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File: wind waker.jpg (94 KB, 1024x576)
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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 appreciated
im 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
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>>625016
What do you mean_ It's literally just a curved plane w/ a stylized texture make it shadeless and viola!
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look up cel shading
>blender for animation purposes strictly
http://blendernpr.org/
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its a toon shader combined with high quality lightning
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>>625018
but what about making it move like the ocean? and adding sea foam?
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>>625033
Texture + Mesh that moves
That's literally it anon. If you can't handle this then I don't know how you expect us to help you.
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>>625043
i just thought it would be a little more complicated than that
i 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
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>>625058
The water around the bigger islands is a plane with a particle system.
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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
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>>625033
the foam around the boat you mean ?
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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 particles
https://www.youtube.com/watch?v=8nDjyUiD67Y
https://www.youtube.com/watch?v=vlTdyPegZOk

fire and explosions
https://www.youtube.com/watch?v=oyW8BPgz950
https://www.youtube.com/watch?v=3XZjhESZPxA&t=11s
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>>625144
>blender
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>>625145
>/3/tard
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>>625016
Ocean modifier is really easy and works well without having to bake fluid a fluid sim. Sardi Pax has some good tutorials on it.
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>>625167
>blendlet
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>>625123
The foam around a Blendie's mouth when he's shown what Maya was capable of ten years ago.
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>>625144
you're the most helpful person so far
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>>625144
thanks
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1. make duplicate of the model
2. don't quite scale, but make thicker
3. Invert faces on duplicate
4. make texture/material a shadeless flat black

In 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.
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>>625211
1. Nobody asked about this
2. You can just use the solidify modifier to do that
3. x-ray would be a stupid way to see the interior mesh because then the object will just appear in front of everything
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>>625247
1. Cell-shaded looking shit is toony
2. Yes
3. Again, you shouldn't have to use xray if you're using any engine where faces are one sided.
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>>625211
>>625248
That's not Cel-Shading. That's Toon-Line.
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>>625702
It is both fool.
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>>625719
Cel-shading implies breaking the lights->shadow transitions into banded steps.

>>625033
Google it, a lot of people have taken this whole game apart to explain how the devs made it look like that
https://simonschreibt.de/gat/zelda-wind-waker-hyrule-travel-guide/
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>>625211
a 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.
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>>625016
check out this
https://twitter.com/chiba_akihito/status/746288419660128257
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It's just an animated noise shader.
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>>625885
done with standard modifiers in 3ds
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>>625043
Tbh I don't expect anyone here to help anyone at all.
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>>625016
This is a walkthrough of recreating it in Threejs, but same idea in blender probably.

https://medium.com/@gordonnl/the-ocean-170fdfd659f1
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Make an unlit material. Multiply the texture offset with time. Use a particle emitter to emit those foams. Use mesh animation for waves.
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>>628426
Then draw the rest of the owl.

>in after you don't know what owl I'm talking about
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>>625885
How'd he do the smear frames with the teapot? I always anted to do something like that.
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>>628529
I don't get it?
I stated a workflow. The rest is already documented on the internet.
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>>628583
1. Open Blender
2. Google "Blender manual"
2. Model, shade, light and render the fucking spaceship
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>>628602
I don't understand what point you're trying to make.




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