tufif opened this issue on Oct 06, 2005 ยท 40 posts
tufif posted Thu, 06 October 2005 at 9:43 PM
Attached Link: http://www.kevinhammer.com/animation/ed-test.avi
Howdy everybody! I've been playing with different rendering and compositing methods trying to come up with a unique look for the next animation that I'm planning on doing. I'm trying to expand on what I learned from That Darn Robot and come up with a look somewhere between a 2d and a 3d style. Here's a test animation I made. The movements are pretty choppy, but it's just meant to test out the look. Any comments?nemirc posted Thu, 06 October 2005 at 11:24 PM
That was a pretty big download for a 2 seconds video. Anyway, I think that table texture looks a little weird. Maybe you should reduce the number of "ripples". The shirt shading looks cool. Maybe you could try to get the whole skin to look like that. Right now that skin-shirt contrast just doesn't look ok for my personal taste (but you have the final word, obviously). Keep it up
nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/
tufif posted Fri, 07 October 2005 at 11:31 AM
Thanks for the comments nemirc! I've been playing with the table and you're right, it does look better with less ripples. Thanks!
The guy's clothes and hair are just regular 3d renders with outlines on them, while the guy himself is cell shaded. I like the idea of keeping the guy cartoon looking, but I think the real shading on the clothes helps to add depth to it. I've been expirimenting with these combinations so long that I think I'm just used to it by now. I hope that while watching the animation the veiwers will get used to it too. This one will be a lot longer than the last one since I'm actually writing out a story first ;)
Bobasaur posted Wed, 12 October 2005 at 10:35 AM
I like the look too. I'm curious, is this a Poser render or something else?
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
tufif posted Wed, 12 October 2005 at 11:50 AM
Yes and no. The room was done all in lightwave. The guy's hair and eyes were modeled in lightwave and brought into poser 4 (the later versions run too slow). The guy's clothes and hair are a standard poser render while the guy himself is from the cartoon with lines preview. I composited it all together in after effects along with some color replacement and lighting effects to make it all fit together like it's in the same room. Believe it or not, this method is actually more effecient for me than trying to do everything in either program by itself.
Bobasaur posted Wed, 12 October 2005 at 1:28 PM
So it sounds like the weak link in the chain would be if you were using a moving camera??? I say that because matching the camera moves in the room (using LW) with the camera moves from the "standard Poser render" would be a real pain in the backside. Am I correct in thinking you either don't have Pro Pack or you have a version of Lightwave that's not compatible with it? I ask because I'm still using ProPack with version 6.5 of Lightwave. I end up using the LW renderer (and camera) for everything. When I import the Poser scene into Lightwave it creates LWOs of all the objects. As long as I don't change the names (or eliminate any of them) I can change the textures all I want within Lightwave. I haven't spent much time with Lightwave's SuperCellShader but I suspect it could give Poser's cell shading a run for its money.
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
tufif posted Wed, 12 October 2005 at 1:50 PM
The cell shader in lightwave is great! Much better and much more customizable than poser's. But, poser is good enough to pull off what I'm trying to do. Don't have pro pack, just an old copy of poser 4. For camera movements, I'll mostly do them 2d style like I did on that darn robot. I'd render the background realy big from lightwave, animate in a big poser project over the background, then in aftereffects I'd move the video layer in a standard size project to simulate a camera moving over a 2d image. It gives a much more cartoony pan that way since the perspective doesn't change. There are a couple parts in this project that will have more involved camera moves, but in those you either won't see the feet so it won't have to line up as precise, or the characters will be flying, so it won't matter.
Bobasaur posted Wed, 12 October 2005 at 4:00 PM
Sounds like you've done some serious planning. That's great. What's your general timeline? Are you looking at a Christmas 2005 release? Eariler? Later?
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
tufif posted Wed, 12 October 2005 at 4:03 PM
Probably much much later ;) I'm still writing the story, and I haven't even started on actual dialog yet! This thing is very much in pre-production.
Bobasaur posted Wed, 12 October 2005 at 5:00 PM
Cool. I trust you'll keep us posted on your progress. ;-)
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
tufif posted Thu, 13 October 2005 at 7:20 AM
Will do! So far I have most of the story written. It's getting kind of long so I don't know how much I might end up cutting out. I've made 1 set and 3 characters so far, but it'll need much much more. I'll be working on this one for quite some time.
