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๐Ÿงต How did they do it?

Anonymous No. 863634

https://youtu.be/5hugGCZon3I

Obviously cel shading, but it has more of a western feel to it than Guilty Gear for example. Point me to ways of replicating or learning this exact style

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Anonymous No. 863636

Haha westerners cannot compete with guilty gear aesthetics.

Anonymous No. 863638

>>863636
No one ever said that. What's your point?

Anonymous No. 863639

>>863634
Just looks like clamped shadows. Learn to draw.

Anonymous No. 863640

>>863639
I can draw. I will soon have a bachelor in fine art.

Anonymous No. 863641

>>863640
sounds like a fine waste of money.
make the silhouette of something in 3D, draw on top of it, use the inverse hull method to make an outline and clamp the lighting.

Anonymous No. 863642

>>863641
It really wasn't. The academy I go to is specialized in drawing and concept art, so it helped me a great deal in achieving what I want. But the main motivation for going there was acquiring the mindset needed for the professional industry as well as giving me the input I needed in form of critique and reality checks.

It's what you make out of it. Though, I believe I got really lucky, as it's still a very new academy and the staff is really damn passionate about art.

Anonymous No. 863657

I suspect it's the same basic techiques as the guilty gear look, but with more texture painting thrown on top and the addition of a realtime highlight as well as a shadow.

Obvious the face topology is going to be completely different, but I'd imagine they still tweaked the normals with a cage.

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Anonymous No. 863666

>spoon-feed me like the retard I am
all fields
*hides tread*

Anonymous No. 863679

>>863666
can u repeat that in english please

Ton Roosendaal's left testicle No. 863685

>>863679
no, piss off and learn it you colossal mong

Anonymous No. 863689

>>863634
The cool thing about anime was the total culture shock, it was all new and amazing, western art is also cool and amazing in its own way. Western art that mixes the two is jarring for me, it really doesnt appeal to me.

Anonymous No. 863694

>>863689
those designs do not look anime at all, i dont know what you're on about. they look more like western comics, which, spoiler little man, are older than manga

Anonymous No. 863711

>>863694
Lol, the Japanese have been making "comics" for hundreds of years. Manga stems from that, also i never said it was an exact copy it mixing tropes from both sides. And of course you wouldn't notice or know of what im talking about, since this has been happening for like 20 years now the entirety of your existence.

Anonymous No. 863713

>>863711
Lol get a life loser

Anonymous No. 863714

>>863713
Kill yourself faggot

Anonymous No. 863715

>>863634
Why does it stutter every time someone is hit. Will look nice but perform like shit.

Anonymous No. 863726

>>863715
You haven't played a fighting game in over 20 years, have you?

Anonymous No. 863735

>>863726
None that was worth playing when I think about it

Anonymous No. 863763

>>863634
this is literally the "we already have ___ at home" meme

Anonymous No. 863906

>>863715
It's not a stutter, it's called hitstop or impact freeze. At its root it's actually a traditional animation technique that helps make impacts feel heavier by holding the impact frames for a bit (otherwise you'd have the impression the attacks are just going through a ghost. The heavier the hit the longer the freeze) but they also serve a couple gameplay purposes in fighting games, notably confirming (helps you see an attack has landed) and combos (you can still enter inputs while the pose is held, so that's a bigger window for canceling a move for example)

Anonymous No. 863948

>>863906
>helps make impacts feel heavier by holding the impact frames for a bit
It doesn't help
>otherwise you'd have the impression the attacks are just going through a ghost.
There is an way to avoid that, by creating actual impact animations and having the character react physically, but I guess its easier to use outdated stylistic techniques rather then do something "new" which is clearly demanding more work and effort.

Anonymous No. 863954

>>863948
The same principles are used to give 2D animations special appeal: Slow In / Slow Out and Timing

Anonymous No. 863955

>>863948
t. brainlet

Anonymous No. 863982

>>863954
I know and in 2D they make more sense but at the end of the day it is an style that I don't like.
>>863955
retard

Anonymous No. 863988

>>863948
>the absolute dunning krueger level of this poster

Anonymous No. 864016

>>863948
No, this is something that comes in supplement of impact animations which I'm sure you're able to notice are also there.

