REGARDING SABLE: Many comments mentionning Sable and suggesting that I check it out. I have tried to answer some of them but I'll consolidate everything here. I have played Sable before. I did intend to talk about it in the video, maybe do some sort of comparative analysis. In the end this project took a long time to make and I was getting tired of it, so I just finished and published the video, sans Sable. Art-wise, Sable looks great, definitely has a nice Moebius/Nausicaa feel to it, despite some compromises they probably had to make for it to work as full scale open world game, such as the treatment of lines, or addition of fog. They did a great job at making their style performant enough to render an actual game, which my prototype could not do (granted they probably had more time to spend on developing it than I did) Gameplay-wise, I was really excited to play Sable from the first day it was announced, and I think I even bought it on launch day. Ended up being a bit disappointed. Despite a few bugs and camera issues, the game feels a bit empty and it seems like eveyr time an NPC gives you a quest, you have to go on the other side of the world to find the one cave/tower/whatever where the McGuffin is, and then bring it back again. I'm not saying they're doing that to inflate the completion time, it's just a bit boring to me. I did not finish Sable, despite being a Sable preacher for litteral years before its release. Regardless, if you enjoyed playing it, good on you! I can totally understand that some people have different tastes than mine. Overall I'm really happy this game exists, it's always good to see some studios inovating in the rendering side (instead of chasing "more realistic" graphics)
Honestly the game is great but is missing something large... I can't even say more content because it's already got a lot of that. I just feel so isolated. All of these games are mostly single player and I feel completely lonely in them. If there's AI sometimes there's hardly any realistic conversations or everything goes your way instead of against what you want. I like challenges and problems in life.
Yeah it used to be a lot harder to do but now with Unity's full screen render pass feature, you can apply a shader to the entire image before it's sent to the screen. This allows you to apply basically any math to the color of each pixel, si the limit is now creativity (and performance)
@@Hixoltage well you're in luck it's available to Patreon supporters (link in the description). You don't have to become a regular supporter, if you're just interested in the one project you can pay once, grab it and cancel before the next payment
Thanks! The only texture really, is the crosshatch pattern thing, the rest is just shaders. Those wouldn't be super interesting for people to get from the asset store though. I think.
@@uselessgamedev nah nah my guy, you don’t understand how much people would love this. Even just for learning experience shaders are awesome. Great work!!
I didn't say it was easy, it was actually quite a lot of work and hours haha What I mean is it's a proof of concept, the thing wouldn't scale if you wanted to put it in an actual game, it's definitely not production ready. Making it so, making it actually performant enough, usable enoug, for a wide-ish public use would be maybe 100x the amount of work. I have plans for sharing the source code of projects though, and entire projects, I just need to find the right way to do it, so people might one day get their hands on it and try to adapt it for their projects
Learning what Moebius's style looks like makes me appreciate how well the game Sable replicated it. I was almost fooled into thinking it was a Sable screenshot on the first drawing with his signature style. This video is really enjoyable and well-made so far!
I've solved the wrapping problem if you're interested. 1: you can triplanar project the textures and make their tiling frequency equal to a number such as 200, divided by the z distance to camera (you'll have to play with values). This makes the texture appear to be the same size from all viewing distances. You can also multiply by the focal length so that if you zoom your lines won't get too big. I've done this in arnold for Maya, but I'm sure it's possible in realtime. 2. You can use camera projection but add/subtract the root of the z distance to the U or V coordinate. (you'll need multiple texture sets for your positive and negative X and Y normals... Also I get good results using motion vectors to switch on per frame jittered UV offsets in the texture placement. Things that don't move will hold their hatching, moving objects will appear as though drawn anew each frame. Also if you have motion activated deformers to jiggle anything moving relative to camera you get the hand drawn innacuracy (also a little post process distortion can't hurt). With those modifications it'll be perfect. I generally use procedurally generated stretched noises to create the lines that have a lot of information so that I can blend them smoothly from 0-1 in luminosity, before choking them to black and white pixels.... Hope that all made sense
@Useless Game Dev No prob. I've been working on this problem for a show and when I saw how close you were, I decided I'd give up the secret sauce. We'll be using stable diffusion or similar to generate our stylized graphics and everything else in a year or two anyway, so might as well get it out there.
As a french guy who grew up with metal hurlant (or the us version Heavy Metal) I’m just so pleased to see so many dedication to fit Giraud’s style! THANKS!
