The biggest downside to this kind of shader is that it does not react to the hue of the lights around it. No matter if it's noon, dusk or night, the lighting will look the same. So far every video game found a way around this, I can't find a single way to get to that shading though.
It seems Maya won't develop any toon render stuffs as said on the comment somewhere on my other videos the future is going for real time render which is on game engine. So if it's about render be it NPR or PR it's going to be on game engine. No more time waste in shutter camera style and render farm - but there still some AE compositing for end result on animation/film.
I am using the same methods for my animations. I think the challenge is the lighting and angle of the character. It can easily looks weird if the lighting is placed wrongly.
+CHOO5D Animation I forgot where but there's a node thing called facing camera stuffs either in maya or mentalray. If you watch ajin notice the rim light on the characters, also with this it can create the same effect where the shade gonna be. But who need those since now the era of live2D :D
The thing is, which one can get more profits? cel shading toon or realistic render? Why some software dev even bother less profit feature? Reality is harsh reality is industry :) And mark my words: The future is going for game engine real time render be it game or animation. Though for animation for some quite time the final result post processing still in After Effects. Render is the past camtasia is the future LoL Cheers :)
It's a character pack for unity, right? Looks awesome, indeed. I'm researching for achieving a "guilty gear " look, hopefully in Maya's, which I'm more familiar with. If not, Unity's real time toon render should do the trick, followed by some After Effects adjustments. I'm trying to make it as close to real anime (organic) as possible but Maya's default toon render is a pain in the ass! Thanks for the feedback and keep up the great work!
+Daniel Norton /watch?v=ruCtzCet9KA If you can't get the link just browse on flying dog channel LOL at the watermark they censored it LOL Crack software LOL 3dsmax LOL
I only use humanIK and that's only for posing purpose. MMD and Unity-chan is one of good example if you wanna learn about rigging and making controller on a character - just download one to learn how it works.
Your outline is so smooth and crisp, that's always been my biggest problem
The biggest downside to this kind of shader is that it does not react to the hue of the lights around it. No matter if it's noon, dusk or night, the lighting will look the same.
So far every video game found a way around this, I can't find a single way to get to that shading though.
It seems Maya won't develop any toon render stuffs as said on the comment somewhere on my other videos the future is going for real time render which is on game engine. So if it's about render be it NPR or PR it's going to be on game engine. No more time waste in shutter camera style and render farm - but there still some AE compositing for end result on animation/film.
I am using the same methods for my animations. I think the challenge is the lighting and angle of the character. It can easily looks weird if the lighting is placed wrongly.
+CHOO5D Animation I forgot where but there's a node thing called facing camera stuffs either in maya or mentalray. If you watch ajin notice the rim light on the characters, also with this it can create the same effect where the shade gonna be. But who need those since now the era of live2D :D
Interesting, I didn't know about that node. Gota try it out, thanks!
it's interesting, I never use the ToonRender, but it's great
Why does Blender achieve so much better results in Toon rendering without the necessity of complex technical adjustments? That is, compared to Maya.
The thing is, which one can get more profits? cel shading toon or realistic render?
Why some software dev even bother less profit feature?
Reality is harsh reality is industry :)
And mark my words: The future is going for game engine real time render be it game or animation.
Though for animation for some quite time the final result post processing still in After Effects.
Render is the past camtasia is the future LoL
Cheers :)
Thank you for your answer! I have admired your work and tutorials for quite some time. Cheers!
You might learn about Unity-chan as well. Just google it :)
It's a character pack for unity, right? Looks awesome, indeed. I'm researching for achieving a "guilty gear " look, hopefully in Maya's, which I'm more familiar with. If not, Unity's real time toon render should do the trick, followed by some After Effects adjustments. I'm trying to make it as close to real anime (organic) as possible but Maya's default toon render is a pain in the ass! Thanks for the feedback and keep up the great work!
Last but not least you might check Live2D as well :)
thankful for your tutorial
Do you know how they render in Arpeggio of Blue Steel??
+Daniel Norton /watch?v=ruCtzCet9KA
If you can't get the link just browse on flying dog channel
LOL at the watermark they censored it LOL Crack software LOL 3dsmax LOL
how can i remove toon shader from my render
?
Namashite. Remove the node.
do you have any advise for rigging a character ?
I only use humanIK and that's only for posing purpose.
MMD and Unity-chan is one of good example if you wanna learn about rigging and making controller on a character - just download one to learn how it works.
sir can u tell me the render setting ?
Thank you good sir
But my character does not smooth, why?
Get a polish buffer, angle grinder, and some sand paper or polygon>mesh>smooth
It is best to animate the character first and then apply smooth?
Yep. The low poly smooth preview is for working and the real smooth version goes for rendering.