Anonymous No. 864039

>>864016
it doesn't make the impact feel heavier if it slows down momentum, its a visual aid/style that has nothing to do with realism or physics and I think in this example it looks like crap, it would be slightly less annoying if it where more subtle, but still it is something stemming from necessity of old 2D times and it looks shitty in modern 3D games. That is my opinion.
The only way to avoid ghosting or clipping is by having proper physical collision and transfer of momentum.
>>863988
spaz out more

Anonymous No. 864064

>>864039
Clipping is avoided by yet another technique, z offset, which basically makes models behave like layered cels (don't conflate it with cel shading, z offset is also used in games with non-cel looks like Street Fighter). Avoiding clipping or ghosting is not the purpose of hitstop, it's all about the feel of the impact animation, not the graphics.

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Anonymous No. 864071

>>863634
Meh, look mediocre. Hate how characters clash with with environment in style.
After Arcane i realized how pointless and gimmick strong cell shading is in stylized animation and how clean stuff looks without it. I will never not see it as replacement for good texture work again.

>>863634
>Obviously cel shading, but it has more of a western feel to it than Guilty Gear for example. Point me to ways of replicating or learning this exact style
Exactly the same way as GG. Which is just cell shading + clamped highlights and shadows.
All the normal editing they did in the end dosnt matter, changes some highlights and shading, but dosnt impact the final look.

Anonymous No. 864075

>>863634
>notice huge arcane shilling on every board recently
>go to /pol/
>arcane thread over there of all the fucking places
>think of some obscure board to check
>go to /3/
>literally the first fucking thread i see

Anonymous No. 864076

>>864075
pretty sure its a single schizo

Anonymous No. 864077

>>864071
i think there's a lot of compositing work that makes arcane look the way it does. the team that handled lookdev for that show really did stumble onto something very special.

Anonymous No. 864081

>>864076
SMM teams are pretty cheap nowadays
you don't think netflix can afford to hire some?

Anonymous No. 864091

>>864075
>>864076
actually my first post league related. also i didnt even watch arcane

Anonymous No. 864098

>>863634
damn ... they cloned the CEO

Anonymous No. 864104

>>864077
Nah, its the opposite, its the removal of everything that makes it look so clean.
Materials shaders are simple albedo with spec and clamped highlights, there is vertex shading but its very subtle, only so you can see objects rotate, there are ray traced soft shadows but with no bounce, so no GI or AO, instead this is done by hand by omnidirectional ambient light and one extra highly diffuse area light. Highlights for a lot of objects like eyes are hand animated and are real physical objects. Additionally there is very subtle colored cell shaded effect that only triggers when an object overlaps itself, and culled when in front of the background, this is done specifically so ears, noses and fingers dont get lost with such a simple vertex shading.
Post there is camera accurate DOF and high quality motion blur, but nothing more.
Final step is hand painting in all particles, smoke, smears, liquids and the like, im not sure if those are 3d animated objects in the scene or its done at the end.

Its smart but simple, everything is done to keep the hand painted with as little additional shading as possible, only shadows and highlights are important, everything else is supposed to look flat shaded almost.

Locations are 100% 3d, its not 2d hand painted backgrounds like some think, its a fully 3d scene that is then textured by hand with one unique uv for entire scene, nothing is reused. final step is ether baking shadows in some scenes where they are 100% with the look but want to make it look more inperfect.

Ironically i made a similar character and scene shader myself for an unfinished project of mine. Seeing the show really made me want to come back to it.

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Anonymous No. 864114

>>863634
It's 100% about texturing, lighting, and stylized modeling. You don't need specific shaders or "secret recipes" to get a good non-photoreal look.

