Hi everyone, I'm making some R&D for an animation project I'm working on and I want to give to it anime-look. I've already read the whole discussion about GGXrd tecniques and I got how the tricks they use actually work and I want to replicate that tecnique whith some improvements that I think may work but there are a few…
As I wrote I already saw and read almost everything about GGXrd but thanks for the GDC conference official PDF link! (I missed that and I had just some low quality screens) I'd rather think that it must be possible somehow both in Maya and Max even if maybe it will require some coding. I'd like to go for real-time…
you'll have to get very clever to create something that'll both render offline and appear representative in the viewports. That said, you can write both object based and post process shaders for max - a combination of the two should allow you to get a pretty decent result with minimal effort. It's been a few versions since…
Check out the methods they used in Guilty Gear, they used Softimage but there isn't anything you can't do in 3ds or Maya too. https://www.youtube.com/watch?v=yhGjCzxJV3E http://www.ggxrd.com/Motomura_Junya_GuiltyGearXrd.pdf While Maya and Max support "render layers". You'd still have to composite in an external program.…