View Full Version : celshaded again
squidinc 08-17-2003, 03:38 PM hehe, another cel shaded robot, it doesn't look drawn but I quite like how it came out, yay :D
http://www.squidinc3d.co.uk/gallery/91a.jpg
http://www.squidinc3d.co.uk/gallery/91b.jpg
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ODoul
08-17-2003, 03:42 PM
You got style, man. If I was a chick, I'd ask you to father my babies. -- 3d_e
eokorie
08-17-2003, 03:43 PM
U do have a serious knack for designing robots.... good job....
Any tips on the celshader? :beer: :thumbsup:
squidinc
08-17-2003, 03:48 PM
it's this one :)
www.squidinc3d.co.uk/cgremote/cartoon-shader.c4d (http://www.squidinc3d.co.uk/cgremote/cartoon-shader.c4d)
bobtronic
08-17-2003, 03:51 PM
Cool !!! That looks great. I remember this robot
finally you made a head. I would say some sort
of grafiti style.
Bob
zendari
08-17-2003, 03:54 PM
where did you get that cartoon shader.
very cool. I like the way they work together 3D and cel shade:thumbsup:
squidinc
08-17-2003, 03:58 PM
it's based on an idea kaiskai came up with ages ago, basically the celshaded look comes from increasing the diffuse falloff in the illumination settings until there is only light and dark and almost no gradual shading
Cartesius
08-17-2003, 04:42 PM
You have an absolutely unique and attractive style! Usually I don't care for mechs and robots but somehow you manage to put that extra touch of character and personality into your stuff.
/Anders Kjellberg
flingster
08-17-2003, 04:47 PM
heh heh...nice work squid.
very funky robot...and of course funky cellshade and you got a very good finished result.:thumbsup: :thumbsup:
AdamT
08-17-2003, 05:00 PM
Very cool Squid! You ought to try using that shader with 12point0 to get internal lines in addition to the outline.
LucentDreams
08-17-2003, 05:45 PM
good to see that idea is still working out for you, very nice results.
artemesia66
08-17-2003, 06:19 PM
cool look. i like it.
Squid, you rock! I love your bots! And the cel shading is really doing them right. I can't wait to see where this is going to go.
VestanPance
08-17-2003, 09:07 PM
Squid I love it. When can we expect the action-figure? I need to get them for....uh...my boys...yeah.
bobtronic
08-17-2003, 09:45 PM
Originally posted by VestanPance
I need to get them for....uh...my boys...yeah.
He, he ... but sure an action figure would be cool.
Bob
anobrin
08-18-2003, 02:45 AM
Great!!:applause:
how are you getting the nice thick black outlines??
heres my latest efforts
http://66.70.166.29/promo/antAE.mpg
bobtronic
08-18-2003, 04:41 AM
Hi anobrin,
Bhodinut fresnel is the key. Best you look into
Squid's file some replies above.
Like your little anim. Bladerunner, right ? One of
my favorite movies.
Bob
video567
08-18-2003, 05:45 AM
is there anyway to apply the toon look to cubes? seems to work mainly on rounded edges. any ideas? i would love to hear them
bobtronic
08-18-2003, 06:01 AM
You are right, never tried a cube. I think the problem
is that the fresnel checks the falloff of the faces. And
the falloff of the cube sides has no differences. So
the gradient of the fresnel is stretched over the entire
side of the cube. Maybe beveling the edges would
help.
Hope this helps - have to test for myself
Bob
LucentDreams
08-18-2003, 08:08 AM
depends on the look you want, there are two things you can do, A) fillet the cube giving a rounded adge for a highlight to show on, or, lower your phong shading considerably should be able to get that highlight to show up. the shading on a cube tends to be pretty even for this techinique.
Deestrakt
08-18-2003, 11:31 AM
very cool bot. nicely detailed as usual, and the pose is great. i like the guns too
this celshading, i definatly have to give it a try. thx for sharing the shaders :)
Shademaster
08-18-2003, 11:11 PM
Kick ass wicked work! And thanks so much for that shader, the idea is pretty simple but extremely effective. In combination with 12point0 it looks wicked! Horny cartoon renders here whe come!
:buttrock:
squidinc
08-18-2003, 11:34 PM
Horny cartoon renders here whe come!
er... what? you don't mean that surely? I dunno whether cgtalk allows those kinds of images :D :p
sanfranguy
08-19-2003, 12:52 AM
In my own experience. I've found that using;
A color.
A highly contrasted SLA-Banji Channel in the Diffuse.
A small amount of Luminance (in the same color)
Changing the Illumination model to Oren Layer.
Provided me with some cool results.
JoelOtron
08-19-2003, 02:43 AM
I've never even touched the illumination model settings. I always thought that was only used in conjunction with radiosity. Interesting--I'll have to look over that chapter in the manual...
