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408906 No.408906[DELETED]  [Reply] [Original]

I'm hoping I can find an artist here that'd like to help me out.

I've been working on a rendering pipeline for a game that takes 3d objects, and makes them look like sprites.
You can see it here:
http://jsfiddle.net/9Fd2f/4/show/
It's a work in progress right now. I still have lots more to do, like I shadows cast which are pixelated when they're cast by a "sprite-i-fied" mesh. I'm also going to add more to the scene to make it more like a game scene than a render test scene.

Anyway. I was hoping someone someone might want to help me with this by making a chibi girl model for it.
Sure this test shows how it works fine with these primitives, but it's not the same as really getting to see what it'd look like with a nice model that's made to be something in that style.

I'd post on some 3d forum but uhhh, well, I work on lewd things. This rendering pipeline and shaders that I'm working on is for a Hentai-RPG. Finding people that want to work on something that's adult is hard.
I want to have sprites since they leave more to the imagination, without looking all uncanny valley like 3d porn games tend to. But I want them to be 3D because with 3D models it's easier to add animations. I can have reflective "sprites" that reflect the 3d space around them since they're built from objects with vectors and normals. I can have scarfs or capes that have cloth physics. It's possible to dress up characters without new hand made or pre-processed sprites for each thing.

If anyone is actually interested and capable, what I need is just some chibi anime styled girl.
It can be like Ragnarok Online or Pokemon Trainer sprites, but 3d of course. I do like http://i.imgur.com/zW5FS7H.jpg these, but you can make whatever the fuck you want as long as it's a cute gril. Scifi, fantasy, magical girl, whatever.
I tried searching online, but everything I find is either shit, or you have to pay money before you can see if it's an actual game-usable model that's UV'd, rigged, etc.

>> No.408955

Nevermind, sort of. I found I can probably get models from the Unity Asset Store exported and in a useable format. Probably. It has much better models than what I found earlier, which are rigged and all.

I'm going to get some sleep and then see tomorrow.

>> No.408991

Nice work man.

>> No.409014

This could be amazing keep working on it and I will totally use it in a video. Def get you some exposure ;)

>> No.409041
File: 130 KB, 526x339, 1391949021858.png [View same] [iqdb] [saucenao] [google]
409041

>Hentai RPG
>3D
>Chibi style

You inchin in on my territory bruv?

All joking aside that shader is real fucking neato, reminds me of those old commodore demoscene music videos.

>> No.409067

>>409014
Well sure, as long as it isn't something you get paid for, or charge for.

Though it's not done. Like in the beginning it just looked like mosiac-ing, and it's taken a lot of tuning to make it look more deliberately like sprites with how it samples the colors.

I also need to make the pixels smaller when the object is further away.
I also had the idea of clamping the vectors to something like 22.5 or 45 rads on each dimension so it appears there's only 16 or 8 "sides" to it.
In games with sprites like Diablo2 and Ragnarok Online, there was only like 8 directions your character could face.
I can get a similar look by clamping the vertex normals relative to the camera, I imagine.

I want to get mesh animations working before I play with that, though.

I also have to stop trying to make it perfect at some point since this is just a test thing for me to finish later when I'm actually producing a game.

>> No.409073
File: 38 KB, 600x480, div)(div class=.jpg [View same] [iqdb] [saucenao] [google]
409073

>>408906

Here's a Chibi unimesh that has male and female morphs including genitals) it's for DAZ Studio but from DAZ you can export it in another form to use in different programs. The artist who made it has repeatedly said you can consider all his free stuff to be public domain to use however you want to so it would be okay to use in a game.

I don't know how low poly it is but you could always decimate it.

http://www.sharecg.com/v/73342/view/21/DAZ-Studio/Ghastlys-Ghastly-Chibi-REV-1.5

>> No.409101

>>409073
Looks ass doe.

https://www.assetstore.unity3d.com/#/content/8686 found this on Unity's Asset store. It even has a skirt to creep tentacles under.

>> No.409189

>>409101

You link isn't showing up.

As for the other figure you could always use a different texture map, and if it really is a unimesh you could just create your own FBM that looks the way you want it to.

>> No.409193

>>409189
The site isn't very Firefox friendly. Try Chrome instead.

Problem I see with that mesh is the clothes are part of the model instead of a separate mesh. If you're going to make a hentai game you're going to want to have your figures naked and in different fetish wear. I'd look for a chibi mesh that is a complete naked anatomically correct figure that you can put your own clothes on. Frankly I don't know why you don't just make one yourself. Not the hardest thing in the world to make.

