Celshader
10-23-2004, 10:06 PM
I only used unReal once before, because I couldn't celshade the water (http://www.celshader.com/gallery/md/rosedrop.mov) I wanted any other way. Then I put unReal back on the shelf and didn't bother with it again until last night.
I'm not the most patient person when it comes to celshading, so I never did warm up to the complexity of the interfaces on BESM or unReal. When I want to see if a celshaded model's working or not, it's way faster for me to just slap on Super Cel Shader and Edges, tweak a handful of settings, and then hit F9. I also know the rules (http://www.celshader.com/gallery/kara/about4.htm) when it comes to Edges, so if the ink lines aren't working for me, I know how to fix the model in Modeler. When it comes to celshaded modeling, WireFrame Shade and the Hub are my bestest of friends.
However, recent threads on this forum reminded me that I still don't know of an easy way to get thick-to-thin ink lines that look great during an animation. The clean, technical pen look of Edges never offended me that much, because it reminded me of my favorite Japanese cartoons. However, I use a brush to ink my comic book characters, so my celshaded art (http://www.celshader.com/gallery/lore/) doesn't match my comic book art (http://www.celshader.com/lore/panels/08_08.gif).
Also, Edges can't trace the 2D outline of a 3D object, so you can't use Edges for the King Meanie's fluffy body (http://www.adlerandco.com/animation/bluemeanie.html) in Yellow Submarine or Merle's fluffy shoulders (http://www.animegalleries.net/album/643) in Escaflowne.
I don't know if I'd pay for a third party celshader plug-in or not. There were once two shareware celshader plug-ins for LightWave -- 3DD Standard CelShader (http://web.archive.org/web/20010302092840/www.3d-drawing.com/plugins/3ddstcel/index.html) and 3DD Edge TraceMan (http://web.archive.org/web/20010428202522/www.3d-drawing.com/plugins/edgetman/index.html) -- and I never bought them, even though they looked cool. However, unReal is free. I have no excuse for not learning unReal.
So, I downloaded the latest non-beta version (http://webclub.kcom.ne.jp/mb/dhm/plugin.htm#latest) -- 1.20d -- and started playing with it last night. The plug-in came with lots and lots of example scene files and models, and like a really smart person, I didn't look at any of them until after I'd spent three or four hours flying blind with the plug-in, first.
I still have a lot to learn, but so far I like what I see. I especially like ToonTracer's VisualEditor feature, which lets you quickly preview and tweak the edges before completing the render:
http://www.celshader.com/images/bboards/unReal/unRealVisualEditor.jpg
I like its ability to trace a 2D outline on a 3D object. I like the ability to apply multiple layers of inking to a group, and to activate/deactivate those layers. I like the ability to ink with an image. I like all the options, though it'll take me some time to learn them.
It's going to be some time before I learn how to model for unReal, though. First, I have to learn ToonTracer's exact technical rules. LightWave's built-in Edges follow a relatively tiny, fixed set of rules that are easy for me to remember while modeling. unReal's complex interface opens up a whole new can of worms. Until I understand unReal, I'll be modeling blind.
For example, I took my Lore model (http://www.celshader.com/gallery/lore/topology01.jpg) -- which I built for LightWave Edges -- and applied unReal's ToonTracer only to the model's hair. The rest of the head still uses LightWave Edges. You can see the results in this turnaround here:
http://www.celshader.com/gallery/lore/unRealTest03b.mov
A hair model that gave me the right LightWave Edges caused problems for unReal. I set unReal to trace only the 2D silhouette of the hair model, and it did...but the overlapping points in the back of the hair confused unReal. I guess one fix might be to merge the individual strands of hair in the back together...but it'll be a while before I learn all the rules of ToonTracer.
Still, I think the VisualEditor component's darned cool...a VIPER for ToonTracer inking. It makes learning the ToonTracer settings a lot easier.
I'm not the most patient person when it comes to celshading, so I never did warm up to the complexity of the interfaces on BESM or unReal. When I want to see if a celshaded model's working or not, it's way faster for me to just slap on Super Cel Shader and Edges, tweak a handful of settings, and then hit F9. I also know the rules (http://www.celshader.com/gallery/kara/about4.htm) when it comes to Edges, so if the ink lines aren't working for me, I know how to fix the model in Modeler. When it comes to celshaded modeling, WireFrame Shade and the Hub are my bestest of friends.
However, recent threads on this forum reminded me that I still don't know of an easy way to get thick-to-thin ink lines that look great during an animation. The clean, technical pen look of Edges never offended me that much, because it reminded me of my favorite Japanese cartoons. However, I use a brush to ink my comic book characters, so my celshaded art (http://www.celshader.com/gallery/lore/) doesn't match my comic book art (http://www.celshader.com/lore/panels/08_08.gif).
Also, Edges can't trace the 2D outline of a 3D object, so you can't use Edges for the King Meanie's fluffy body (http://www.adlerandco.com/animation/bluemeanie.html) in Yellow Submarine or Merle's fluffy shoulders (http://www.animegalleries.net/album/643) in Escaflowne.
I don't know if I'd pay for a third party celshader plug-in or not. There were once two shareware celshader plug-ins for LightWave -- 3DD Standard CelShader (http://web.archive.org/web/20010302092840/www.3d-drawing.com/plugins/3ddstcel/index.html) and 3DD Edge TraceMan (http://web.archive.org/web/20010428202522/www.3d-drawing.com/plugins/edgetman/index.html) -- and I never bought them, even though they looked cool. However, unReal is free. I have no excuse for not learning unReal.
So, I downloaded the latest non-beta version (http://webclub.kcom.ne.jp/mb/dhm/plugin.htm#latest) -- 1.20d -- and started playing with it last night. The plug-in came with lots and lots of example scene files and models, and like a really smart person, I didn't look at any of them until after I'd spent three or four hours flying blind with the plug-in, first.
I still have a lot to learn, but so far I like what I see. I especially like ToonTracer's VisualEditor feature, which lets you quickly preview and tweak the edges before completing the render:
http://www.celshader.com/images/bboards/unReal/unRealVisualEditor.jpg
I like its ability to trace a 2D outline on a 3D object. I like the ability to apply multiple layers of inking to a group, and to activate/deactivate those layers. I like the ability to ink with an image. I like all the options, though it'll take me some time to learn them.
It's going to be some time before I learn how to model for unReal, though. First, I have to learn ToonTracer's exact technical rules. LightWave's built-in Edges follow a relatively tiny, fixed set of rules that are easy for me to remember while modeling. unReal's complex interface opens up a whole new can of worms. Until I understand unReal, I'll be modeling blind.
For example, I took my Lore model (http://www.celshader.com/gallery/lore/topology01.jpg) -- which I built for LightWave Edges -- and applied unReal's ToonTracer only to the model's hair. The rest of the head still uses LightWave Edges. You can see the results in this turnaround here:
http://www.celshader.com/gallery/lore/unRealTest03b.mov
A hair model that gave me the right LightWave Edges caused problems for unReal. I set unReal to trace only the 2D silhouette of the hair model, and it did...but the overlapping points in the back of the hair confused unReal. I guess one fix might be to merge the individual strands of hair in the back together...but it'll be a while before I learn all the rules of ToonTracer.
Still, I think the VisualEditor component's darned cool...a VIPER for ToonTracer inking. It makes learning the ToonTracer settings a lot easier.
