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" :
So, after seeing posts like Justin Time, the unity hatsune miku model and the guilty gear video previews, why was DISNEY so excited to present their new engines that emulates 2D? You know, the one they used for their Paperman'' and ''Feast'' short films. They made it sound like it was big leap in terms of visuals when…
Disney seem pretty conservative to me when it comes to animation - you're better looking at shorts or other studios (Kaeloo, Cloudy, Salesman Pete, Shave It) for examples of more extreme 3d animation - what I've seen of GG doesn't look all that pushed compared to what's out there, especially with some nice noodle controls…
I believe a lot of it involves the technique and overall look of the end result. Disney's method allows for convincing textured strokes rather than just a normal solid line. I could be wrong but I also think their focus on on getting the render engine to get most if not all of the shading done, where there is a lot of…
doesnt look full 3d to me ... , especially Faust animation id change my mind if you can name the most advance disney 3d motion picture that can have that extreme deformation https://www.youtube.com/watch?v=sh1mEJtkRQI the only time they use full ingame 3d probably in close up cutscenes ( which is pretty much obvious from…
Disney's Meander is the conceptual inverse of cel shading: instead of making 3d models look like 2d drawings, it enables 2d drawings to tween like (and based on) 3d models, which gets rid of the old "flash look" of automatic 2d inbetweening. In other words, don't be mistaken, it covers a completely different use case, it…
Your last sentence says it all: what you're speaking about is a limitation of automatic tweening, not of vector-based 2D animation. Doing it frame by frame is exactly the same tedium whether on paper, bitmap or vectors. So the vector-based method doesn't have extra limitations; rather, it offers a tweening function that…
Hell yeah ! It looks so much more 2D-like when done like that, it's a very subtle effect but certainly noticeable. I think the human characters in Tron Uprising were animated this way : [ame="http://www.youtube.com/watch?v=yb3-FsWhYGQ"]TRON- Uprising - Official Trailer #2 - Disney XD (2012) - YouTube[/ame] Also I noticed…
And there we go. Same caveat as last time, there may be omissions or errors but hopefully not too many. If you notice any just tell me (and if you don't have a Polycount account bug me on Shoryuken or SA or wherever else I may be, same nick). Secrets of anime-like 3D graphics, part 2 Opening statement: you can slap toon…