This is great! Though I would like to see some more detail in how this is done, like the UV mapping, how the texture look.
I myself am pretty new to much of the 3D works, I have some ideas of my own, some of which are based on assumtions from what I’m seeing but I’d like to see more from those that know so I (and others) could have better direction.
Indeed, a blend file would be really handy. It doesn’t have to be the model you have in the first post, I think the pdf isn’t enough to really understand how you did it. So please, a .blend as reference (one of Blender’s monkeyhead Suzanne for all I care).
A big thing that they used for Guilty Gear that Blender unfortunately can’t do yet, is manual normals adjustments (EG along the nose and cheeks)- if shading didn’t look quite right, they could manually rotate normals until they got the desired result.
Hi, this technique is awesome, good job for porting it to Blender.
I am interested also in a sample to see how it works, I do not want this exact model since it might be precious, but I am interested in a very simple model (like a monkey or a teapot) only to set this thing up.
Currently I have created the shader but I try to figure a way to change the normals of the surface. I found this addon object_transfervertexnorms that allows you to transfer normals from one object to another but it didn’t work as expected.
Also I will try to find a way to get the light direction directly to the normal node of the shader (a py driver?) since it will be much better as a controller. Note: It seems that the light does not act as a light at all, it’s only theoretical, the actual “lighting” is only normal based.
OMG! This is AMAZING I just registered in the forum looking for some help but this thread already made my registration priceless. Ok I may overreacted a little because I am a newbie and a don’t get much of this stuff but my goal is to create and indie 3D fighting game like Budokai Tenkaichi with this graphic design wich totally rocks.