Optimally I would want to do a black outer-glow effect, but im not sure if that it possible with the SC2 Shader.
Quote:
<Zolden> Triceron how u added an outling on one of your models?
<Triceron> special tactics
<Zolden> any additional meshes incolved?
<Triceron> it's an old trick
<Triceron> yes
<Triceron> basically extrude a copy of your mesh, making a thin shell
<Triceron> then reverse normals
<Triceron> then color that shell whatever you want
Yeah I'm aware of that technique, I don't particularly like to use it on a large scope. You are
literally doubling the polycount and it doesn't work well with jointed areas as the negative shapes become more apparent.
For power-ups and potions this is great, just not so much for characters (example: Jet Set Radio)
The effect im trying to achieve is this (#1):
Its a technique I came across when trying Ragnarok Online 2
Its very subtle, if you look at creases for his armpits, toes, hair, necklace, fur patches on arms;
really anywhere there is overlapping or separate geometry, you can see it.
I think this is a brilliant way to define flat painted characters without having overbearing black lines.
messed around with the SC2 materials, trying to create a faux outline effect.
Formally Kinkycactus
yea, better with this feature
@ZombieZasz: Go
Yea I agree with Zolden it's far more defined looking. It's amazing what some black lines can do.
@Zolden: Go
@JacktheArcher: Go
Thanks,
I'm going for an overall flat color scheme for my project, everything was kinda meshing together,
but this seems to help define the silhouettes.
Optimally I would want to do a black outer-glow effect, but im not sure if that it possible with the SC2 Shader.
Formally Kinkycactus
@Zolden: Go
Yeah I'm aware of that technique, I don't particularly like to use it on a large scope. You are
literally doubling the polycount and it doesn't work well with jointed areas as the negative shapes become more apparent.
For power-ups and potions this is great, just not so much for characters (example: Jet Set Radio)
The effect im trying to achieve is this (#1):
Its a technique I came across when trying Ragnarok Online 2
Its very subtle, if you look at creases for his armpits, toes, hair, necklace, fur patches on arms;
really anywhere there is overlapping or separate geometry, you can see it.
I think this is a brilliant way to define flat painted characters without having overbearing black lines.
Thanks anyways though.
Formally Kinkycactus
Finished up Knight paint for now.
Not sure how I feel about it, might touch it up at a later date. Just kinda tired of looking at it :\
Formally Kinkycactus
Practicing recreating D3 style trees. Paint and engine render before converting to 2.5D
Formally Kinkycactus