#instead of having it be directly behind the model it would be slightly offcenter favoring whichever direction the light source is
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Okay but can you get your cel shading outline to vary the line weight in response to the light source
#I'm pretty sure it can be done#might not be able to do it with the usual backface culling outline mesh thing thats usually done which i don't know the name of#might be able to achieve it with like a rimlight or something#instead of having it be directly behind the model it would be slightly offcenter favoring whichever direction the light source is#pretty sure you can link angle dependencies or whatever its called like that#i want to see realtime gameplay that actually looks like traditional media when it isn't moving#show me paint texture in the color fills#show me shadows under the cel and that thing where when only the arm moves its visibly on a separate cel layer#show me the outlines wiggling a little bit or looking like rough uninked xerox process animation#show me the occasional color error that there was no budget to go back and fix#maybe you can fuck with getting the paper wet or torn and have that be rendered realistically. have the stylized stuff react to it#get smudged realistically or whatever#there's stuff you can do now because you can achieve basically anything visually#its a shame most of the infinite money is going into realism instead of like. trying interesting things.#you've been able to get cgi to look like a painting for a while now how long before games figure that shit out#my immediate next thought is also 'is there a way to achieve this with drawings?'#and i wonder how well a character made up of billboarded sprites would hold up to for example a camera rotating around them
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