I tried to post this a few days ago, but I had just joined, so I dont know if its related to that, but anyway, here it is again. Ive been watching this thread for a while as part of my masters project research stage, and I wasnt sure how successful I'd be at achieving the look I was going for, but I am now more confident…
Not sure if I'll be able to post, I just registered to get involved in this discussion so here goes... I've put this discussion in my favourites as I keep checking back to see whats new, and I am really amazed by everyones input so far...its been very helpful to my work on my masters which I'm currently doing, and is a…
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…
Timidy, there's no doubt that it's a 3D engine: it's UE, as prominently displayed in the trailers. The 3D is actually slightly visible during gameplay even beyond the KO animations (where the camera orbits around the finishing move) as the characters' perspective changes as expected as they move from left to right of the…
Yeah totally agree with Pior. This is a testament to hard work and co-ordination. Not only is this the best 2d simulation in games, it blows everything i've seen in actual animation before where they are using 3d to blend in with the 2d animation. Kind of interesting to see how wrong i was with the hand animated shadow map…
Nice job on the simplified normal bakes! I'm not 100% sure if you actually need to bake for this: explicitely setting vertex normals could work too if the polygon density is high enough The lighting bias map that chev describes (sounds like a good name to me; it's a bias that forces lighting to always go darker or lighter)…
I am going to say they animated in 3D using more of a 2D style of timing, hand animating the cloth(probably going down to vert level to make sure it had that look)... it is impressive for sure to get that 2D feel in a 3D package. It is hard. Not as simple as cutting frames out/stopping it from interpolating. Getting the…
well what i am saying is that it seems to me that its the shading which is allowing them to get away with modelling an anime head with the usual stylistic conventions of anime. It's just a theory, but i think that if you got that creepy Appleseed head and applied the same guilty gear techniques it wouldn't looks nearly as…
Let me just say that regardless of the techniques used here, this effect is now a precedent of what can be done in the style, so whether the animation system is done through hacks or clever programming is regardless. The simple fact is these guys have done something that hasn't been done before, and whether its smart…
Games like Sonic Rush operate entirely in 2d, look like they are rendered in 2d, but are actually rendered in 3d. This is because modern 3d art pipelines are much more flexible. This series has traditionally been 2d and it's a hallmark of the game's artistic direction that things are drawn in a certain way. They've put a…