Lol, thank you D_Wall! Had some fun with zbrush's toon shading. I want to do more things with it :poly142: [ame]http://www.youtube.com/watch?v=GxsaSdVahv0[/ame]
It is moebius inspired in design, (helmet actually based on some artwork by Jan Buragay) but I mainly want to practice a more realistic detailed art style. Playing around with toon shaders definitely sounds fun for another project maybe.
I got my hand on max2010 and I really love the new functions for the viewport. Also tested the toon shader in it and for just a few minutes of playing around I really like the result
The black gouroud shading is taking away from the style. If you can get some more saturated shadows, it would look nicer. Some kind of toon shader, but with soft transitions maybe?
That explains something. Well you talked about DDO so I assumed it was textured, and those black toon shader lines made me wonder if it actually was something you did in DDO
The hair's cleanliness is causing alot of rendering issues with the toon material. Do you have a flat, netural clway render of the head? My suspicion is that you don't have super clean topology there.
Hey all, So a few month ago I decided to start doing toon style stuff just to get away from my normal realistic texturing and was hoping to get feedback on how I can improve or just general feedback. Here are 2 speed videos I made the other day. chicken coop - [ame=" https://www.youtube.com/watch?v=sA1HOxyS8QU"]chicken…
So now that I've looked into shader forge extensively enough to (kind of) know what I'm looking at, i guess what I'm hung up on now is semantics between code and node. I know I must seem really dense here, but I can't seem to put the right node connections to achieve a basic diffuse/toon shade (i.e. telling SF what parts…
Really cool stuff! It looks like it would be fun to play! I was up until 2am this morning playing it on the 360. I LOVE the shader that is used for the costume. It reminds me a toon render almost.