I'm going to go out on a limb and say it's not that impressive just unique. They probably just stopped the engine from interpolating between keyframes, or wrote a script that made sure each frame had a certain amount of "air time". It still looks awesome though.
If you see the popping as implausible, that's just because of the nature of a stepped shading terminator: it's either shaded or not shaded because the value are clamped to 0 and 1. I agree that cell shading has never looked this good, but isn't that what it's all about and what we're trying to figure out? The simplified…
Well no it's not it, i am 95% sure what we are seeing in guilty gear is actually just hand touched up light maps that are swapped per pose. (i say just but that is still f**cking awesome) With shaders and multiple uv's its something that is achievable in stock udk i think. This is a novel solution to doing it real-time…
Yeah, the amount of work required is crazy ... To my knowledge the only game that came close to perfect fluidity (on some characters ! Not all ...) is SF3 Third Strike ... and this game was running at ... 384*224 ! Now the question is ... would the GGear tech help artists at creating such fluid animations but at much…
Yes. It's on scan page 43 and is in fact the method that Muzz and Pior debated and tested earlier, ie normals are tweaked by baking them from a proxy model (like that half capsule for Ramlethal's hair). They also have what's basically a baked ambient occlusion texture that helps them keep always-on shadows on some areas…
@Funtimes: I think you are misunderstanding how the outline is made. You create a copy of the entire 3D model, scale it up a bit (in edit mode using blender terms, so that you are leaving the object origin the same as the original model), and then invert the normals. (This makes the faces "point" inside the object.) With…