>> No.409195
File: 7 KB, 650x553, depth-test.png [View same] [iqdb] [saucenao] [google]
409195

http://www.playlewd.com/game2/ I have her in there now, but yeah that model doesn't work well. Facial animations like the mouth and such wouldn't show up. Her head is too small.

I'm working on something so the pixelation will be less strong further away.
So it'll sample the depth, like in this picture, to change the size. It's a pain in the ass, though, because it sees that black background as a place to do a single pixel sample. So I have to sample in the area.
GPUs also hate break;s, so I'm worried about performance.

I'll eventually make a deferred renderer and might make my own webgl renderer instead of three.js, so perfromance is probably good enough if that's what it takes to get the look.

>>409193
I know. This is just for test renders to have things looking how I'd like. Actual models would come later.

>> No.409214

>>409195
You need something with a bigger head to body ratio. That's why many old sprite based games used chibi proportions to create more expressive characters

>> No.409234

>>409214
Well yeah, I was saying that earlier. But this is what I have to work with.

But there's also the thing where the more chibi something gets, the less fuckable it gets.

>> No.409236
File: 217 KB, 510x1325, 20060122.jpg [View same] [iqdb] [saucenao] [google]
409236

>>409234

>> No.409246
File: 84 KB, 440x352, CutenessRape.jpg [View same] [iqdb] [saucenao] [google]
409246

>>409234
The more chibi it is, the cuter it'll be.

more cuter it is.....well, pic related

>> No.409252

>>409246
ur fcken s1ck m8 i sw34r on me mumz lyf4

>> No.409256
File: 45 KB, 600x466, 1086767.jpg [View same] [iqdb] [saucenao] [google]
409256

>>409214
Not possible.

>> No.409304

>>409236
Oldfag detected.
Holy shit, the nostalgia.

>> No.409309

>>409304

He's one of us now. About a year ago he got into 3D. I've even seen posts here I'm sure are from him.

That one chibi figure that was posted here earlier in the thread is one of his.

>> No.409337

>>409309
No wonder those ball hands looked familiar.

>> No.409339
File: 38 KB, 485x914, near final.png [View same] [iqdb] [saucenao] [google]
409339

Here it is, mostly done.

Hanyo helped by getting the model exported to something I can use with webGL.

There's some bugs with the outline, especially when it comes to fog. It's not something I can really fix right now, though. Can't give much of a shit when I can't have a tentacle monster fucking a girl in it without the assets, anyway.

I just wanted to see that it's possible to get the look that I wanted.
The new thing can be seen here: http://www.playlewd.com/game2/

>> No.409353

>>409339
There's a seam running down accros the middle of her stomach I'm not sure if it's supposed to be intentional or a glitch of the shader.

>> No.409363

>>409337

Yeah Chibi Sue is an SD Chibi, the most dangerous of Chibis.

>> No.409387

>>409353
Na, it's a problem with the model.

>> No.409459

>>409236
>becomes a tranny
>drops the comic
of all the various webcomic disappointments I've had, that might have been the first
GGC was some pretty fun shit back in the day

>> No.409494

>>409459
Yeah, I remember that too. Though, looking back I don't like it as much as before.

Still, though, most people can't work on one thing forever.

>> No.409543

He says he's working on a new project and he's learning 3D so maybe he's either planning to bring back GGC in 3D or working on a GGC game or animated series.

>> No.410115
File: 17 KB, 179x305, feb15test.png [View same] [iqdb] [saucenao] [google]
410115

Hanyo got me another model that's more chibi, so it looks a bit better pixelated from a distance. Not as good as something that had the proper texturing for something that'd look like a sprite, though.
Also, not rigged or animated.

I added some things like the pixelation gets smaller the further away an object is, just like zooming in/out on a sprite would be.

I wanted to make better outlines than this Mount Oum bullshit, like by looking for edges in the normals, but I have having issues with normals.
There's also a bug where it'll draw outlines around objects overlapping them, when it should only do so when it's overlapping an object.
Darker toned color outlines instead of just black ones would have been nice too, but that's just more stuff I'll need to wait to get to later. At least I know how to in my head, and know it's possible now.

I wanted to make a mesh particle system with buffered geometries for some effects so I can do something like those thousands of particles in the UE4 demo that come together to make shapes, but with big blocky pixels, but that's going to take too long to get set up. I'll have to just get back to it later since I have other things to work on.

