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Toptube
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Joined: 23 Apr 2007

PostPosted: Fri Nov 20, 2009 5:46 am        Reply with quote

Mikey wrote:
http://kotaku.com/5408754/first-no-more-heroes-heroes-paradise-screens-score-a-touchdown
man that looks like shit now.


The new shadowing doesn't even keep with the art style. Its like they put regular shadows on that would go for a normal looking game.

and there's something else there too, like bloomy vaseline or something. it also looks like they may have dialed back the color saturation a sukoshi.
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Judge Ito



Joined: 05 Dec 2006
Location: IA

PostPosted: Fri Nov 20, 2009 9:08 am        Reply with quote

Toptube wrote:
Mikey wrote:
http://kotaku.com/5408754/first-no-more-heroes-heroes-paradise-screens-score-a-touchdown
man that looks like shit now.


The new shadowing doesn't even keep with the art style. Its like they put regular shadows on that would go for a normal looking game.

and there's something else there too, like bloomy vaseline or something. it also looks like they may have dialed back the color saturation a sukoshi.


The first thought that came to my mind was "fan-made re-texture running on an emulator".

See also: every Ocarina re-texture ever.
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Takashi



Joined: 04 Dec 2006

PostPosted: Fri Nov 20, 2009 12:04 pm        Reply with quote

That looks very much like out-of-the-box generic cell shading, meaning is basically Grasshopper's way to say "I don't give a shit".

Here's a original unshaded travis for comparison and good times. I'd say the models didn't got an upgrade at all.
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Bennett



Joined: 03 Apr 2009

PostPosted: Fri Nov 20, 2009 1:43 pm        Reply with quote

So you can now play Captain Forever for free, and if you register it you can play the awesome sequel.

One of the coolest things about the game is that you can export your ship designs for other people to try, and post them as BBCode ascii art. There's a collection of them at http://vcd.phuce.com/. Of course, you can't win the game using someone else's design.

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Toptube
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Joined: 23 Apr 2007

PostPosted: Fri Nov 20, 2009 6:45 pm        Reply with quote

Takashi wrote:
That looks very much like out-of-the-box generic cell shading, meaning is basically Grasshopper's way to say "I don't give a shit".


Well, "cell shading" to me means somewhat making 3d models look like a 2d cartoon.

I don't think this looks like any kind of cell shading. It just looks like a half-finished alpha.
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Takashi



Joined: 04 Dec 2006

PostPosted: Fri Nov 20, 2009 7:04 pm        Reply with quote

Toptube wrote:
Takashi wrote:
That looks very much like out-of-the-box generic cell shading, meaning is basically Grasshopper's way to say "I don't give a shit".


Well, "cell shading" to me means somewhat making 3d models look like a 2d cartoon.

I don't think this looks like any kind of cell shading. It just looks like a half-finished alpha.
More to the point, it heavily resembles the results of this "toon sahding" tutorial, albeit with a darker output. This is a really basic, entry level shader programmer thing.
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, Missouri

PostPosted: Fri Nov 20, 2009 7:32 pm        Reply with quote

Don't you need your models to have a black outline around them to be considered cel shading or toon shading? You guys are right though, they're definitely using a shader.

-Wes
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glossolalia



Joined: 04 Mar 2008

PostPosted: Fri Nov 20, 2009 8:38 pm        Reply with quote

SuperWes wrote:
Don't you need your models to have a black outline around them to be considered cel shading or toon shading?

no, just that banded lighting style (which i think is usually faked with a cubemap representing the gradient of light projected onto the model) see wind waker nocturne killer7 etc which have all been popularly described as cel shading despite not having outlines

i believe outlines are created by extruding the whole model, flipping the faces and then texturing them black, or with a shader that does sort of the same thing in real-time (the former will produce "lines" of different sizes and the latter lines of uniform size that don't change with distance)
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Takashi



Joined: 04 Dec 2006

PostPosted: Fri Nov 20, 2009 9:29 pm        Reply with quote

Isamu Kaneko of NekoFight and Winny fame wrote a pretty interesting demo called animebody that uses edge detection to do the outlines and some neat normal magic for the shading. It was wicked, albeit I haven't been able to run this for years. Actually, I'm going to recompile it now out of spite.
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glossolalia



Joined: 04 Mar 2008

PostPosted: Fri Nov 20, 2009 10:14 pm        Reply with quote

oh yeah, some cel-shading is done with an edge detection shader too, my bad. i should probably shut up because i barely know what i'm talking about.

been pondering exactly how the cel shading in that ps3 misato katsuragi news reader was done, because it's the slickest i've seen yet - the outlines are always in exactly the right place and at the right widths, perfectly AAed, and it's not really a cel-shading thing per se but i appreciate that her mouth moves instantaneously. i'd like to see game cel-shading on this level of accuracy where all the animation was done like that instead of automatically interpolated (though i guess it would still end up looking artificial when the camera moved.)

