Scyfon : not yet, just the first image ( top of a guardian's body ). But stay tuned
Beserk : probably an action / rpg. We hope to have a quality render like Naruto ( PS3 ), a depth of field like Assassin's Creed and a graphic quality like Saint Seiya - lost canvas.
It's gonna be a amator's game, not in a commercial goal.
In max in this case ^^ but on the first image, it's a similar's TF2 shader with a hard "ramp" texture. 3 ramps on it. Maybe to make a similar render, you can use this one and tweak it.
I don't if it's possible to have this effect on maya viewport, but in 3dsmax, it's a pretty light effect to display, don't worry. A basic "hard" shading texture + normal map / spec and shader's effects.
Actually, there's no shader on the pegasus box, still on Wip.
Im working on a project atm that requires this,
I just made a ramp shader, based color on brightness.
and another ramp shader with the incandescence ramp based on viewing angle.
multiply these two and have the output go into the ambient color of your final output shader. this way you can still have specular, normals, and whatnot, but still get a good toon.
can anybody understand this???
and btw: this model is pure awesomeness!
sorry to spam your thread:poly136:
Edit: just realized that post is over a month old Doh!
glad you are still working on it crash!
Replies
Next step -> modeling the rest of the guardian body and make a small playable scene. If you have an idea to make a good shader ( for an armor ), do not hesitate to contact me.
ref : http://www.manga-news.com/public/News%20jap/lcanime_final_pt.jpg
Got any character models yet?
What kind of game is this going to be?
Beserk : probably an action / rpg. We hope to have a quality render like Naruto ( PS3 ), a depth of field like Assassin's Creed and a graphic quality like Saint Seiya - lost canvas.
It's gonna be a amator's game, not in a commercial goal.
Thx for the replies
http://boards.polycount.net/showthread.php?p=984121
I don't if it's possible to have this effect on maya viewport, but in 3dsmax, it's a pretty light effect to display, don't worry. A basic "hard" shading texture + normal map / spec and shader's effects.
Actually, there's no shader on the pegasus box, still on Wip.
The wire is pretty uggly but obligatory to have a logical shading with the toon shader.
The neck is not textured, next step ... the rest of the body.
Click click for a full view ( sorry for the aliasing ).
I just made a ramp shader, based color on brightness.
and another ramp shader with the incandescence ramp based on viewing angle.
multiply these two and have the output go into the ambient color of your final output shader. this way you can still have specular, normals, and whatnot, but still get a good toon.
can anybody understand this???
and btw: this model is pure awesomeness!
sorry to spam your thread:poly136:
Edit: just realized that post is over a month old Doh!
glad you are still working on it crash!
Next step, zodiacal clock texturing ^^