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Cell Shading - Anime style
show user profile  Handelo
Hey guys,
I finally have some free time for myself, so I've decided to create a character (hurray for non-architectural projects!). I wanted to go with an anime-style look, similar to the one in Monty Oum's RWBY series (animators, if you haven't seen the trailers yet, you absolutely MUST!).

Now, I've run into a little wall. For the cell-shading, I'm using a combination of Ink n' Paint materials, and Mental Ray's Countour shaders.

Basically, here's the style I'm trying to achieve:

And here's my test render (very rough base):

As you can see, the contour lines appear around the eyes, whereas they don't in the reference videos. The eyes there are clearly separate objects, not simply textures, but I can't for the life of me find out how to make contour lines not appear over them in my scene.

Any input would be appreciated :)
read 884 times
7/8/2013 7:02:09 PM (last edit: 7/8/2013 7:02:27 PM)
show user profile  Busted Ed
Well Selfshading contour lines appear on the edges of the objects, which means the program recognizes an edge there. I think the best to do would be make the eyes as texture. Have you tried making the eyes as an head's element?
read 856 times
7/8/2013 10:58:31 PM (last edit: 7/8/2013 10:58:31 PM)
show user profile  Handelo
Well, I've considered it, but I do want the eyes to be fully animated in that style.
Although, now that I think about it, if I make the white of the eye a part of the faces texture, but leave just the iris as a separate object overlayed on top of it, it might give me the effect I want. I'll have to come up with new eye-rigging for it, though.

Thanks anyway, Ed. Looks like I answered my own question. I Guess I didn't put my thinking cap on straight yesterday hehe. I just hope I get it to work :)
read 825 times
7/9/2013 11:36:51 AM (last edit: 7/9/2013 11:36:51 AM)
show user profile  Busted Ed
Yeah that might work.
No problem, sometimes we just need a little push, happens to me all the time ;)
read 822 times
7/9/2013 12:33:58 PM (last edit: 7/9/2013 12:33:58 PM)
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