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/3/ - 3DCG


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423614 No.423614 [Reply] [Original]

Which 3d engine has the most toon-like cell shading features?

>> No.423615

are we...are we being raided ? this is like the 10th toon-shading post i've seen in the last few days

>> No.423617

>>423615
Raiding wastelands is a shit idea. Nobody does it.

>> No.423620
File: 435 KB, 640x2287, 3 raiding.jpg [View same] [iqdb] [saucenao] [google]
423620

>>423615
duude..

>> No.423621
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423621

>>423614
You're gonna need to write your own shaders with custom falloff to create a decent looking toon shader. The default toon shader you're using is shit because it creates an outline by scaling the surface verts along a normal and use smoothing groops which cut faces and creates some ugly looking outlines.

>> No.423624

>>423615
That would mean that every post had been about toon shading in the last week.

>> No.423626

>>423614
This can be done in 3ds Max. I've experimented with cell shading using V-Ray. It's not great, but it works.

>> No.423629

>>423614
Jesus christ OP fix the ramp on your shader looks like they've got permanent pucker faces from the shading on the face.

>> No.423647

>>423615
no. 4chan is just filled of weebs who want to make their own naked anime shit

>> No.423661

>>423626
Guess OP meant game engine.

>> No.423662
File: 120 KB, 720x480, Comp_v001.jpg [View same] [iqdb] [saucenao] [google]
423662

Modo NPR kit

>> No.423663
File: 500 KB, 1920x1080, Render.jpg [View same] [iqdb] [saucenao] [google]
423663

>>423662

>> No.423664
File: 2.91 MB, 2560x1600, Env_Sketch.jpg [View same] [iqdb] [saucenao] [google]
423664

>>423663

>> No.423665
File: 62 KB, 500x750, andrew-howard_5620545[1].jpg [View same] [iqdb] [saucenao] [google]
423665

>>423662

>> No.423668

>>423662
>>423663
>>423664
He means game engines you fucking tool!

>> No.423669

>>423668
Thats fine just showing my results.

>> No.423677

>>423664
>those colors
Looks like it came out of a Western comic book.

>> No.423681

>>423664
Doesn't look like handdrawn at all.

>> No.423687

>>423615
because all people want out of /3/ is how to make simulated bouncy tits, and waifu simulations.

>> No.423749

>>423621
so then how do you do outlines?

>> No.423751

>>423749
fresnel, baby, fresnel

>> No.423755

>>423751
actually its not fresnel but i wont tell you what it is =)))))))))))))))

>> No.423756

>>423755
there there kiddo

>> No.423760

>>423756
Do the outline manually, don't rely on a shader. Duplicate faces then scale on normals, invert faces then set them all to the outline color of choice. Customize outline width by scaling different parts closer to the surface to create thinner outlines on different parts of the mesh.

Take a look at this model.
https://sketchfab.com/models/30378c577e2743d98e282c97cfdc3d38

Notice how the nose is a variable width with a visible outline that can still bee seen even when viewed head-on.

>> No.423761

>>423760
>https://sketchfab.com/

site is down, nigger

>> No.423766

>>423756
> kiddo
dawwww don't get mad so easily :}

>> No.424070

>>423687
So why don't you make a sticky for it? GAWD!

>> No.424347

>>423760
>outline made using inverted normals
>concave eyes for "bigness"
>flat pupils for lazy
>two outline meshes for the nose
Literally all that can be gathered from that model.
Nothing outstanding here.

>> No.424373

>>424347
Don't know what you were expecting he wanted an example of how to do the outline and that's what it is.

>> No.424394

Does anyone have those articles about art style in GG Xrd?

>> No.425094

>>423614
just fuck with material nodes