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3 Dimensional Chat / Fun with cell shading

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Sid Sinister
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Posted: 20th Oct 2008 09:42 Edited at: 20th Oct 2008 09:53
I was curious to see how 3D Studio Max would do with cell shading, and after some work, the result isn't too bad. The technique is actually really simple. Please note that this battlestar galactica model is not mine.





Not to shabby eh?

Of course you can't just take this into DB or FPSC. That would require shaders. But, if you were only going to use it as a sprite or put it on a 3D Plane, all you would need to do is render the image or animation with a solid background, and then use an opacity to bring the image into DBP. I already have a few nifty ideas in mind for how I'm going to use this


If any of you have a model you want to me to see cell shaded to see how it looks, upload it and I'll see what I can do. This doesn't work with textures to my knowledge, but then again I haven't really tried it yet. If anyone wants to upload me a decent model with defined edges, I can give it a wirl.

EDIT: I have also yet to try it with different colors on different parts of the model. I'm to tired to try it tonight, but while give it a shot in the future.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Sid Sinister
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Posted: 20th Oct 2008 10:07
Sorry for double posting, but too many edits are going to confuse people. Turns out I'm not too tired to try new things either lol.

Update! Yes, you can in fact cell shade existing textures! Very interesting, this has a lot of possibilities! Using a trick in 3DSM that I learned the other day, I'm pretty sure I can bake the texture, plus the lighting information, into one whole texture to be used in game.

Check out what I did to this model I made the other day for my animation class.



"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
CoffeeGrunt
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Posted: 20th Oct 2008 10:16
Wow, that's pretty nifty!

Alucard94
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Posted: 20th Oct 2008 16:12
That's awesome man! I've always liked the look of cell shading.


Alucard94, the member of the future of the past.
Sid Sinister
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Posted: 20th Oct 2008 20:44 Edited at: 20th Oct 2008 20:47
I've applied this method to a fighter jet I found online (I don't really have a model database of my own yet), and the cell shading technique continues to impress me.



The landing gear turned out nice:


An issue I'm having is with the push modifier, the key element in making the black outlines. It looks like I'm going to have to think of another way to achieve this 'push' because it's making some of the outlined faces at either ends of the model almost extrude outwards like so:



I've tried tinkering with scale instead of push, but the proportion gets all awkward when I do that. I'll have to try experimenting more with it later.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Aertic
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Posted: 20th Oct 2008 20:54
Woah, how did you do that =O


"Your greatest teacher is your harshest critic"-'Butterfingers'
Alucard94
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Posted: 20th Oct 2008 21:14
That landing gear is awesome.


Alucard94, the member of the future of the past.
Sid Sinister
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Posted: 20th Oct 2008 21:20
I adjusted the levels on the texture and added the cell technique. New results!



And I'm not sure what I did, but the push modifier is working well now, at least back here.



@Matuka: Basically, you increase the objects and textures self illumination to 100% (generally). Then, in order to get the black tracing of the object, clone the object in place, add a push modifier (expands/bloats the object, scaling it might work too), so that it is encasing your original object inside. Apply a black diffuse texture to your cloned object and render! You have to play with certain elements to get the desired effect, but it still looks nice!

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
McCrazy
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Posted: 20th Oct 2008 21:23
Wow, i love the jet <33

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Irradic
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Posted: 21st Oct 2008 02:35
Reminds me of the Illustrate! plug in for 3ds Max. It was used in the "Ghost in the Shell - Stand Alone Complex" anime series.
If it would be possible to bake the texture without the shading, it could be used in DBP in conjunction with a cell shader to return the shading and outline.

Sid Sinister
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Posted: 21st Oct 2008 05:01
Irradic, funny you say that. I was just thinking about how I could get that outline back in DBP. Do you know much about shaders? If so, could you write one that does that outline? If you can, I'll dive more into baking that texture, and we might be able to produce some really cool game art to the community if we can get that going.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Irradic
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Posted: 21st Oct 2008 05:26
Do you have a sample model and toony texture ? I'll see what i can do.

Sid Sinister
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Posted: 21st Oct 2008 06:44
Practice with a normal model for now. I have to figure out how exactly to bake the textures. I'll post it up here as soon as I finish. I'm busy all day tomorrow though. So unless I can find the time, I won't have it until Wednesday.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
CoffeeGrunt
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Posted: 21st Oct 2008 21:10
Wow! It looks kinda like Sketchup style, but is pretty sweet looking....

Sid Sinister
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Posted: 23rd Oct 2008 09:09 Edited at: 23rd Oct 2008 09:29
Sorry for the delay, school has been crazy. I've had to do a lot of animation work this week, and I have a project due next week on the principals of animation.

I've spent a lot of time tracking down a good model to try this out with, and I eventually gave up on the crap on the internet and found a decent model in Alucard's Axe (cheers mate, this will work just fine ).

@Irradic: So, attached you find the modified Axe version (basically just kicked self illumination up). If you can try to wip up a shader that puts a black outline around it like so (see picture below), you would be hailed a cell shading god. Something to observe on previous pictures, is that it not only puts a border around the edge of the object, but it seems to put it around hard edges. If you look on the Viper space ship (first pic), you can see the mechanical components are outline very well also.

I have no idea how you are going to go about this, but have at it! We might need to make a thread over in the DBP board, maybe in the Shader sticky about how exactly to do this if you get stuck.



EDIT: Yar, stand by for attachment... forgot to upload it.

EDIT EDIT: I fraked up Alucard's model somehow. Just download it off his thread and use his version here. All I did to it was increase it's self illumination to 100%. It makes things look more cartoony and takes out the shadows. If you can get a cell shader working, I'll rebake the texture reapply it to Alucard's model.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Alucard94
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Posted: 23rd Oct 2008 13:00 Edited at: 23rd Oct 2008 13:00
I see my model in awesome cell shady'ness.
Looks sweet man.


Alucard94, the member of the future of the past.
Irradic
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Posted: 23rd Oct 2008 15:35 Edited at: 23rd Oct 2008 15:38
Unfortunately I have a model finish, so I didn't have much time to fiddle around. I used a toon shader in a project 2 years ago. If you look closely you can see the toon shading and outline. It might be a bit hard to spot since the jacket is black, but it's there.


Anyway, I looked through my archives for that shader. The problem is, it seems that a part of the shader seems to be broken, the outlines are totally gone. All that's left at the moment are the toon shades.
Sorry but you have to wait till this weekend, then I'll have time to look for the problem. Cheers

Sid Sinister
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Posted: 23rd Oct 2008 18:58
Nice! Too bad the shader seems to be broke now

That's fine, I'm busy with study's anyway. Good luck

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Irradic
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Posted: 27th Oct 2008 10:22 Edited at: 27th Oct 2008 10:23

Found something that might me useful. However the result is not perfect.
Shader is attached to the post. Have fun with it.

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