This is not only a wonderful video on texture, color and 3d model processing, but an impromptu history lesson on an art style that I absolutely love and had no idea where it came from! Thank you!
Such a great video! Very informative and entertaining. I loved how you animated adjusting the properties (like the outline getting wobblier or the cross-hatching moving up the sphere).
As a massive Moebius fan and newly 3D sculptor.. I find this absolutely amazing. A lot if it went over my head, but I hope to come back when I've gained more experience. This is crazy.
Seeing this video when the channel has just over 19k subs just means that I am very early with discovering a youtube channel that is going to grow atleast to the hundreds of thousands of subscribers. The knowledge, the way everything was explained and the editing show potential only a few people have. Sebastian Lague is the person I instantly tought of when watching this video and I hope your channel will grow just as much!
I work with 3D architetural rendering for almost 15years and on my off time always wanted to achieve this kind of looks to my renders ( since I lack the handrawing skills). your approach to shadows was exaclty what I always wanted. now all I have to do is to somehow embed this in 3dmax+corona. great work! maybe one day I'll make it to my future creature batlle game too.
Fascinating! I love the color addition and removal as you go through the hoops. It’s so clear when you miss, compared to other games where this is indicated with audio cues or hud alerts. Beautiful
this is really great. i have wanted to accomplish something like this for so long, but had no idea how. i especially love the crosshatch progressive shadowing! brilliant.
Not only did you break down a super cool shader, but you did it in a way that makes shaders as a *whole* much easier to understand. I look forward to screwing around with these ideas to make my own custom shaders! great video!
i love how artsy it makes everything look! it's super unique and it feels like you're in a comic book. Even just the crosshatching would be pretty cool as a unity asset ❤
My new favourite game dev channel posting my new favourite style of dev videos about my new favourite aspect of dev (shaders) featuring my oldest favourite artist!!!! THANK YOU
I have no idea how I found this. But I needed this. This is awesome and you have a great way of explaining and keeping it fun and interesting at the same time. Well done, sir!
Haha don't worry it took me a lot of trial and error to get to this result, and it's nowhere near perfect. I'd say I spent about 6 full days working on this (not counting the actual video stuff, like editing)
useless game dev??? I have a strange feeling, that this is going to be a revolutionary video inspiring others to try out these drawing-like renderers for games or even movies. Really great job.
One of the positive uses for AI I look forward to is helping translate a style to 3D, in combination with post-process effects like this. Basically real-time rotoscoping. The concept artist team creates 2D stylized images of various places in the game world, regular post-process is used to get basic changes in, and AI post-processes that to tweak finer details closer to the concept art style than is possible for normal shaders.
This video is really well done and explains the concepts in a way that makes it very easy to understand what the algorithm is actually doing. Knowing why code works the way it does is far more important than simply having access to the code (which is available all over the net). Good job on this one :)
Wow dude this is a fantastic RUclips video and what looks like series? Can't wait to binge the rest of your videos! Thanks for making them very clean organized and showcasing an extremely fascinating style!
Good work! In moebius work there isn't a lot of cross hatching though, and huge objects like your bg moutain would definitely have a vertical gradient. To show the separation between light and shadow you could just have a color change separated by a some little black dots/line instead of all this crosshatch. Good work again
Yes indeed. I kinda ran out of time (this project was eating my nights so I cut it short and just shipped the video) but there should indeed be a color change with a darker shade on the mountains. That's how Moebius did it when he moved to digital painting. The crosshatch was more for no-color single-pen stuff like _40 Days dans le Désert "B"_ He also made shadows with a single darker shape, outlined in black (see the example at 6:36). I did implement that, it's actually an option in the shader, but it didn't make it into the final cut of the video. Good catch though! Glad you liked the video
this is the first video im finding on this channel, literally my new fav channel you explain these concepts in a way that even i (minimal rendering/game dev experience) can understand and appreciate
This is amazing!!! Incredible video, and something I've never thought to do. I love your animation style, especially when your character walks across to different slides (1:42)
Thank you very much this was one of the harder things to do while editing this video. I'm slowly learning video editing and it's getting better with every video
This was an awesome experience to watch, even for me who does not understand a thing about shader programming. Really impressive style + very pleasant way of doing the video
I used to do a lot of Unity on my free time but over the years, I just stopped. Discovering your channel just gave me those vibes back again and it's so great. Your projects are awesome, your explanations crystal clear and the narrative is very well done, it's just interesting (on dirait le C'est Pas Sorcier de Unity ! :D) So thank you and congratulations, subscribed!
