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Published: 2009-01-07 01:18:01 +0000 UTC; Views: 3631; Favourites: 68; Downloads: 173
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Description
Before anyone starts giving me a hard time about miscats, this is a 3D piece. (Read below.)This piece was an exercise, and learning experience, in trying to replicate the look and feel of an animation cel. The items in the background (limited as they are) are also 3D objects that have had the textures altered. Leaving the textures as is results in a very, very, artificial scene. the textures have to be modified to look like something that could have been painted. All rendering was done in the Megapov render engine.
This was also a good excuse to work with the Decoco version 3 character.
The bench was modeled in wings3D. (I just learned about the vertex bend operations in wings3D and they are awesome! )
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Comments: 35
ArrowRinehart [2009-01-07 18:18:03 +0000 UTC]
I could tell by looking at it, that it was 3-D ^_^, great job on executing this artwork, even if it was just an exercise ^^
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melficexd [2009-01-07 13:08:05 +0000 UTC]
Ah!... the infamous toon/cell shading. Nice! the content has also a fair polygonal resolution.
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ken1171 [2009-01-07 08:35:37 +0000 UTC]
I am still wondering if we will ever fool people with 3D models after having tried for this long, but opinions are divided. Sometimes I have the feeling the only ones I could fool were the ones who didn't recognize 3D even when they saw it all over mainstream 3D movies of nowadays. They think those are drawings, and they keep referring to my 3D art as "drawings" no matter what I say. I don't know, maybe it's a lost case.
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Lokai2000 In reply to ken1171 [2009-01-09 03:34:25 +0000 UTC]
There are definitely those who can be fooled. I've had pieces removed from the 3D category before. I I still get these added to "sketch" galleries from time to time.
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ken1171 In reply to Lokai2000 [2009-01-09 06:52:13 +0000 UTC]
I don't know if you remember this, but I invested insane amounts of time developing new ways of cel-shading back in 2006, and the idea was to try to fool people to think they were drawings. The result was over a dozen cel-shading techniques, each with their own particular looks. In general, those who are used to 3D could not be fooled (with a couple of exceptions), and the ones who thought those were drawings are the ones who are not familiar with the 3D media. As usual, the major challenge were the outlines. I thought it would be the lighting, but that was nothing comparing to producing convincing outlines - which is a well known Poser weak spot. My featured deviation shows one of my most popular cel-shaded techniques created with Poser shader nodes. It's very labor intensive to setup! LOL
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Lokai2000 In reply to ken1171 [2009-01-09 17:25:41 +0000 UTC]
Yep, I do remember. I am a bit curious why you don't appear to do much of that kinf work anymore. I know on my end the amount of interest it generates doesn't seem to merit the amount of effort it takes. The outlines are still the greastest pain for me. However, there are lighting artifacts that become very painful when trying to animate such scenes. I have found some examples on the internet where people have done vertex shading for the lighting instead of raytracing the lighting. The effect is pretty amazing. I keep wondering if the days of hand drawn animation are numbered.
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ken1171 In reply to Lokai2000 [2009-01-09 22:47:35 +0000 UTC]
As you said yourself, the effort of achieving believable cel-shaded 3DCG does not payoff when it gets mostly ignored by the community. This is not something particular to cel-shading alone, since people in general don't have a clue of how hard some things are to create in 3D. Anyway, for cel-shaded animations I prefer to keep things VERY simple and go for 2-tones flat color shading like this [link] [link] and [link] where enabling shadows can actually play against you, I don't recommend it.
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Trish2 [2009-01-07 05:11:17 +0000 UTC]
Nice job on the bench. Tried opening up Wings 3d at one point. I don't think I was able to even generate a sphere in that program LOL. Ah well.
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ArchDragon [2009-01-07 02:33:42 +0000 UTC]
Looks very much like a cel render, well done.
On the far right of the chair the plank transitions into black, but only one of the planks. Looks a bit off.
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Lokai2000 In reply to ArchDragon [2009-01-07 02:45:56 +0000 UTC]
Yep... that shading is an artifact of the "inking". I haven't found a good way around the problem yet.
(It bothers me too.)
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ArchDragon In reply to Lokai2000 [2009-01-07 02:49:16 +0000 UTC]
Yeah I've had similar problems, both with cel shading and ordinary renders. Sadly I haven't managed to find a simple solution yet, although it often has something to do with the normals on the object.
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Lokai2000 In reply to ArchDragon [2009-01-09 17:27:54 +0000 UTC]
The normals play a huge role in it. If I change things so these type of problems go away, I loose to much line detail in the rest of the scene. (*sigh*) I have been thinking about doing 2 renders with different line settings then doing post work to pick the best of the two. This would be a lot of work though.
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Akiriana [2009-01-07 02:30:11 +0000 UTC]
I noticed you said you modeled the bench in wings 3d? do u model anything else or do you just purchase the models and alter them?
just curious i like the cell shaded look, almost looks 2D but i know it's 3D.
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Lokai2000 In reply to Akiriana [2009-01-07 02:44:20 +0000 UTC]
I model lots of things (hair, clothes, backdrops, objects...). I even did my own character at one time. Still working on that one. I was never happy with her head.....
Here is a link to the "final" version of the Shajiki character. I modeled everything in the scene except the hair.
[link]
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Akiriana In reply to Lokai2000 [2009-01-07 22:45:28 +0000 UTC]
Oh thank you for the info ^^ i was just curious.
i really like how you modeled that character! she looks awesome!!
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Lokai2000 In reply to Akiriana [2009-01-09 17:26:34 +0000 UTC]
Thanks, but the head is still off. I think her face looks kind of goofy at the moment. The weird thing is I really can't say why. If I could figure that out, I could fix it.
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Akiriana In reply to Lokai2000 [2009-01-09 20:08:52 +0000 UTC]
it could be just the angle or the way you did the lighting. I find models tend to look better or worse depending on the lighting you use. Like if you do a three point lighting system, a lot of the times the model looks wonky from the side.
maybe try changing the lighting. I can't tell any other reason because i don't see the model full body head on. I could help you if i saw that.
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alphakitty [2009-01-07 02:06:54 +0000 UTC]
Very nice. I like the cel effect a lot. Good job!
(I haven't tried Decoco yet, but I have her, too. She looks really cute here. )
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Lokai2000 In reply to alphakitty [2009-01-07 02:12:25 +0000 UTC]
She has got some weird things going on with the joints. Apparently, the creator is working on a newer version. I might make an outfit for her once he settles on a final configuration.
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alphakitty In reply to Lokai2000 [2009-01-07 18:21:40 +0000 UTC]
Ah. Maybe I should make an outfit for her now, as all my outfits have "weird things going on with the joints", too. It'd be a perfect match. lol
Well, hopefully all will be fixed soon. Can't wait to see the outfit.
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Lokai2000 In reply to alphakitty [2009-01-09 17:29:37 +0000 UTC]
The "weird" part is that he has extra bones at the elbows and knees. This makes outfits more difficult as more slicing has to occur. It can also lead to some strange looking limb positions as well.
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Lokai2000 In reply to VariaZim [2009-01-07 02:10:27 +0000 UTC]
Minimal. I added the "ring" around her hair in this piece and cleaned up a few lines that didn't render correctly. (I also add the borders.) My goal is to come up with a method I could make my own anime style animations.
I also have some tricks for my regular renders that replicate the flaws commonly found in camera optics (specular glow, chromatic distortion, etc...). This may seems like a minor thing, but it helps get rid of that too perfect feel of 3D renders.
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