Anybody know how to make a toon style ocean in blender like in wind waker?or any toon style graphics whatsoever, such as smoke, waves, wind, sea foam?all help is appreciatedim pretty much trying to make a wind waker style world and ive seen so many people do it in unreal and was wondering if there was any way to do it in blender for animation purposes strictly
>>625016What do you mean_ It's literally just a curved plane w/ a stylized texture make it shadeless and viola!
look up cel shading>blender for animation purposes strictlyhttp://blendernpr.org/
its a toon shader combined with high quality lightning
>>625018but what about making it move like the ocean? and adding sea foam?
>>625033Texture + Mesh that movesThat's literally it anon. If you can't handle this then I don't know how you expect us to help you.
>>625043i just thought it would be a little more complicated than thati thought i would have to add a particle system or something in order to make the foam, but if thats it, then im ok with it
>>625058The water around the bigger islands is a plane with a particle system.
The trick really is having really nice textures to work with, if you are actually good at illustration and are comfortable enough to commit to keeping your whole scene to the same standard you can put it together reasonably easily. There's also some animation breakdowns on YouTube for windwaker that goes into the techniques they use and how efficiently it runs on Dolphin
>>625033the foam around the boat you mean ?
https://www.youtube.com/watch?v=I7ezsZ_m9g0 you have the downlad of the sea in the coments you need also dinamic paint, I suppose that can't be exported to game engines, and particleshttps://www.youtube.com/watch?v=8nDjyUiD67Y https://www.youtube.com/watch?v=vlTdyPegZOk fire and explosionshttps://www.youtube.com/watch?v=oyW8BPgz950 https://www.youtube.com/watch?v=3XZjhESZPxA&t=11s
>>625016Ocean modifier is really easy and works well without having to bake fluid a fluid sim. Sardi Pax has some good tutorials on it.
>>625123The foam around a Blendie's mouth when he's shown what Maya was capable of ten years ago.
>>625144you're the most helpful person so far
1. make duplicate of the model2. don't quite scale, but make thicker3. Invert faces on duplicate4. make texture/material a shadeless flat blackIn Blender you need to x-ray the underlying object, but I remember wings3D you didn't need to worry about this and if you were porting this to most game engines you wouldn't have to worry about it either because faces aren't usually double sided in game engines.
>>6252111. Nobody asked about this2. You can just use the solidify modifier to do that3. x-ray would be a stupid way to see the interior mesh because then the object will just appear in front of everything
>>6252471. Cell-shaded looking shit is toony2. Yes3. Again, you shouldn't have to use xray if you're using any engine where faces are one sided.
>>625211>>625248That's not Cel-Shading. That's Toon-Line.
>>625702It is both fool.
>>625719Cel-shading implies breaking the lights->shadow transitions into banded steps. >>625033Google it, a lot of people have taken this whole game apart to explain how the devs made it look like thathttps://simonschreibt.de/gat/zelda-wind-waker-hyrule-travel-guide/
>>625211a shader can do this in 2 passes by scaling the vertices along the normal then rendering the original geometry over that. it's not true toon outline though because it's simply an outline of the sillhouette and doesn't have line weight or falloff.
>>625016check out thishttps://twitter.com/chiba_akihito/status/746288419660128257
It's just an animated noise shader.
>>625885done with standard modifiers in 3ds
>>625043Tbh I don't expect anyone here to help anyone at all.
>>625016This is a walkthrough of recreating it in Threejs, but same idea in blender probably.https://medium.com/@gordonnl/the-ocean-170fdfd659f1
Make an unlit material. Multiply the texture offset with time. Use a particle emitter to emit those foams. Use mesh animation for waves.
>>628426Then draw the rest of the owl.>in after you don't know what owl I'm talking about
>>625885How'd he do the smear frames with the teapot? I always anted to do something like that.
>>628529I don't get it?I stated a workflow. The rest is already documented on the internet.
>>6285831. Open Blender2. Google "Blender manual"2. Model, shade, light and render the fucking spaceship
>>628602I don't understand what point you're trying to make.