Download here! (Lycos doesnt allow direct linking to zip files)
Sion Eltnam Atlasia from the game Tsuki Hime Melty Blood.
I cannot get the shader effect in Blender so I'm posting ingame shots as well. If you wonder where the wire in her mouth went on those shots, I'm using a shader that makes the wire invisible save for a few "highlights" to simulate the look of thin wire in anime.
The celshader isn't even remotely the thing OCN posted, it uses a worldspace cubemap as a mask to blend between a light and a dark version of the skin. I would need a second cubemap to add an outline so I decided it's not worth the resource hogging to add it, it wasn't that visible ingame, anyway.
I was asked to model her via PM on the Beyond Unreal forums. Downloaded the demo and went to work.
Before anyone complains, I did a muscular male model in the meantime, but it was for one of those tinfoil-hat mod teams that are afraid of having their ideas stolen so I won't post him here.
I love the effect the celshader has, I'll see if i can get some cool effects by blending between less related textures. Should allow for some interesting characters.
Replies
Im working my ass off to try and get this affect , and you have just blown me out the water
hehe ooh well , i would love to understand how you did it more ...
Thermidor: I dunno what triggered the chain of thought that led me to make this shader, but it involved a crit about the colors. I corrected the colors on the skin (by using the eyedropper on the ref instead of guessing) but it still didn't look good with the standard multiply celshader.
I have a standard, "lighted" version of the skin (little lighting detail, only a few folds and stuff) and a "no lights" version. Instead of the standard multiply cubemap with light and dark parts I painted a cubemap where the light part was transparent and the dark part solid. The cubemap was used as an envmap, which was then used as a mask (whereby alpha 0 = light texture and alpha 1 = dark texture) in a combiner that blended the light and the dark texture together. The result was put into the "self-illumination" slot of a shader to make it fullbright. I've oriented the envmap to worldspace since camera space is only needed when you have an outline that has to remain on the far end of the model and this would lead to a somewhat more believable lighting. But I guess it'd be easier to open the utx in UED and look at it yourself... Make sure to press the "all" button, some of the elements (I think it's only the result shaders) aren't grouped.
spacemonkey: I'll see to that before I submit her.
JK: Thanks.
Adam: The position of the shadow depends on the orientation of the model and I think that's what you want to see, right? Wouldn't it work better to see it in motion? I'll grab a few shots if you don't have UT2003/04 (works with both) but I think it's much easier to see by using the playersonly cheat and moving around a bot (which is what I did to take the shots).
if i understand this right , u used the standard ut shader , and used texturing to make the cel affect (self illumination, enviroment , and alpha for the light and dark ) i dunno wot cubemap is, but its a really nice affect , and ive not seen anything this good anyway. maybe when this is available i can see wot u mean , i would even reinstall ut2k4 to play this model..
1 question , is it possible to use this affect in the backgrounds , if so , a complete cel effect mod could be made , sorta like jet set radio was ...
ive really gota get myself up to scratch on this stuff.
Don't get confused by the dual meaning of the word shader. Usually a shader is any kind of texture effect (glowing bits, animation, etc), but in UT2003/04 there's a shader element called "shader" which lets you define various maps (i.e. textures or shaders) to use for the diffuse channel, specularity, self-illumination, etc (I'll use paranthesises now when I talk about the shader object and none when I talk about shaders in general). The "shader" element is useful to make sure the lighting is applied to the result of your shader instead of the texture (when you e.g. combine with multiply) or, in this case, to make the texture fullbright (by putting it into the self-illumination slot of the "shader").
What do you mean with "when this is available"?
A shader only applies to the surface it's applied to, you cannot force a shader (especially not one like this which requires two versions of the same texture) onto other surfaces. You could make a level that consists only of celshaded textures but I'm not sure how big the performance impact would be.
Sorry if I describe things here you already knew about, just wanted to make sure everything's in.
But i think you should tweak her face a little:
1st her eyes are little too close together
2nd you should make her nose more visible from front view (i would make the under side of the nose a little darker, if you dont understand then maybe i could dig up some pics to illustrate)
I know a fair amount about textures , but not too much abiut "shaders" you are right , its a confusing term ,
am i right in thinking then , the "shader" is what common 3d apps call the Material ,and a shader in that material can control cetain aspects like colour , transparent , etc ...
i think my biggest problem is ve never tryed to get anything in a game and i dont have any friends that know 3d , beyond what it means.. so everything i know i learn by trial and error .. so sorry if im a little slow
Is this model available for download anywhere, coz thats what i meant by "when it is available" ...
thanks again tho for spending time with me on this ....
Yeah, the "shader" element is pretty much a more complete material.
ill let you know wot i feel it plays like ...
looked on your site , are you gona do ceel shaded versions of the other models you have made?
Celshading the other models? Hm, unlikely. None would really suit that, anyway.
Looks excellent in game, hope "psychological reasons" don't stop you modelling more stuff too
my only crit is that the wireframe view makes it look like her stomach is almost "caved in" ... should maybe bulge out a tiny bit at the centre instead of appearing perfectly flat?
MoP
I think its the best piece from you so far
But I think you should tweak her face a little:
1st her eyes are little too close together
2nd you should make her nose more visible from front view (I would make the under side of the nose a little darker, if you dont understand then maybe I could dig up some pics to illustrate)
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Why dig ?
http://akita.cool.ne.jp/gengetsu/mb/mb.html
But after checking ref pics and researching the title.
There really isn't much thats wrong with her that I could critz upon, only thing I could say is "Should inc a Vamp Ver of her too" thats about all I could add.
I don't think he meant dig up ref pics but dig up pics of anime characters in general.
Scott
The MODIFIER is a TexEnvMap and the brown TEXTURE is a CubeMap.
The image has been photoshopped to remove all the "bad highlight" slots of the shader and fit all of the elements into one picture.
Scott