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Rud31
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Joined: 05 Dec 2006
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PostPosted: Sat Nov 21, 2009 4:47 am        Reply with quote

Takashi wrote:

Here's a original unshaded travis for comparison and good times. I'd say the models didn't got an upgrade at all.


Dreamcasty.
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another coma
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Joined: 05 Dec 2006
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PostPosted: Sat Nov 21, 2009 5:41 am        Reply with quote

glossolalia wrote:
oh yeah, some cel-shading is done with an edge detection shader too, my bad. i should probably shut up because i barely know what i'm talking about.

been pondering exactly how the cel shading in that ps3 misato katsuragi news reader was done, because it's the slickest i've seen yet - the outlines are always in exactly the right place and at the right widths, perfectly AAed, and it's not really a cel-shading thing per se but i appreciate that her mouth moves instantaneously. i'd like to see game cel-shading on this level of accuracy where all the animation was done like that instead of automatically interpolated (though i guess it would still end up looking artificial when the camera moved.)



That looks great

http://www.youtube.com/watch?v=Mfu9BeZLMFo

if they were going to have the mouth emulate the jerkiness of the hand animation, though, they should have pulled down the frame rate to get the rest of the animation to match(!)
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glossolalia



Joined: 04 Mar 2008

PostPosted: Sat Nov 21, 2009 6:17 am        Reply with quote

yeah, it'd be better if they eliminated interpolation in all the animation like i suggested or capped the frame rate something low. but it's a farther step than any other game cel-shading i know of. (fun somewhat related fact: for the 3D rendered environments in spirited away and howl's moving castle, they intentionally cut/paused on a couple frames each second so it would match better with the hand-drawn elements)
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chevluh



Joined: 05 Dec 2006
Location: Switzerland

PostPosted: Sat Nov 21, 2009 8:54 am        Reply with quote

glossolalia wrote:
SuperWes wrote:
Don't you need your models to have a black outline around them to be considered cel shading or toon shading?

no, just that banded lighting style (which i think is usually faked with a cubemap representing the gradient of light projected onto the model) see wind waker nocturne killer7 etc which have all been popularly described as cel shading despite not having outlines

i believe outlines are created by extruding the whole model, flipping the faces and then texturing them black, or with a shader that does sort of the same thing in real-time (the former will produce "lines" of different sizes and the latter lines of uniform size that don't change with distance)

Cubemaps are a tremendous overkill for banded lighting. Instead it's usually done with a 1D texture. For the lines, there's indeed the model extrusion method, but there's also image-space techniques (ie in one final pass on the whole screen you look at the neighbouring pixels depths and/or material ID and add an outline accordingly. The DS also has a very clever built-in method using material IDs a bit like that but that doesn't even require that final pass on the whole screen), which have the advantage of usually generating much less overdraw, which is important on consoles like PS3 where the amount of polys you push through is still a big limitation.
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glossolalia



Joined: 04 Mar 2008

PostPosted: Sat Nov 21, 2009 9:44 am        Reply with quote

there are definitely cel-shaders that use cubemaps to simulate the presence of a point light that doesn't move with the camera. but yeah that may very well be overkill in most situations. and i thought i read that's how it was done in wind waker, but that person may have just been guessing.
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chevluh



Joined: 05 Dec 2006
Location: Switzerland

PostPosted: Sat Nov 21, 2009 2:44 pm        Reply with quote

I'm a bit amazed though, because diffuse light's really a one-dimensional thing. Using a cubemap for a single just means you have the exact same information across all longitudes, which is why you're better off with a 1D texture, ie just keeping one longitude. It's great when there's several cumulated lights though, but that's rarely taken into consideration in cel shading. I could see how it'd be handy if you have some really primitive shader capabilities, but even then I feel it's weird because all it's possibly sparing you is a few dot products and stuff like that, at the price of a cubemap, which should be more resource-consuming.
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Persona-sama
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Joined: 04 Dec 2006
Location: cosmic eternity