This is really impressive. I've just started learning about shader programming recently and the way you explain stuff is easy to digest and fun to listen to.
I'm a simple man. When I find a channel with good humor, clear presentation, well written scripts, and a strong grasp of the material... I like, subscribe, and ring the bell. Keep up the great work!
This is not just an amazing video on texture, color, and 3D model processing, but also an unexpected history lesson on an art style that I absolutely adore but had no clue about its origins. Thank you for enlightening me!
i can't believe you didn't mention Sable even once! great job btw! you can really boost up the shadows by making them have a blueish tint and desaturate the underlying color.
this is incredibly cool and really really informative !!! ive always struggled with shaders while programming, so seeing how blur methods can be used to get the borders of 3D objects is really eye-opening. it puts me in the right mindspace to understand how shaders even work
I was looking at your video thinking "hey, fair enough, quite a good job." Then, your game steps in. 🧐 Still not impressed. Then, you moved. 🤯 KABOOM! I was blown away, I was teleported in Moebius artWork. So congratulations for your ideas and good work!
Loved it ! As a french artist I really enjoy the work of Moebius and he still is a massive inspiration for me. As for your shading system, a way to improve it would be to make the shadow lines follow the direction of the objet they are casted to. For example: a wall would have vertical lines on it, grounds would have horizontal lines, diagonal lines for slopes, even curved lines for curved objects. For artists this way of drawing shadow helps giving a better understanding of space in the image.
Man there is so much knowledge and expertise people have when building games. I’m over trying to get inspired and build my own games, and I’m just seeing so much stuff I could do, but alas there is too much to do
Yeah I feel you, it does feel overwhelming and to be honest it never stops, I've been in the industry for years and it still feels like I will never "master" game development. Even on youtube there are people who make content that is so precise, so skilled, that I think I can never match their level (and sadly most of these people don't have the number of subscribers they deserve). On the bright side, once you know it's impossible to master the entirety of the production pipeline because what you see is many experts who are skilled in one specific area, you can embrace that, and either decide to be a generalist (jack of all trades, master of none, oftentimes better than a master of one) or an expert. Start small, make small steps, learn along the way. These youtube videos are small projects compared to full games but they help me learn about specific topics without the hassle of building a complete "product" around them. I learned a ton since I started, and it shows in my actual work too :)
THANK YOU SO MUCH FOR THIS! A few weeks ago I was trying to get an edge shader working like Sable for my game 'Growth', and there's like no good resources out there on how to do it, until you made this video. You've earned a new sub!
There is a very good series on outlines by Ned Makes Games in the description, his video on Sobel is, imo, the best resource for Unity on the subject (even though the setting up part is a bit obsolete now that the Full Screen Render Feature exists)
Really enjoyed this video. Even though I know nothing about 3D rendering, Moebius is my all-time favorite artist and your commentary was informative, high quality and entertaining.
Thank you for the video! I have always loved this style and now you inspired me to try and implement it in my own game :) Really glad I found your channel
This is a great video, I really love how you simplified the technical stuff and how the shaders work and made it easily understandable. I really appreciate the effort you put into that video.
I was looking for exactly this recently. RUclips must have noticed and it suggested this video today. A very fun and clever video. And I too love Sable’s aesthetic, but unlike you I loved the gameplay as well! Thank you so much.
Thanks a lot! I'm assuming you're mentioning Dune specifically because you know about Moebius' history, but just in case you don't, he did work on the unfinished Jodorowsky's Dune movie
I didn't know your channel and the quality of this just amazed me. I went to your patreon thinking you would have 1000+ patreons. This is really good content, keep going :)
This looks fantastic, and the process was really interesting. So many interesting rendering styles are possible for 3D games, and I hope to see more games exploring them in the future.
THIS!..... It's THIS ART STYLE!!!! 😭😌 I have been obsessed and fascinated with this style yet I didn't know it's name. So detailed, yet so simple. Now I can sleep peaceful knowing what it's called. And an amazing video showing how to implement it in game design. Will definitely be using in some future project. ☺
Great! The Moebius rabbit hole is super interesting, if you start digging you'll see he worked on films like Alien, and was good friends with Miyasaki. There's a lot of really cool stuff to see!
