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...
A proper title for this blog would be "Hey check out these UV textures I made!"
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.
Seriously though, this looks good. Can't wait to see more of it.
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...