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Published: 2013-08-03 14:26:49 +0000 UTC; Views: 2103; Favourites: 49; Downloads: 19
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CLICK ONCE FOR FULLSCREEN AND TWICE FOR FULLSIZE!Decided to look and see the differences between my TDA Hagane Miku and the TDA Append Miku she was created from.
One will note that my Hagane has more realistic shading, while TDA Append has a more cartoony feel, and doesn't even have shading on her face. (no matter the lighting angle her face will always look the same.) I've always wondered if I should use the cartoon like shading or should stick with what I have.
Some of the differences you can't see between the two are the amount of bones and physics, TDA Append has a LOT more bones than my Hagane Miku does, though a lot of them don't seem to do anything. TDA Append has a 'few' more facials than Hagane, mainly her autoluminous lights and some eye effects.
Also changed Haganes Line Color.
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Comments: 7
XsilverghostX [2013-08-03 22:13:29 +0000 UTC]
I think the reason they have more bones is to stable the body. You should stick with the realistic since it fits Hagane considering how dark her theme is. If you could, maybe you could make another TDA Append and change her into another Hagane with a cartoony look.
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HandofCreation0 In reply to XsilverghostX [2013-08-04 04:45:02 +0000 UTC]
That's been done like 50 times by other people. It's ugly I. My honest opinion.
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XsilverghostX In reply to HandofCreation0 [2013-08-04 21:50:39 +0000 UTC]
I kinda agree but I'm just throwing a bone.
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kolotho115 In reply to XsilverghostX [2013-10-16 10:59:42 +0000 UTC]
*clonk* Ow :3
Random idiot is random idiot
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Trackdancer [2013-08-03 16:31:25 +0000 UTC]
"One will note that my Hagane has more realistic shading, while TDA Append has a more cartoony feel, and doesn't even have shading on her face."
The original Tda Append Miku uses/relies on toon shaders to effect the bulk of her shading effects. These tend to override after effects (MME shaders). Which is why you need to use specially written MME "toon shaders" before you can see any results. There's one or two on BeamMan's site and the way they work is in conjunction with the self-shadow algorithms.
Toon shaders supposedly effect a more realistic tonal range than external shaders, but that's arguable. Most toon shaders specify only the highlight and shadow colors, with the diffuse color being the normal color of the material. You can actually improve toon shaders by using a gradient swatch rather than a 2-tone swatch. If you look at the tones on my LAT GLaDOS version 3.0, you'll see this method in effect.
With reference to your comment on which model has a more realistic or more cartoony feel, I actually tend to see it the other way around. On real (curved) surfaces, shadows in general tend to transition from one tone to another gradually as evident on Tda's original version.
"TDA Append has a LOT more bones than my Hagane Miku does, though a lot of them don't seem to do anything."
I'll be careful of thinking that some bones on Tda models are redundant. A lot of these seemingly redundant bones are controller bones whose effects are not user controlled (vertices/physics/restrictors). Doesn't really if you remove them though, as usually in a heavy edit, such as yours, the elements which these bones originally controlled were probably removed in the editing process.
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HandofCreation0 In reply to Trackdancer [2013-08-03 16:55:06 +0000 UTC]
Yea I'm not too keen on what exactly shading is, and what is considered what.
I used the SoftShadow shader and auto luminous on this picture.
I can't find anything that explains exactly HOW the toon shaders with MMD work, and what ones look best. I want to redo Haganes shaders...
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