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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