Bobasaur posted Thu, 13 October 2005 at 10:17 AM
BIG lesson from Pixar: It's all about the story! ;-)
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
nemirc posted Thu, 13 October 2005 at 11:50 AM
Big lesson from nemirc: When it comes to cinema, it's all about how you visualy present a GOOD story ;)
nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/
tufif posted Fri, 14 October 2005 at 12:07 PM
tufif posted Fri, 14 October 2005 at 2:18 PM
Bobasaur posted Fri, 14 October 2005 at 3:53 PM
I personally like the second one better. I love mixing styles - 2D animation with 3D animation for example - but I think it's better when each element is consistant with itself. A flat 2D head on a 3D body feels awkward. I heads have more diminsionalty on the second on so it looks more like they belong together with the bodies.
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
nemirc posted Sat, 15 October 2005 at 4:33 AM
I vote for the second one as well.
nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/
tufif posted Sat, 15 October 2005 at 9:53 AM
The votes seam unanimous! Style #2 it is! I'm anxious now to comp them all together with a background to see how it all looks in context. Instead of putting them all in the apartment set, I think I'll use this as motivation to put together my 2nd set, the electronics store where the two on the left work.
nemirc posted Sat, 15 October 2005 at 10:35 AM
I have to see that :p
nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/
tufif posted Thu, 20 October 2005 at 11:56 PM
nemirc posted Fri, 21 October 2005 at 12:16 AM
Generally I like it. Very nice result. I have to be honest with you, I am not so enthusiast about making cartoon looks with 3D apps. From my personal point of view that's what 2D animation is for, not 3D... same reason why you never see me doing cell shadings ;) Anyway... I still admire what you've come up with, specially considering how much work it takes to get it to look like that. Just an observation. Is there a way you can get that contour on everything? It serves to separate the characters from the background but the lack of contour inside the characters makes them look weird. For example the shirt's collar seems to 'blend' with the character's neck.
nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/
tufif posted Fri, 21 October 2005 at 9:34 AM
nemirc posted Fri, 21 October 2005 at 10:21 AM
Small detail but it looks better now
nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/
Bobasaur posted Fri, 21 October 2005 at 11:09 AM
It might also help if the walls in the store were actually darker. I know that at the local electronic stores they have dark walls so all the colored merchandise "pops" out. I suspect that in this picture darker walls would give them more of a sense of depth - as in they'd appear further away - as well as popping out the characters a bit more. One possible negative is that it may make the room seem smaller. It's just an idea - something to try out if you haven't already.
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
jimbo90125 posted Tue, 25 October 2005 at 3:31 PM
Hey, I like the 2D/3d look of this! Very cool looking stuff.
tufif posted Tue, 25 October 2005 at 4:32 PM
Thanks Jim! Bob, I like the idea, but I think I like having this set all bright since I have so many dark sets in the story already. Even the backroom at this store is pretty dark. Overall, I'm trying to make the brightness of the sets match the tone of the scene. I'll try a scene in the backroom next, since it'll have more interesting lighting.
Bobasaur posted Tue, 25 October 2005 at 4:35 PM
No problem. I don't know what else is going on so I'm just throwing out ideas. ;-)
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
tufif posted Tue, 01 November 2005 at 12:14 AM
nemirc posted Tue, 01 November 2005 at 12:24 AM
It looks cool bot comparing both images here they look more 3D. Even the skin looks 3D which kinda makes the cartoon look disappear :(
nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/
tufif posted Tue, 01 November 2005 at 12:26 AM
Good point. I'll need to play around with the composition settings a bit more.
tufif posted Tue, 01 November 2005 at 12:34 AM
nemirc posted Tue, 01 November 2005 at 12:49 AM
It does help a lot. THey feel less 3D that way.
nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/
tufif posted Sun, 06 November 2005 at 11:21 AM
maxxxmodelz posted Sun, 06 November 2005 at 12:09 PM
These look great. I'd love to see a test animation with motion blur, just to see how it holds up in this toon style. Good work.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
lesbentley posted Tue, 08 November 2005 at 12:46 PM
"...and come up with a look somewhere between a 2d and a 3d style." I think you suceeded, the style looks prety good to me.
nemirc posted Tue, 08 November 2005 at 8:09 PM
no complains here maybe only one: the shadows under the windows are too large.
nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/
tufif posted Tue, 08 November 2005 at 9:05 PM
Thanks for the compliments and advice everybody! This city set is one of the most involved models I think I've ever tried to make. It's a lot of fun. I'm glad I'm doing it in a cartoon style, I'd go nuts if I had to model it all photorealistic. This is the most fun I've had on a project like this. I only wish I had more time to work on it. I'll keep the updates coming though!
tufif posted Sun, 27 November 2005 at 7:58 PM
tufif posted Sun, 27 November 2005 at 8:04 PM
nemirc posted Sun, 27 November 2005 at 8:49 PM
what I am really keen on is an animated characters test. It would be nice to see how the shading and all reacts as they move around, for example when they move from a well lit area to a dark area and such.
nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/