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I suppose since one of my stories has been promoted, I'm on the spot to get off my lazy ass and describe myself. I'm a 3D modeler working on Flight Simulators by day, a doodlin nerd by night. I try to remain without system biases but let's face it, no one can do that. I do want to apologize for some of my terrible grammar. I'm hoping to correct this issue as time goes on. I want to get better.

As to which games games I'm into, which ones am I not into is a more apt question. I'm a collector with a fairly massive collection. And, maybe as time rolls on, I'll fill more of this out.
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A new 3D art style, I hope
sheppy | 6:40 PM on 08.29.2009 16 comments


One of the things that annoys me about comic book games is nobody is trying to replicate comic books unique art style. I take this back, of course, to the era before quick and dirty photoshop colors. Before digital inking. I'm talking comics before the year 2000.

But sheppy, I thought that's what Cel shading is for!

Kind of, you see MOST cel shading requires two 3D models. One, the larger of the two, is painted black or some other color, and then the normals are reversed. Then the fully colored version is placed inside. This, of course, makes the outside of the black model completely invisible while making the inside a solid. This means since this version is larger, the black outline you're seeing on cel shading is, in fact, a larger model. This essentially doubles polycounts. Or more, actually. And it still ignores the core root of not retaining the deep ink lines of comic books.

So what have I done? Simple, I layed out my UVs per usual, then printed out the UVs in a light cyan color. Then, by hand, I inking the UVs like I would a comic book. Then I scanned back in the inked UVs and added color below. This project was only a test to see the viability of the technique. This technique, however, will not show up in my current game project but possibly the one beyond. Also, keep in mind this is the first gun I EVER modeled...



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14 comments | showing # 1 to 14
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Sam Spectre's Avatar - Comment posted on 08/29/2009 19:03
Sam Spectre
This isn't "a new 3D art style".

A proper title for this blog would be "Hey check out these UV textures I made!"
sheppy's Avatar - Comment posted on 08/29/2009 19:26
sheppy
@Sam Spectre

That would make sense except there's no such thing as UV textures. There are simply textures. UVs are the points coordinated with vertices to determine where that edge of the polygon lines up on the texture. Of course you already knew this considering the semantics you're trying to delve into here.

Of course breaking it all down to it's very core, there hasn't been a new 3D art style since people discovered you actually COULD map a texture to a polygon since it's all still based in triangles and ngons (very rarly since most 3D engines choke on ngons, resource wise) with textures, spec maps, normal maps, etc.

I used the term "new 3D art style" since I have NEVER seen anyone inking textures like a comic book. I've seen cel shading and techniques revolved around that, but I never saw anyone inking the model directly. So to me, yes, it is a new 3D art style.
T-rav's Avatar - Comment posted on 08/29/2009 19:28
T-rav
They're pretty nice though. Also, Ultimate Spiderman got kinda close, as I recall.
Sam Spectre's Avatar - Comment posted on 08/29/2009 19:39
Sam Spectre
Chill the fuck out Andy Warhol.
sheppy's Avatar - Comment posted on 08/29/2009 19:56
sheppy
So you jump my shit for titling my blog "A new 3D art style, I hope" and I'm the one in the wrong. Okay...
Tronjoy's Avatar - Comment posted on 08/29/2009 20:17
Tronjoy
...I thought it was pretty rad.
Daxelman's Avatar - Comment posted on 08/29/2009 20:42
Daxelman
SPY IN OUR MISTS, MEN.

Seriously though, this looks good. Can't wait to see more of it.
BPM's Avatar - Comment posted on 08/29/2009 20:46
BPM
I like what you're going for, Shep. Ignore the troll. :D
Royal Swan's Avatar - Comment posted on 08/30/2009 00:15
Royal Swan
I don't know anything about 3D modeling and I like your ideas but wouldn't this not work in motion? Most of the inking in comic books is to create shadows but those are still images. The inking lines here are mostly done in spots where there is shadowing but once a character lifts up the gun those spots shouldn't be where they are. They should be in different spots correct? Wouldn't it be easier to make shadow effects in the inking style instead? Again I don't know anything about game design so this may or may not be constructive criticism.
Royal Swan's Avatar - Comment posted on 08/30/2009 00:23
Royal Swan
I don't know anything about 3D modeling and I like your ideas but wouldn't this not work in motion? Most of the inking in comic books is to create shadows but those are still images. The inking lines here are mostly done in spots where there is shadowing but once a character lifts up the gun those spots shouldn't be where they are. They should be in different spots correct? Wouldn't it be easier to make shadow effects in the inking style instead? Again I don't know anything about game design so this may or may not be constructive criticism.
Fadakar's Avatar - Comment posted on 08/30/2009 04:47
Fadakar
Well, there's absolutely no lighting on it, a giant soft highlight on the top of the slide doesn't count, if this ever goes in an engine, really make the shaders work in your favor.
RonBurgandy2010's Avatar - Comment posted on 08/30/2009 08:43
RonBurgandy2010
I thought it was cool...
's Avatar - Comment posted on 08/30/2009 12:29
Clint
Looks snazy
sheppy's Avatar - Comment posted on 08/30/2009 18:53
sheppy
@royal swan,

That's the real question. I wish I had an answer, but I don't. Which is why I'm currently modeling a Knight character, going to rig it up for animation, and do some test animations. The next time you'll see this, it will be a hell of a lot more polished. But the test had to start somewhere, which is why I started with a gun.

The plans for the next test is going to be a little rougher. Basically I have to design and ink a version that will provide shading, but be agnostic as to it's direction. I'll have to follow a lot of the design choices shown by Square when they made Kingdom Hearts and FF Crisis Core. If you notice, there is little lighting on the actual models and instead the shading in the model is painted into the texture itself.

So next time I show anything related to this, it will be a full one model with animations. I'll do a few more as well over the next year or so while making my other game. Hopefully I'll have this concept down in time for me to reattempt the RPG...
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