Yep I really like this idea of just putting more lines to make it seem darker. And coming up with the "4 textures in 1" thing by myself felt great (even though I bet many people do this to optimize games)
Check out Sable if you haven't, it's not exactly the same, they had to compromise to make a full scale game but in a way they achieved a better result I'd say. Gameplay-wise it was a bit of a disappointment but the art is nice
That's some pretty impressive stuff. It actually looks quite a bit like Moebius drawings. I think the thing that most detracted from that special feel of his drawings were the grain filter. But considering how unique and personal his style is even though it's achived with just subtle nuances, I imagine it's very easy to miss the mark totally on such a project.
wow!! this is perfectly tuned to a specific demographic of game dev and it's absolutely amazing for that. wonderfully explained and nice visuals to match :) you better believe i'm following you on itch now :)))
That's pretty good. I nearly met Moebius once - I turned down a trip to Angouleme not realising that he was going to be there; turned out to be the last time before he died :(
Discovered this video from my recommended feed. An absolute great watch! I've been interested in shaders lately and this video was very interesting. Well done, will be watching more of your content (:
REGARDING SABLE:
Many comments mentionning Sable and suggesting that I check it out. I have tried to answer some of them but I'll consolidate everything here.
I have played Sable before. I did intend to talk about it in the video, maybe do some sort of comparative analysis. In the end this project took a long time to make and I was getting tired of it, so I just finished and published the video, sans Sable.
Art-wise, Sable looks great, definitely has a nice Moebius/Nausicaa feel to it, despite some compromises they probably had to make for it to work as full scale open world game, such as the treatment of lines, or addition of fog. They did a great job at making their style performant enough to render an actual game, which my prototype could not do (granted they probably had more time to spend on developing it than I did)
Gameplay-wise, I was really excited to play Sable from the first day it was announced, and I think I even bought it on launch day. Ended up being a bit disappointed. Despite a few bugs and camera issues, the game feels a bit empty and it seems like eveyr time an NPC gives you a quest, you have to go on the other side of the world to find the one cave/tower/whatever where the McGuffin is, and then bring it back again. I'm not saying they're doing that to inflate the completion time, it's just a bit boring to me.
I did not finish Sable, despite being a Sable preacher for litteral years before its release. Regardless, if you enjoyed playing it, good on you! I can totally understand that some people have different tastes than mine.
Overall I'm really happy this game exists, it's always good to see some studios inovating in the rendering side (instead of chasing "more realistic" graphics)
I actually thought about Obra Dinn first while watching this video, I completely forgot about Sable.
would've been nice to see some mention of it but i understand u not wanting to pad out the video w unnecessary comparisons
@@notyourbusiness4169 i legit don't know what you're talking about? I finished the entire game and cannot understand what you mean lol
Honestly the game is great but is missing something large... I can't even say more content because it's already got a lot of that. I just feel so isolated. All of these games are mostly single player and I feel completely lonely in them. If there's AI sometimes there's hardly any realistic conversations or everything goes your way instead of against what you want. I like challenges and problems in life.
@@notyourbusiness4169 Is the political correctness in the room with you right now?
I've always wondered how most filters that can completely change a scene work and this has certainly enlightened me
Yeah it used to be a lot harder to do but now with Unity's full screen render pass feature, you can apply a shader to the entire image before it's sent to the screen.
This allows you to apply basically any math to the color of each pixel, si the limit is now creativity (and performance)
@@uselessgamedev What?
No radiosity?!! JK ;)
Great stuff sir!
acerola is another great channel for this kind of thing
@@tunacellis we need more shadingtubers
@@Hixoltage well you're in luck it's available to Patreon supporters (link in the description).
You don't have to become a regular supporter, if you're just interested in the one project you can pay once, grab it and cancel before the next payment
Dude, if you aren’t going to make a full scale game with this texture, you should release it to the unity asset store.
Also, your videos are great!
Thanks! The only texture really, is the crosshatch pattern thing, the rest is just shaders. Those wouldn't be super interesting for people to get from the asset store though. I think.
@@uselessgamedev nah nah my guy, you don’t understand how much people would love this. Even just for learning experience shaders are awesome. Great work!!
@@uselessgamedev I shall tell you what I always tell my kids: just because it's easy for YOU, doesn't mean it's easy.
I didn't say it was easy, it was actually quite a lot of work and hours haha
What I mean is it's a proof of concept, the thing wouldn't scale if you wanted to put it in an actual game, it's definitely not production ready. Making it so, making it actually performant enough, usable enoug, for a wide-ish public use would be maybe 100x the amount of work.
