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Toptube Anti-cabbage Party Candidate
Joined: 23 Apr 2007
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Posted: Fri Nov 20, 2009 5:46 am |
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| 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
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Posted: Fri Nov 20, 2009 9:08 am |
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| 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
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Bennett

Joined: 03 Apr 2009
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Posted: Fri Nov 20, 2009 1:43 pm |
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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 Anti-cabbage Party Candidate
Joined: 23 Apr 2007
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Posted: Fri Nov 20, 2009 6:45 pm |
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| 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
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SuperWes

Joined: 04 Dec 2006 Location: St. Louis, Missouri
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Posted: Fri Nov 20, 2009 7:32 pm |
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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
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Posted: Fri Nov 20, 2009 8:38 pm |
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| 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
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glossolalia
Joined: 04 Mar 2008
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Posted: Fri Nov 20, 2009 10:14 pm |
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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 forum ruler of Iraq

Joined: 05 Dec 2006 Location: SanAnTex
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another coma NeoGAF Reject

Joined: 05 Dec 2006 Location: the wrong museum
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Posted: Sat Nov 21, 2009 5:41 am |
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| 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.)
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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
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Posted: Sat Nov 21, 2009 6:17 am |
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| 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
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Posted: Sat Nov 21, 2009 8:54 am |
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| 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
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Posted: Sat Nov 21, 2009 9:44 am |
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| 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
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Posted: Sat Nov 21, 2009 2:44 pm |
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| 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 artistically unofficial

Joined: 04 Dec 2006 Location: cosmic eternity
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Posted: Sat Nov 21, 2009 3:45 pm |
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| 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.)
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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 Location: The otherwise central zone.
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Posted: Sun Nov 22, 2009 1:15 am |
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| 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.)
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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. _________________ MYSTERY ADVENTURE START.. |
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glossolalia
Joined: 04 Mar 2008
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Posted: Sun Nov 22, 2009 1:46 am |
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| 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

Joined: 12 Dec 2006 Location: The otherwise central zone.
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Posted: Sun Nov 22, 2009 4:54 am |
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| I was referring to the shadows. |
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chevluh
Joined: 05 Dec 2006 Location: Switzerland
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Posted: Mon Nov 23, 2009 12:23 am |
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| 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
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Posted: Mon Nov 23, 2009 6:02 am |
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| more like Dream CP Club amirite |
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kiken

Joined: 05 Dec 2006
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Posted: Mon Nov 23, 2009 6:44 am |
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| 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). _________________ "Amidst utter chaos lies strict order."
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Toptube Anti-cabbage Party Candidate
Joined: 23 Apr 2007
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shnozlak

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

Joined: 02 Mar 2007 Location: Balmer
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Posted: Tue Nov 24, 2009 1:34 am |
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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. _________________ Let's Play, starring me. |
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negativedge banned
Joined: 04 Dec 2006
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Posted: Tue Nov 24, 2009 2:45 am |
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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 Anti-cabbage Party Candidate
Joined: 23 Apr 2007
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Posted: Tue Nov 24, 2009 3:25 am |
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| 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
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Posted: Tue Nov 24, 2009 12:20 pm |
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| 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
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Posted: Tue Nov 24, 2009 5:24 pm |
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| 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 Location: endless backlog
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luvcraft buy my game buy my game me me me

Joined: 05 Dec 2006 Location: Cobrastan
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Posted: Tue Nov 24, 2009 6:12 pm |
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| 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

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Tue Nov 24, 2009 6:17 pm |
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| 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
Joined: 05 Dec 2006
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Posted: Tue Nov 24, 2009 7:51 pm |
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Tue Nov 24, 2009 8:31 pm |
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| I didn't think Thief 3 was that terrible even if it was a misstep. |
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negativedge banned
Joined: 04 Dec 2006
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Posted: Tue Nov 24, 2009 9:52 pm |
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| 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 Location: SanAnTex
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negativedge banned
Joined: 04 Dec 2006
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Posted: Wed Nov 25, 2009 12:40 am |
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| why would I do that |
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Rud31 forum ruler of Iraq

Joined: 05 Dec 2006 Location: SanAnTex
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Sniper Honeyviper
Joined: 30 Aug 2009
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Posted: Wed Nov 25, 2009 12:58 am |
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| Already have a good 360 stick, thanks. |
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shnozlak

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