PostPosted: Sat Nov 21, 2009 3:45 pm        Reply with quote

B coma wrote:
glossolalia wrote:
oh yeah, some cel-shading is done with an edge detection shader too, my bad. i should probably shut up because i barely know what i'm talking about.

been pondering exactly how the cel shading in that ps3 misato katsuragi news reader was done, because it's the slickest i've seen yet - the outlines are always in exactly the right place and at the right widths, perfectly AAed, and it's not really a cel-shading thing per se but i appreciate that her mouth moves instantaneously. i'd like to see game cel-shading on this level of accuracy where all the animation was done like that instead of automatically interpolated (though i guess it would still end up looking artificial when the camera moved.)



That looks great

http://www.youtube.com/watch?v=Mfu9BeZLMFo

if they were going to have the mouth emulate the jerkiness of the hand animation, though, they should have pulled down the frame rate to get the rest of the animation to match(!)

It's for the most part just a flat texture with a celshader outline. The only actual shadows being casted is right below her chin - everything else is painted on. Like look at the back of her legs/skirt - that's totally just a texture shadow. The mouth and eyes are just a flat texture too - that's why their animations are so limited.
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The Blueberry Hill



Joined: 12 Dec 2006
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PostPosted: Sun Nov 22, 2009 1:15 am        Reply with quote

Persona-sama wrote:
B coma wrote:
glossolalia wrote:
oh yeah, some cel-shading is done with an edge detection shader too, my bad. i should probably shut up because i barely know what i'm talking about.

been pondering exactly how the cel shading in that ps3 misato katsuragi news reader was done, because it's the slickest i've seen yet - the outlines are always in exactly the right place and at the right widths, perfectly AAed, and it's not really a cel-shading thing per se but i appreciate that her mouth moves instantaneously. i'd like to see game cel-shading on this level of accuracy where all the animation was done like that instead of automatically interpolated (though i guess it would still end up looking artificial when the camera moved.)



That looks great

http://www.youtube.com/watch?v=Mfu9BeZLMFo

if they were going to have the mouth emulate the jerkiness of the hand animation, though, they should have pulled down the frame rate to get the rest of the animation to match(!)

It's for the most part just a flat texture with a celshader outline. The only actual shadows being casted is right below her chin - everything else is painted on. Like look at the back of her legs/skirt - that's totally just a texture shadow. The mouth and eyes are just a flat texture too - that's why their animations are so limited.


Yeah, I was going to say this. There's not much impressive here at all. And, even if it was all being rendered in realtime it would still be in such a controlled environment that really has nothing to do with cel-shading in a videogame. Also consider the fact that they would be able to be very generous with the amount of polygons they are using, which makes a big difference in getting outlines and shadows behaving correctly.
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glossolalia



Joined: 04 Mar 2008

PostPosted: Sun Nov 22, 2009 1:46 am        Reply with quote

well yeah it's a more controlled environment than most, with a higher polycount window since it's only focused on one character, but the outlines are still much much smoother and more convincing than that naruto game or the last prince of persia. not sure what you mean by "even if it was all being rendered in realtime." it is, i tried the demo on my ps3, you can move the camera around and everything.
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The Blueberry Hill



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PostPosted: Sun Nov 22, 2009 4:54 am        Reply with quote

I was referring to the shadows.
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chevluh



Joined: 05 Dec 2006
Location: Switzerland

PostPosted: Mon Nov 23, 2009 12:23 am        Reply with quote

If you can tolerate creepy japanese hostess club sims you can youtube Dream C club for some top of the line cartoon rendering.
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dementia



Joined: 05 Dec 2006

PostPosted: Mon Nov 23, 2009 6:02 am        Reply with quote

more like Dream CP Club amirite
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kiken



Joined: 05 Dec 2006

PostPosted: Mon Nov 23, 2009 6:44 am        Reply with quote

chevluh wrote:
If you can tolerate creepy japanese hostess club sims you can youtube Dream C club for some top of the line cartoon rendering.