I have plans for sharing the source code of projects though, and entire projects, I just need to find the right way to do it, so people might one day get their hands on it and try to adapt it for their projects
@@uselessgamedev sell it anyway, lol
High Quality dev vids like this deserves hundreds of thousands of subs.
Thanks! I'll keep making them and trying to improve. Still a lot of topics left in my "videoIdeas.txt" file!
@@uselessgamedev yes pleeeaase. just keep posting and the youtube algorithm will be kind. already subscribed and waiting for the next one! :)
High quality comments like this deserve thousands of up votes
@@KevinTan this already has more views than the rest of his channel, this is his breakout video
@@uselessgamedev Get ready for your channel to blow up. id start a patreon and set aside extra time for RUclips, you've got a lot of talent and humor.
Learning what Moebius's style looks like makes me appreciate how well the game Sable replicated it. I was almost fooled into thinking it was a Sable screenshot on the first drawing with his signature style. This video is really enjoyable and well-made so far!
*Morbius
@Mozarella_king *Obama
@@E_Fig05 watermelon*
I've solved the wrapping problem if you're interested. 1: you can triplanar project the textures and make their tiling frequency equal to a number such as 200, divided by the z distance to camera (you'll have to play with values). This makes the texture appear to be the same size from all viewing distances. You can also multiply by the focal length so that if you zoom your lines won't get too big. I've done this in arnold for Maya, but I'm sure it's possible in realtime. 2. You can use camera projection but add/subtract the root of the z distance to the U or V coordinate. (you'll need multiple texture sets for your positive and negative X and Y normals... Also I get good results using motion vectors to switch on per frame jittered UV offsets in the texture placement. Things that don't move will hold their hatching, moving objects will appear as though drawn anew each frame. Also if you have motion activated deformers to jiggle anything moving relative to camera you get the hand drawn innacuracy (also a little post process distortion can't hurt). With those modifications it'll be perfect. I generally use procedurally generated stretched noises to create the lines that have a lot of information so that I can blend them smoothly from 0-1 in luminosity, before choking them to black and white pixels.... Hope that all made sense
That's very interesting I'll definitely check it out! Thanks for taking the time to write all this!
Just commenting so that I can reference this later :P Great writeup!
@Useless Game Dev No prob. I've been working on this problem for a show and when I saw how close you were, I decided I'd give up the secret sauce. We'll be using stable diffusion or similar to generate our stylized graphics and everything else in a year or two anyway, so might as well get it out there.
Nice! Congrats
@M M youtube ate my reply! I have some shorts uploaded that show it off. Otherwise I can whip together some examples.
As a french guy who grew up with metal hurlant (or the us version Heavy Metal) I’m just so pleased to see so many dedication to fit Giraud’s style! THANKS!
This is not only a wonderful video on texture, color and 3d model processing, but an impromptu history lesson on an art style that I absolutely love and had no idea where it came from! Thank you!
Crazy how much just the shader of a game can influence it's appeal, looks so cool
Such a great video! Very informative and entertaining. I loved how you animated adjusting the properties (like the outline getting wobblier or the cross-hatching moving up the sphere).
Glad you enjoyed it!
The color / b&w swap going through the archways is genius.
As a massive Moebius fan and newly 3D sculptor.. I find this absolutely amazing. A lot if it went over my head, but I hope to come back when I've gained more experience.
This is crazy.
Then you should check out sable.
bro just casually made the best hand drawn looking filters ever, and a racing game too.
Seeing this video when the channel has just over 19k subs just means that I am very early with discovering a youtube channel that is going to grow atleast to the hundreds of thousands of subscribers. The knowledge, the way everything was explained and the editing show potential only a few people have. Sebastian Lague is the person I instantly tought of when watching this video and I hope your channel will grow just as much!
the reflections at 7:55 look sick, I think if you were to make a nighttime city track where you whizz past street lamps it'd look absolutely stellar
I was just thinking the same!
It looks so good, i really like the lined shadows!
Every frame looks drawn!
Thank you! The wiggly line effect does most of the work, I'm quite happy with how it turned out
I work with 3D architetural rendering for almost 15years and on my off time always wanted to achieve this kind of looks to my renders ( since I lack the handrawing skills).
your approach to shadows was exaclty what I always wanted.
now all I have to do is to somehow embed this in 3dmax+corona.
great work! maybe one day I'll make it to my future creature batlle game too.