>> No.410128

This doesn't really look like a sprite, just a low resolution render.
You cant just add an outline and pixellate, and call it a sprite.
Have you tried palletisation?

>> No.410132

>>410128
Well yeah, I agree. I don't have an appropriate model with appropriate textures, so yeah it's not going to.

But getting that post process pixelation working, just on particular objects, and where non-pixelated objects would still overlap, was the tricky part I needed to make sure works.

An appropriate asset wouldn't have so much baked in lighting and small details, or so many spikey bits on the model.
It'd also have a mask on it over the colors that should be "stronger" when it comes to choosing which color to make the large pixel.
Right now it simply favors black, and ignores colors outside the box when making the pixelation. A mask for color strength would work similarly.

It just doesn't look like a sprite in the same way that most materials look fucked up with specular but no spec mask, I think. With the right assets and a little more tuning, it should. But trying to tune it with this asset is hopeless.

>> No.410134

>>410128
Oh, and as far as sampling from a pallet, to get a posterized look, I can't say I want that.

I mean you look at RO sprites, and they have lots of colors http://www.tophostgames.com/wp-content/uploads/2013/10/ragnarok-online-3rd-job3rd-job-for-ragnarok-online-burogu-blog-oa6vlttk.png

I'm not going for an 8bit look. I just want some 2d and pixelated looks. I still want it to look nice, and posterizing can be very noisy. In the end, I do want it to look good, and unique, while always avoiding uncanney-valley stuff.

I may end up actually losing the pixelation, but trying to make something that looks like actual good anime artwork like Kinu Nishimura's in motion instead of weird cell-shaded monstrosities with buggy outlines like Monty Oum's stuff, or whatever.
The thing is that art doesn't have straight lines like those ugly stencil outlines. I'd need something like a second, slightly larger model, with some rippling on it, that only renders around edges to get those nice hand drawn varied length lines, and a mask over the texture for details lines that just show based on a dot().
A post processing shader can making varried length lines "smartly" like that, because it only knows the information in that very frame, for that single pixel. You can sample more pixels, but it's expensive. You can't know what happened last frame unless you actually store and interpolate those frames. That's why a lot of post process, even in AAA games, are really noisy.

I'll have to wait until later to play around with it. Don't have assets now, anyway.

>> No.410192

>>410132
try this asset, no baked lighting
https://www.assetstore.unity3d.com/#/content/4921

>> No.410222

>>410192
>https://www.assetstore.unity3d.com/#/content/4921
It does have baked lighting, that's posterized. It'd look even worse having my own TF2 style of shading on something that has posterized shading on the texture.

It's fine though. I know in my head now that it'll look fine once I get the proper assets. I need to go back to working on my other game and other things.

>> No.410283

>>408906
Hey OP, that looks awesome! I'm wondering, what's the exact process you have to do the outlines? I was trying to write my own edge shader a while back, my process was basically checking a 3x3 box around every pixel, getting the min & max z-depth value, and calling that pixel an "edge" if the difference between the min and max was above a certain threshold. This worked pretty well as long as I stuck to a certain scene scale, but as soon as I was rendering giant scenes or tiny ones, the threshold would basically be irrelevant and my little trick fell apart.

>> No.410296

>>410283
It's simply sobel edge detection on the Z(depth)-Buffer.
Actually, it's a "distance buffer" that I'm using.

Originally, I was sampling 21 pixels in a circle like that, but sobel was nearly the same and a lot faster.

I was going to do sobel on the normals as well to find sharp bends, but the normals on the model are messed up.

The outlines really aren't ideal. Like the distance of a hand above her thigh isn't far enough.

But yeah, sounds like your issue was that the further your z-buffer is, the less precision you got.

I don't think the outlines are actually good now. I was going to redo them. But there's so many ways to do them that that isn't a problem.

One way would be to make a buffer of localized depth, so you'd get really high precision for every object (so an arm over a side will have enough precision to draw outlines for the arm), and to combine that with the depth buffer for the whole scene for drawing outlines over the more distant objects behind it.
Then you overlap normals outlines, and you should have something nice.
You could still have outlines not drawn with two separate objects being really close together, though. In which case you might want to add in stencil outlines as well if you want to be really anal about it.

>> No.410297

>>410283
Oh, and if you want to know how to render localized depth buffers, just do a smoothstep() with your first value being the closest vertex distance of the object, and the second value being the distance of the furthest vertex, and the last value being the depth of that particular pixel/fragment.