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For anime style you'll need a little more than just a few shaders. The models themselves need to be distortable and perspective-dependent.
by Nah0chei 8y ago
For anime style you'll need a little more than just a few shaders. The models themselves need to be distortable and perspective-dependent.
- uryga 8y agoI know very little about this field - why would a model need to be distorted to give an anime look? (Also, what does perspective-dependent mean in this context?)
- slazaro 8y agoRe: perspective-dependence: I'm assuming they meant that in actually hand-drawn anime, things like hairstyles or eyes are not realistic because they switch shapes and locations depending on the perspective (like, both eyes always visible even when almost-sideways, or hair spikes switching from left to right when the character turns, etc).
- e_proxus 8y agoGood, and incredible impressive, examples are recent entries into the Guilty Gear series, such as Guilty Gear Xrd: Revelator: https://www.youtube.com/watch?v=tY1RpK1vbTo https://www.youtube.com/watch?v=tY1RpK1vbTo https://www.youtube.com/watch?v=5z5-97rfHEg https://www.youtube.com/watch?v=5z5-97rfHEg https://www.youtube.com/watch?v=tHp3fmDypg0 https://www.youtube.com/watch?v=tHp3fmDypg0 One early example in the first video is the shell casing, which is replaced with a model that has some motion blur-like extensions.
- mpax 8y agoHere’s a short pdf breakdown of the shading tricks used in this game: https://www.dropbox.com/s/3ltkinwnmmzurjw/GuilltyGearXrd_shader.pdf?dl=0 https://www.dropbox.com/s/3ltkinwnmmzurjw/GuilltyGearXrd_sha...
- uryga 8y agoThanks! For anyone interested, I found a paper on the topic (pdf): "View-dependent geometry" [Paul Rademacher, 1999] https://www.cs.princeton.edu/courses/archive/fall00/cs597b/papers/rademacher99.pdf https://www.cs.princeton.edu/courses/archive/fall00/cs597b/p...
- deleted 8y ago[deleted]