So, today we had a major break through with the Anime shader. Downloaded the asset we voted in last Poll (Good Choice Guys!) And, it seems fairly straight forward. For how simple it is, I think it looks pretty good (Example Attached).
Also today, as I was working on the Texture maps for Exa, I finally figured out how and why The professional Anime 3D modelers use such weird square texture maps. The only way to get perfectly clean lines for Anime shader, is to deform the UV map along each colored edge. This type of mapping is designed for Anime shading, and Anime shading ONLY. Now, I think I understand how it works and how to create it. However, It would take time to implement, and even after I accomplish it, it cannot be used for any other style of texture mapping
Which brings us to the big question, How deep do we really want to go with learning Anime shading? I believe right now, I've found a decent method between "something anyone can do for modest results". I also believe I know how to improve it and get closer to the ideal look, but the process is so specific to Anime, that it really isn't applicable to anything else for those who are not hell-bent on doing that style.
Below I have attached a file demonstrating the differences between a conventional Texture map (Top), and the Anime Texture map (Bottom). Do you want me to spend more time mastering the square Texturing Anime technique, or would you rather we stick with traditional texture mapping even though it's not going to look as perfect?
Royal Skies
2021-03-02 21:04:05 +0000 UTCSid
2021-03-02 09:44:44 +0000 UTCRoyal Skies
2021-03-02 04:31:41 +0000 UTC