This is so cool! As an animation student I'd love to see a movie in this style
Fascinating! I love the color addition and removal as you go through the hoops. It’s so clear when you miss, compared to other games where this is indicated with audio cues or hud alerts. Beautiful
That crosshatch texture was so brilliant
this is really great. i have wanted to accomplish something like this for so long, but had no idea how. i especially love the crosshatch progressive shadowing! brilliant.
Not only did you break down a super cool shader, but you did it in a way that makes shaders as a *whole* much easier to understand. I look forward to screwing around with these ideas to make my own custom shaders! great video!
i love how artsy it makes everything look! it's super unique and it feels like you're in a comic book. Even just the crosshatching would be pretty cool as a unity asset ❤
My new favourite game dev channel posting my new favourite style of dev videos about my new favourite aspect of dev (shaders) featuring my oldest favourite artist!!!! THANK YOU
This is so insanely cool, what an incredible video. Please consider releasing this publicly :D
I have no idea how I found this. But I needed this. This is awesome and you have a great way of explaining and keeping it fun and interesting at the same time. Well done, sir!
Thank you very much for your kind words
That is a really cool effect! Id love to do more shader experiments like this.
I tried this 2 years ago and never got anything satisfactory. You did it in an 8 minute video. Soul crushing and great to see.
Haha don't worry it took me a lot of trial and error to get to this result, and it's nowhere near perfect. I'd say I spent about 6 full days working on this (not counting the actual video stuff, like editing)
useless game dev??? I have a strange feeling, that this is going to be a revolutionary video inspiring others to try out these drawing-like renderers for games or even movies. Really great job.
One of the positive uses for AI I look forward to is helping translate a style to 3D, in combination with post-process effects like this. Basically real-time rotoscoping. The concept artist team creates 2D stylized images of various places in the game world, regular post-process is used to get basic changes in, and AI post-processes that to tweak finer details closer to the concept art style than is possible for normal shaders.
This video is really well done and explains the concepts in a way that makes it very easy to understand what the algorithm is actually doing. Knowing why code works the way it does is far more important than simply having access to the code (which is available all over the net). Good job on this one :)
Good job, and thanks for trying to reproduce Moebius' work in 3D. I really adore his work and like how your work looks.
Wow dude this is a fantastic RUclips video and what looks like series? Can't wait to binge the rest of your videos! Thanks for making them very clean organized and showcasing an extremely fascinating style!
Good work!
In moebius work there isn't a lot of cross hatching though, and huge objects like your bg moutain would definitely have a vertical gradient. To show the separation between light and shadow you could just have a color change separated by a some little black dots/line instead of all this crosshatch.
Good work again
Yes indeed. I kinda ran out of time (this project was eating my nights so I cut it short and just shipped the video) but there should indeed be a color change with a darker shade on the mountains. That's how Moebius did it when he moved to digital painting. The crosshatch was more for no-color single-pen stuff like _40 Days dans le Désert "B"_
He also made shadows with a single darker shape, outlined in black (see the example at 6:36). I did implement that, it's actually an option in the shader, but it didn't make it into the final cut of the video. Good catch though! Glad you liked the video
this is the first video im finding on this channel, literally my new fav channel
you explain these concepts in a way that even i (minimal rendering/game dev experience) can understand and appreciate
This is amazing!!! Incredible video, and something I've never thought to do. I love your animation style, especially when your character walks across to different slides (1:42)
Thank you very much this was one of the harder things to do while editing this video. I'm slowly learning video editing and it's getting better with every video
This was an awesome experience to watch, even for me who does not understand a thing about shader programming.
Really impressive style + very pleasant way of doing the video
Very neat shaders, I would only explore the scenery by car instead of racing haha
I used to do a lot of Unity on my free time but over the years, I just stopped.
Discovering your channel just gave me those vibes back again and it's so great. Your projects are awesome, your explanations crystal clear and the narrative is very well done, it's just interesting (on dirait le C'est Pas Sorcier de Unity ! :D)
So thank you and congratulations, subscribed!
Merci beaucoup c'est très sympa !
I had no idea this was where the inspiration for Sable’s art style came from! I love how even the name of that game seems to be based on “Sobel”
This is really impressive. I've just started learning about shader programming recently and the way you explain stuff is easy to digest and fun to listen to.
I'm a simple man. When I find a channel with good humor, clear presentation, well written scripts, and a strong grasp of the material... I like, subscribe, and ring the bell. Keep up the great work!