JoelOtron
08-19-2003, 02:48 AM
Page 670...DOOOH!!!!!
Man its amazing how much stuff you think you know...and how little you really do. This is one for Adam's "Lessons learned thread!" RTFM!
bobtronic
08-19-2003, 03:36 AM
The Oren Nayar illumination model is great as well
as the Blinn highlighting model we will get in 8.2.
Bob
JoelOtron
08-19-2003, 03:37 AM
So the current blinn higlighting model in 8.1 isn'tt very good?
bobtronic
08-19-2003, 03:54 AM
Originally posted by JoelD
So the current blinn higlighting model in 8.1 isn'tt very good?
Presently you only have the Blinn illumination model.
If I am right we will get a new option to combine
Oren and Blinn. The cool thing about this is that
Oren and Blinn are perfect companions. Together
they will give you an almost accurate physical
model of lighting.
Bob
JoelOtron
08-19-2003, 03:58 AM
Actually 8.1 already has phong, blinn AND oren nayer (I am talking about the illumination settings in the materials).
bobtronic
08-19-2003, 04:10 AM
I know Joel. But can you combine them? I think not so.
As I have said I think we will get some new options to
do so. I don't have seen 8.2 so I maybe I am totally
wrong. But from the lighting simulations view illumination
and highlighting are different things. I am not a 3D
programmer so maybe I am also wrong at this point
but I have read some articles about this topic and have
some understanding how all this works. Also I have read
in a Maxon annoucement that we get a better Blinn model.
cheers Bob
bobtronic
08-19-2003, 04:22 AM
Thinking about that I am sure we will get these new
options under the specular tab in the material view.
By now you can choose plastic, metal and colored.
With 8.2 we will maybe get Phong, Blinn there because
that would be logical.
Bob
Roger Eberhart
08-19-2003, 04:26 AM
Originally posted by bobtronic
Thinking about that I am sure we will get these new
options under the specular tab in the material view.
By now you can choose plastic, metal and colored.
With 8.2 we will maybe get Phong, Blinn there because
that would be logical.
Bob
Nope. Got 8.2 with BP2. Those options are the same.
anobrin
08-19-2003, 04:55 AM
This is boudinut Cheen
applied to my earlier animation:D
I think it has promise
http://66.70.166.29/promo/cheen.mpg
bobtronic
08-19-2003, 05:35 AM
Originally posted by Roger Eberhart
Nope. Got 8.2 with BP2. Those options are the same.
I checked Maxon's news again and now I think I have
mixed up their annoucement of new light falloff types
and the Blinn model. Here is copy-paste of their
annoucement:
R8.2 New Features
+ Enhanced Navigation View, including support of Middle and Additional mouse buttons
+ New Attribute Manager Navigation Buttons
+ Additional C4D scheme
+ New Quicklight manager
+ New Material Assignment Tab
+ New Light Falloff Types
+ User Defined Menu Sets
+ Enhanced Material Manager (List Mode, Material Groups etc.)
+ Enhanced Color Chooser
+ Enhanced Stop Tag to support Deformers
+ Improved Medium Icons
+ A more powerful SDK than ever before
+ Enhanced ThinkingParticles InteractNode
+ Enhanced Drag & Drop everywhere in the application (Browser, Attribute manager, Quicktabs etc.)
So can you say me what these new falloff types are ?
Bob
JoelOtron
08-19-2003, 05:37 AM
I think as per MJVs findings, the inverse cubic falloff setting did not produce an accurate true to life falloff. So I believe Maxon re worked the falloff to accuately match real world light behavior.
flingster
08-19-2003, 11:11 AM
wait a minute guys...in illumination you have blinn and oren settings...so when you use banji in luminance what are the effects if you use the banji oren nayer algorithm?
if you also do the trick mentioned with a little falloff multiplied in luminance you get a smooth sutle blend.:shrug:
flingster
08-19-2003, 11:13 AM
or of course reversed fresnel:thumbsup:
mimo8
08-19-2003, 01:56 PM
I just use lumas for cellshading
itīs kind of funny cause you can "paint" the surface by seting lights or negative lights, but I havenīt tested it with coulours ...
lumas pic (http://www.xdv.org/mmm/download/piclib/portfolio/cg/skullman2.1.jpg)
for squidincs cell-shade-bot
:thumbsup: :thumbsup: :thumbsup:
hot stuff
Your images allways win so much by your grafik style - simple colour concepts - and - as said - graffiti-like backrounds
how do you get those thick black outlines?
photoshop workarround or inside cinema?
squidinc
08-19-2003, 03:16 PM
the thick outer lines are done in photoshop, the stroke option in the layer blending options
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