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>
>>
>>
>>
>

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