This is not just an amazing video on texture, color, and 3D model processing, but also an unexpected history lesson on an art style that I absolutely adore but had no clue about its origins. Thank you for enlightening me!
i can't believe you didn't mention Sable even once!
great job btw! you can really boost up the shadows by making them have a blueish tint and desaturate the underlying color.
This man really breaking down a masters artstyle and reconstructing it from the ground up (in a granted simplified manner)
IN 3D
I loved when Jean Giraud said "It's Moebin time" and Moebed all over those guys.
this is incredibly cool and really really informative !!! ive always struggled with shaders while programming, so seeing how blur methods can be used to get the borders of 3D objects is really eye-opening. it puts me in the right mindspace to understand how shaders even work
It’s moebing time
I was looking at your video thinking "hey, fair enough, quite a good job." Then, your game steps in. 🧐 Still not impressed. Then, you moved. 🤯 KABOOM! I was blown away, I was teleported in Moebius artWork. So congratulations for your ideas and good work!
morbius shaders
𓆏
One morbillion shaders
It’s morbin time!
@@dynogamergurlRICK AND MORBIN
my dyslexic ass be like
So interesting and well realised!! I wish you the best on RUclips, you gonna become big in no time!
Jean Morbius Giraud
It's moebin' time
I’m glad this vid was recommended. I was wondering how Sable’s art was made and now I know. Also glad to learn about Moebius and his influence.
If you want an existing game heavily inspired by Moebius's artstyle, "Sable" is for you.
Loved it ! As a french artist I really enjoy the work of Moebius and he still is a massive inspiration for me.
As for your shading system, a way to improve it would be to make the shadow lines follow the direction of the objet they are casted to. For example: a wall would have vertical lines on it, grounds would have horizontal lines, diagonal lines for slopes, even curved lines for curved objects. For artists this way of drawing shadow helps giving a better understanding of space in the image.
I love that part in Moebuis when he said "It's Moebin' time" and then he Moebed all over those guys
My god you have no idea how much it makes me happy seeing the final product. This is frikkin amazing man. You are awesome and deserve more subs !!
Thanks for that, and for knowing Mr. Giraud.
Much respect and love from both France and Japan.
Man there is so much knowledge and expertise people have when building games. I’m over trying to get inspired and build my own games, and I’m just seeing so much stuff I could do, but alas there is too much to do
Yeah I feel you, it does feel overwhelming and to be honest it never stops, I've been in the industry for years and it still feels like I will never "master" game development. Even on youtube there are people who make content that is so precise, so skilled, that I think I can never match their level (and sadly most of these people don't have the number of subscribers they deserve).
On the bright side, once you know it's impossible to master the entirety of the production pipeline because what you see is many experts who are skilled in one specific area, you can embrace that, and either decide to be a generalist (jack of all trades, master of none, oftentimes better than a master of one) or an expert. Start small, make small steps, learn along the way.
These youtube videos are small projects compared to full games but they help me learn about specific topics without the hassle of building a complete "product" around them. I learned a ton since I started, and it shows in my actual work too :)
Six years ago I wanted to make this concept but didn't know how. Then Sable came out and it was so beautiful, exactly as I imagined it.
THANK YOU SO MUCH FOR THIS! A few weeks ago I was trying to get an edge shader working like Sable for my game 'Growth', and there's like no good resources out there on how to do it, until you made this video. You've earned a new sub!
Also seconding the people saying to release the shaders on the asset store, if you do I will 100% buy it!
There is a very good series on outlines by Ned Makes Games in the description, his video on Sobel is, imo, the best resource for Unity on the subject (even though the setting up part is a bit obsolete now that the Full Screen Render Feature exists)
Really enjoyed this video. Even though I know nothing about 3D rendering, Moebius is my all-time favorite artist and your commentary was informative, high quality and entertaining.
Thank you for the video! I have always loved this style and now you inspired me to try and implement it in my own game :) Really glad I found your channel
Thank you! Good luck on your implementation!
This is a great video, I really love how you simplified the technical stuff and how the shaders work and made it easily understandable. I really appreciate the effort you put into that video.
Thank you! Glad you liked it
Wow, smart implementation, it looks so cool!
Hey, I'm pretty new to you're channel but It's so interesting and helpful to see how these shaders are made. Hope you keep up the great work!
Awesome tech! That's why I keep learning CS related areas, making a world that can fully satisfied the visualization of my imagination, great work!
Cross hatching following the curves of objects would really be the difference between really good and amazing. I can’t un-see how good that would be.
