It’s been ten days since the last update; been busy with various things.
Alright, so shading. The issue with trying ti make an anime type shading is that is relies on cel shading. But unlike 3D animation, the light doesn’t change like it would in real life. Characters seem to be lit up on surfaces that wouldn’t normally be lit, in ways that it wouldn’t normally be lit. This is very hard to copy using 3D animation.
Now, there is a way to do it; using normals. Increasing or reducing the light threshold of a normal tells it how often or how much light it takes to either light up the surface or darken the surface. Using this method, 3D animators can manually adjust the lighting in every frame to look like it’s 2D shading.
One issue. Blender doesn’t even support normal editing, let alone adjusting their values. So that causes any cel shading to look rather strange when it moves, as the light reacts as light normally would, but that isn’t how it works in 2D.
So. That causes a dilemma. Lucky for me, someone else has the same dilemma. And so, RWBY comes in.
For those of you not familiar, RWBY is an animated series produced by RoosterTeeth (I recommend watching it, it’s pretty awesome), which looks 3D, and yet still 2D, in a way. So that leaves the question of how they did the shading.
Well, simply put: they didn’t. Light does very little to the characters (though it does seem to artificially make them darker/lighter, pretty sure from post processing). This is because the shading is done with the texture; everything is pre-shaded by the texture. So that’s what i’m going to do.
It’ll be difficult, considering I don’t know how to texture, but hey. Have to learn sometime.
TL;DR: I’m dropping (most) shading and using textures for it.