Or you can D/L several videos of the game from the Japanese XBL marketplace (they're all free).
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Toptube
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PostPosted: Mon Nov 23, 2009 9:51 pm        Reply with quote

worth a watch:
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shnozlak



Joined: 05 Dec 2006
Location: pushing crates in the sewer level

PostPosted: Mon Nov 23, 2009 11:04 pm        Reply with quote

Penny arcade now has a "reality show".
Watch pumpkin and skinny guy talk at a camera http://www.penny-arcade.com/patv/pa-the-series/101/
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CubaLibre
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Joined: 02 Mar 2007
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PostPosted: Tue Nov 24, 2009 1:34 am        Reply with quote

You know that was actually pretty good, but like, that's it right? A 20-minute documentary on Penny Arcade seems about exactly how much is warranted. The fact that there are going to be more episodes is puzzling.
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negativedge
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PostPosted: Tue Nov 24, 2009 2:45 am        Reply with quote

Toptube wrote:
worth a watch:


all this does is make me think of all sorts of cool teleportation (be it space or time) trickery games could do.

(ok it also gave me a boner)
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Toptube
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Joined: 23 Apr 2007

PostPosted: Tue Nov 24, 2009 3:25 am        Reply with quote

negativedge wrote:
(ok it also gave me a boner)

24 years later and the 88 mile per hour flame effect is still rad.
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Teflon



Joined: 11 Jan 2007

PostPosted: Tue Nov 24, 2009 12:20 pm        Reply with quote

Dracko wrote:
http://masswepray.com/


Turns out this is viral marketing for that Dante's Inferno game. Click the cross, receive trailer. (it wasn't doing this before)
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Gironika



Joined: 05 Dec 2006
Location: Dragon Range

PostPosted: Tue Nov 24, 2009 5:24 pm        Reply with quote

Toptube wrote:
negativedge wrote:
(ok it also gave me a boner)

24 years later and the 88 mile per hour flame effect is still rad.

That engine never fails to impress me with something ridiculous every few months or so. Thanks for posting this!
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Mikey



Joined: 11 Dec 2006
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PostPosted: Tue Nov 24, 2009 5:51 pm        Reply with quote

http://www.destructoid.com/square-enix-set-to-work-on-the-cinematics-for-deus-ex-3-155984.phtml

Oh god
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luvcraft
buy my game buy my game me me me


Joined: 05 Dec 2006
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PostPosted: Tue Nov 24, 2009 6:12 pm        Reply with quote

Mikey wrote:
http://www.destructoid.com/square-enix-set-to-work-on-the-cinematics-for-deus-ex-3-155984.phtml

Oh god


So, wait, I thought the whole appeal of Deus Ex 2 was how open-ended it was, which is the antithesis of "pre-rendered cinematics", and is especially the antithesis of Squeenix.

Sounds like someone didn't "get it".
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Mikey



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PostPosted: Tue Nov 24, 2009 6:17 pm        Reply with quote

I'm more upset about the prospect of Squeenix possibly working on Thief 4, not that I had too much hope for that game anyway.
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v84j3gs2uc7ns4



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PostPosted: Tue Nov 24, 2009 7:51 pm        Reply with quote

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Mikey



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PostPosted: Tue Nov 24, 2009 8:31 pm        Reply with quote

I didn't think Thief 3 was that terrible even if it was a misstep.
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negativedge
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PostPosted: Tue Nov 24, 2009 9:52 pm        Reply with quote

Mikey wrote:
http://www.destructoid.com/square-enix-set-to-work-on-the-cinematics-for-deus-ex-3-155984.phtml

Oh god


oh man

this is like a blendspotting article COME TO LIFE
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Rud31
forum ruler of Iraq


Joined: 05 Dec 2006
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PostPosted: Wed Nov 25, 2009 12:23 am        Reply with quote

If you have a 360, you should buy This in the next hour.
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negativedge
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PostPosted: Wed Nov 25, 2009 12:40 am        Reply with quote

why would I do that
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Rud31
forum ruler of Iraq


Joined: 05 Dec 2006
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PostPosted: Wed Nov 25, 2009 12:41 am        Reply with quote

negativedge wrote:
why would I do that


oh it's the lightning deal and 60 bucks.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Wed Nov 25, 2009 12:58 am        Reply with quote

Already have a good 360 stick, thanks.
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shnozlak



Joined: 05 Dec 2006
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PostPosted: Wed Nov 25, 2009 2:03 am        Reply with quote

This is not news, lets call it olds.

Pixel poppers is a good web page, and this is a good article from it:

"Awesome By Proxy: Addicted to Fake Achievement"
http://www.pixelpoppers.com/2009/11/awesome-by-proxy-addicted-to-fake.html
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