Yeah I know it would be game-changing. Someone in the comments added a suggestion on how to do this, I'll have to try it at some point
I was looking for exactly this recently. RUclips must have noticed and it suggested this video today. A very fun and clever video. And I too love Sable’s aesthetic, but unlike you I loved the gameplay as well! Thank you so much.
I’ve been studying möbius for a few weeks now, really love his work. Glad I found this video nice job
your style of teaching is incredible
I've been trying to educate myself in comics and webcomics, and just by that standard of replicating the art style, this is amazing.
This is incredible! Well done! I think this means someone like yourself could make Dune in Moebius' style as an animated film!
Thanks a lot! I'm assuming you're mentioning Dune specifically because you know about Moebius' history, but just in case you don't, he did work on the unfinished Jodorowsky's Dune movie
Just wow. Cant imagine your thought process on this. Please keep up the good work. I want to be like you!!!
Wow this video blew up! Congratulations, you deserve it!
I didn't know your channel and the quality of this just amazed me. I went to your patreon thinking you would have 1000+ patreons. This is really good content, keep going :)
Thanks a lot! The channel is still young but it's growing steadily
Amazing effects! Great job and I really loved the explanation of the sobel filter.
Absolutely stunning! Adore how you creatively leverage Unity's systems in atypical ways to achieve your vision!
This looks fantastic, and the process was really interesting.
So many interesting rendering styles are possible for 3D games, and I hope to see more games exploring them in the future.
Amazing work! First time got confidence to get into unity shaders, great work man
Good luck! It's hard work but it's very rewarding
I got so excited as soon as u said u can play this, it looks so satisfying and chill ♡
All the concepts were so well described, and the editing was perfect. Loved everything about this video!
Thank you! There's a lot of iteration on the script to try and keep it concise, it's nice to see it still gets the points across
This looks fantastic! It's exactly what I think about when I see a 3D scene is going to look 2D.
This art style is so nice. I would love to see more games like this!
THIS!..... It's THIS ART STYLE!!!! 😭😌
I have been obsessed and fascinated with this style yet I didn't know it's name. So detailed, yet so simple. Now I can sleep peaceful knowing what it's called.
And an amazing video showing how to implement it in game design. Will definitely be using in some future project.
☺
Great! The Moebius rabbit hole is super interesting, if you start digging you'll see he worked on films like Alien, and was good friends with Miyasaki. There's a lot of really cool stuff to see!
the concept art style you've selected for your game is gorgeous I can't wait to hear more about your doohicky vigi game
SERIOUSLY! The crosshatch solution is insanely simple and genius!
Yep I really like this idea of just putting more lines to make it seem darker. And coming up with the "4 textures in 1" thing by myself felt great (even though I bet many people do this to optimize games)
We definitely need more moebius inspired media
I'm am very happy that you are getting so much traffic to your channel and videos!
Reminds me in some ways of the art style of that game Tiny and Big: Grandpa's Leftovers
Man i’m baffled, the shader really does give it a nice illustrated feel. A whole game in this style would be an incredible experience.
Check out Sable if you haven't, it's not exactly the same, they had to compromise to make a full scale game but in a way they achieved a better result I'd say.
Gameplay-wise it was a bit of a disappointment but the art is nice
That's some pretty impressive stuff. It actually looks quite a bit like Moebius drawings. I think the thing that most detracted from that special feel of his drawings were the grain filter. But considering how unique and personal his style is even though it's achived with just subtle nuances, I imagine it's very easy to miss the mark totally on such a project.
wow!! this is perfectly tuned to a specific demographic of game dev and it's absolutely amazing for that. wonderfully explained and nice visuals to match :) you better believe i'm following you on itch now :)))
Glad you liked it!
yo you've just been on my home page and this is the first vid i see from you and i love it, keep up that great work man
That looks outrageously awesome. This is some sick work dude
This is beautiful: awesome style, nice technical shader work and nicely explained. Great job!
Amazing work! Very underrated channel. Subscribed!
Thanks and welcome!
“Although it might be feasible… not by me!” I feel you, bro! Hahah great video! Subscribed
That's pretty good. I nearly met Moebius once - I turned down a trip to Angouleme not realising that he was going to be there; turned out to be the last time before he died :(
Discovered this video from my recommended feed. An absolute great watch! I've been interested in shaders lately and this video was very interesting. Well done, will be watching more of your content (:
Super cool! I have actually been looking for sketchy, hand-drawn shaders recently. Awesome video!
Theres nothing shared except the video though?