Heya!, I've recently been very inspired by Arc System Work's 3D anime models, their work in Guilty Gear and Dragon Ball Fighter Z is absolutely amazing and they blur the line between 3D and 2D nearly seamlessly. So I've been trying to figure out how to recreate it, but I've hit a wall in the process. I've understood…
Looking at the Mental Ray shader setup shown briefly in the Softimage video, it's really not even painting the Threshold like I initially thought. There's an incidence node supplying some basic grayscale information based on the location of existing scene lights (lit areas will be white while shaded areas will be black).…
Yupp! I tried that, it's good enough for clothes and simple objects, but something as complex as a face, that technique falls flat on its own, but thank you for the suggestion!
Guilty Gear baked vertex normal from a simpler mesh. Give it a try if Blender toon shade can pick that up. http://3.bp.blogspot.com/-kIFTNf68_YU/U9X6RkBS3XI/AAAAAAAAAxU/rKllj06qsA8/s1600/060.jpg
For what it's worth, the Softimage video doesn't show them painting the vertex normals. Instead its vertex colors, which I believe is controlling the 'Threshold' discussed earlier in the GDC video.