If I'm not mistaken I just took the vertex color red channel and added that to the diffuse calculation.Sort of like this: diffuse = step(0, dot(normal, lightVec) + (vCol.r-0.5)*2.0); The step node is just for the two-tone lighting. I think I then used the diffuse data to lerp between a user defined light and dark color.
I don't see anything crazy there. Looks like regular models with all the lighting painted into the Diffuse. Plus some overall specular on some parts. It seems just very texture heavy and without much lighting.
I'm not sure how to record it. It looks decent as the light moves. Just gotta make sure that the shadowed version looks like an extension of the unshadowed one (unlike mine). Cause it looks like the shadowed version "grows" out of the unshadowed one. So it has to make sense. It's a very simple network, should take like…
Maybe I'm wrong id be but, and i think i got it:\, as somebody said before they are relying on 2d techniques heavily and i think the lights and shadows are faked , the reason of why the textures look so similar to the 2d sprites is because the light and the shadows parts are all embossed in one diffuse texture, there are…
Random thoughts and comments after all that: The stuff they do with the z-offset and modified perspective is both simple (well, for a programmer) and crazy. You can effectively use as many layers as you want as long as you're careful with z-buffer depth. I thought they'd be rendering to offscreen surfaces but this is way…
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…