for the inside lines the UVs are square patches where the border may have a black line with a buncha textures that have straight black lines, there's no texture scaling in the screen so it maintains resolution the whole time if i recall correctly from the video
On Thu, Oct 29, 2015 at 12:56 PM, Eugene Flormata <eug...@flormata.com> wrote: > that's for the outline > > > On Thu, Oct 29, 2015 at 12:55 PM, Christian Freisleder <m...@buntepixel.eu> > wrote: > >> hey, >> >> to me it looks like it's a mesh clone with a push and inverted Normals >> with Backsides transparent. Black constant material on it. >> But I might be wrong. ;) >> >> Christian >> >> >> >> On 29/10/2015 20:24, Pierre Schiller wrote: >> >> Hello and good day. I came across this video: >> https://www.youtube.com/watch?v=D4T1cDJryOI >> Which basically shows how the guys on blender are making the realtime >> outline for a character like Guilty Gear´s game conference exposed. >> >> My question is regarding the method the guys on GG used to make the >> outline for the character on real time with a texture map. That part I >> can´t get my head around. >> Has anyone here on the list boarded this method to create thick-thin >> lines through a texture map? >> >> I´ve seen the entire GDC video over and over and they don´t (technically) >> explain on detail how they got it made on softimage. So I thought to share >> this video if anyone could point me to the right direction. >> >> Thanks >> Cheers. >> David R. >> >> -- >> Portfolio 2013 <http://be.net/3dcinetv> >> Cinema & TV production >> Video Reel <https://vimeo.com/3dcinetv/reel2012> >> >> >> >