But this is all speculation. Has anyone on the list worked with this approach before? (thickness outline driven by weightmap?)
Cheers.

I have (in Maya), but the workflow is the same. For outlines apply thickness, invert, assign black shader. Controll thickness of outline with a weight map. For interior lines, simply paint them into the texture. Personally I don't like creating extra geometry for outlines so much, but it's one way of doing it. A good toon shader should give you better results and more control. Controlling mesh normals is also important if you want clean separation of lit and shadowed mesh areas, see https://vimeo.com/115104048 for reference (there's also a link to a tool streamlining mesh normals editing further down in the video's description)



On Thu, Oct 29, 2015 at 2:58 PM, Eugene Flormata <eug...@flormata.com> wrote:
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.

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