View Full Version : Ink shaders
koufuyo
04-12-2011, 12:14 PM
How does one go about making an ink like ukiyo-e effect in maya?
I am not sure if I am talking about toonshading but a more rough look
similar to
http://i91.photobucket.com/albums/k319/PALDg21/Yoshi/YoshiMSC.jpg
with thicker lines
Ace-Angel
04-12-2011, 12:31 PM
Inkshader has clean lines, not sure if you can clean them up to be more rough.
One way, for static images, would be to copy your model, inflate it over your original mesh and invert the normals and apply a black color it. Then apply a noise modifier with some crazy setting and use soft selection to pull and stretch certain parts to give it a more rough look.
Other than that though, I have no idea, and my technique described would would look really bad if it's done quickly.
koufuyo
04-12-2011, 12:50 PM
Thanks indeed, I am doing this for the contest though you know?
So it must be in engine I think
Justin Meisse
04-12-2011, 01:06 PM
check out Bo Mathorne's making of video (http://vimeo.com/19954543) for The Backwater Gospel - about a minute in you'll see how he achieved that scratchy look.
And here's (http://www.polycount.com/forum/showthread.php?t=63271) a post by Bo while he was developing that style.
koufuyo
04-12-2011, 03:07 PM
thanks indeed again....I am not sure if the flatness will work in my case I'
but I'll give it a try.
a toon shader is up your alley but the strength of the lines is a huge factor in ink much like:
http://www.artbyvahl.com/3PointShader/Donovan_Collagesm.png
http://www.artbyvahl.com/3PointShader/Donovan_3ps.png
Ace-Angel
04-12-2011, 08:27 PM
check out Bo Mathorne's making of video (http://vimeo.com/19954543) for The Backwater Gospel - about a minute in you'll see how he achieved that scratchy look.
And here's (http://www.polycount.com/forum/showthread.php?t=63271) a post by Bo while he was developing that style.
thanks indeed again....I am not sure if the flatness will work in my case I'
but I'll give it a try.
If it's a static image, then yes, it will work. Just work on the basis of the shot and camera position.
What comp is it that you're on? If it's a modeling one, I really doubt you can get away with any such stuff.
Haha Ace I am pretty sure this is about Brawl, you know, the thing up here in the banner! ;)
Ace-Angel
04-13-2011, 09:23 AM
Oh, sorry, not keeping up with the entire DWV or Brawl thing, been swamped in learning new pipelines and workflows.
Anyway, seems like you can do a Beauty pass? In which case, if it can be composed, I would suggest doing what Hboybowen (http://www.polycount.com/forum/member.php?u=30941) showed. Using a set of Toon shaders, and applying sketchiness in PS or such.
Might not help, I don't know, but in games like Borderland, all the sketchiness was created by textures, meaning it was the diffuse texture only. The outline was a simple flat shader, but the inner workings were all diffuse painted.
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