm almost done with the pose, just needs a few tweaks. Next I'll be "shading" the model.
I'm happy with how it's turning out so far.
I'm happy how this turned out, I completed what I wanted to do which was to make a convincing and clean '2D' effect viewable in realtime (obviously you couldn't fully implement this technique with a game/animated model).
modelmodel
I'll paste the part where I talk about the shading.
http://www.gdcvault.com/play/1022031/GuiltyGearXrd-s-Art-Style-The
https://www.dropbox.com/s/65cwf6kjuezhwdl/GuilltyGearXrd_shader.pdf?dl=0
https://simonschreibt.de/gat/rei-ayanami-inner-eyes/#update3
https://simonschreibt.de/gat/cell-shading/