View Full Version : 3D anime/manga technique discussion

02 February 2005, 02:03 AM
As the years pass, many Japanimation companys are turning to 3d application to help provide realism to their anime. One anime for isntance is the famous Ghost in the Shell II: Innocense ( and the tv series Stand Alone Complex ( There are many techniques for creating these "hand drawn" looking 3d models, and that is what this discussion will be about. So far the information I have found is

- The ghost in the shell SAC series and I believe the movie also were rendered with
Illustrate ( which is a 3ds max render plug-in

- 3D Studio Max was one of the programs used for modeling objects and people in ghost in the shell II and stand alone complex, which you can read in this ( article.

Any input of info you may have would be awsome! even if you know of tutorials on modeling 3d anime that look "hand drawn".


02 February 2005, 05:39 PM
The trick is I think to model for the renderer that you will use for it.

Lots of different toon renderers around so pick one and see what kind of controls it has than start looking into the effect you can reach with them, things like polygons overlapping, underlapping hidden line removal and cutting edges to get lines in the middle of a solid surface.
Since it never really looks realistic I don't think you should use that word, I think they go for more consistency and physical accuracy in the motion, and ofcourse using a computer saves time. More believability/recognisability is more like it I think.

02 February 2005, 02:58 AM
Thanks for the nice input, and you are right about the realistic part. I should have gone into more depth when I was talking. You make a good point, what render'er you are using would change how you would model the model. I will post more info as I find it.

ivo D
02 February 2005, 09:39 AM
as far as ive seen, the modelling is the same, like any other character you make.. there are somet things you dont have to model.. but thats rare . most of it is just the shader., creating the lines you want at a certaint spot are made by the objects edges istself.. i dont believe edges are modelld into object to create toon lines there.. you juust have to make your shader, so that it gives a line when a x angle.. or get x amount of light etc.

everything must look difuse.. caus most tonns are also, but you have different tones of it, to get a nice shading.. like in appleseed.. its more of a in the middle thing, you can see it are just normall model with a toon like shader on top..

wonderfull days is a good example of anime 3d toon shading.

it depends on what you want to get with your toon, mostly color/ shading, goes with a certain type of realism.

i think the best way to learn it, is getting a good toon shader, maybe look up what they used in ghost in the shell stand alone complex.. its max so.. ink and paint? maybe, and than try to get the same result.. check all the options and what they are.. musnt be o hard i guess..

02 February 2005, 08:52 PM
and then there is this guy...

best 3d/anime i have seen. really great stuff. ghost in the shell i think merges the 2 the best. most of the scenes looks like the two belong [instead of some anime where the character is very hand drawn with crisp cg in the background].

02 February 2005, 10:04 PM
ivo D - you make a good point! thanks!

Kole - Thanks for the awsome link, I suggest any one who is interested in this topic to check it.

02 February 2005, 10:14 PM
Old news, but new to me. Look what I found and of all places *doh

02 February 2005, 01:11 AM
I am interested in toonshading too. I made some toon/anime renders myself.

I made these with Cinema4D. I think most important is the right shape. You can make good
toonrenderings with almost every renderer.


02 February 2005, 02:20 AM
Hey! beautiful work! thanks for the input...
06 June 2005, 12:10 PM
I was wondering what they used on GITS: Innocence (note to myself: Illustrator is just what I need:wise: )... Well I have Illustrator and I'm still trying to find the right settings, but I noticed that anime models are very different from anyting else. The big problems are with the head because it has a lot of detail and yet if you over do it you get some bad lines. Well, what the hell am I talking about....I'm just a begginer:D. That being said maybe some of you pros might give us a clue cuz' these things are very rare.

CGTalk Moderation
06 June 2005, 12:10 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.