For example, as a test, here's a model ripped from Darkest Dungeon 2. Straight up Cycles render with two lights. Shader is the regular Principled BSDF, though you can use even simpler Diffuse one since there isn't any specularity at all.

Anonymous No. 864165

>>864098
shieeeeeeeet ... and for no good reason either

Anonymous No. 866046

>>864075
>popular thing gets discussed
>It must be the reptilians trying to turn me away from jesus

Anonymous No. 866049

>>866046
you will never be a woman

Anonymous No. 867509

>>864114
>It's 100% about texturing, lighting, and stylized modeling.
This.
If we can have anime/cartoon toys and statues in real life, there's no reason no to have the same with the default "realistic" shaders.

Not saying shaders don't help, but key is in the materials themselves.

t. I create anime on blender for side money.

Anonymous No. 868830

>>863634
>western feel
Where is the "Western feel" ?

Anonymous No. 869140

>>868830
It if were a japanese game there wouldnt be a black boy.

Anonymous No. 869144

>>869140
Square enix has been using black characters in their games since the 90's bro. See FF7 and FF13 in particular.

Anonymous No. 869153

>>869144
Any example less than ten years old?

Anonymous No. 869166

>>863634
How to achieve this style was explained in detail by the Art Director of GG: Xrd on GDC years ago.
Spoiler: you need to know how to draw.

Also it wouldn't surprise me one bit if they got any help from Arc System Works. Literally every single attempt out there from others that tried to mimic the GG cel-shaded look failed.

Anonymous No. 869244

>>869166
Lethal League did it fine.

Anonymous No. 869250

>>863642
20 days still nobody cares what you wasted your money on faggit

Anonymous No. 869617

>>863634
the guilty gear devs have a presentation on youtube covering how they did something similar. Both games use unreal engine for rendering.

Anonymous No. 870064

TDLR;
Use the same frames as traditional animation when rendering.
Learn the basics of cartoony animation and apply it to 3D.
easier said than done anon.

Anonymous No. 870146

>>864039
>it doesn't make the impact feel heavier if it slows down momentum
Its literally jarring to the player.
You cant get more impact than that.

Anonymous No. 870152

>>863639
What are clamped shadows?

Anonymous No. 870214

>>870152
He's using the wrong term, but presumably what he means is cartoony lighting, with hard edges

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Anonymous No. 870321

>>869153
How about Marina in Splatoon 2, Twintelle in Arms, that Amazon girl on Zelda, stop race baiting. Also why would Japanese give a shit about black people if Japan is 99% Japanese? Do you think the world owes you something? Why dont black people and SJWs make their own IPs? Then you can have all the black gay trannies you want.

Anonymous No. 870345

>>870321
Ah yes, famous Square Enix games Splatoon, Arms and Zelda

Anonymous No. 870346

>>870321
Ah yes, famous black boys Marina, Twintelle and amazon girl

Anonymous No. 871435

>>864104
don't break your back trying to suck your own dick, anon. at least not without some screenies to prove your oh so modest paragraph

Anonymous No. 871436

>>863634
Learn to:
>Sculpt human anatomy
>Make oversized weapons look good
>Make oversized Armor look good
>Make fashionable clothing
>Make cool magic effects
>Make anime and cartoon eyes
It really is just the human figure with cel-shading covered in over-the-top clothes, and oversized weapons.

Anonymous No. 871448

>>863634
looks like they just copied Guilty Gear's method and adjusted it a bit for their own tastes.

Anonymous No. 871450

>>863634
Looks like they just copied Guilty Gear's method and adjusted it a bit for their own tastes. Here's the GDC talk from Arc System Works on how they developed their awesome anime style.

https://youtu.be/yhGjCzxJV3E

Anonymous No. 871452

>>870321
save your programmed preachy political monologues for /pol/ guy

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Anonymous No. 871772

>>863634
how about some fucking facial expressions

Anonymous No. 871812

>>871772
huh, that pose...
The chad expresionless rig vs the virgin blendshape