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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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gimymblert
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« Reply #520 on: October 20, 2019, 07:42:29 PM »

More water color shader
https://twitter.com/renmakes/status/1185970264791814144
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oahda
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« Reply #521 on: October 20, 2019, 11:55:54 PM »

were people always making watercolour shaders left and right or am i only noticing because i'm into them now too and was hoping to be a bit more unique lol

This one looks great! It manages to capture the noise and and darker and lighter spots in a way I haven't been able to so far. Gonna have a second go at this at some point. Kiss
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gimymblert
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« Reply #522 on: November 01, 2019, 01:02:15 PM »

https://alastaira.wordpress.com/2013/10/25/animal-crossing-curved-world-shader/
Animal Crossing Curved World Shader
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gimymblert
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« Reply #523 on: November 11, 2019, 07:31:40 PM »

https://80.lv/articles/tutorial-transitional-meshes-for-real-time-faces/
Tutorial: Transitional Meshes for Real-Time Faces

https://80.lv/articles/007gai-004adk-character-production-hair-skin-head-retopology/
Character Production: Hair, Skin, Head Retopology

https://80.lv/articles/realistic-digital-actors-with-dynamic-microstructure-skin/
Realistic Digital Actors with Dynamic Microstructure Skin
https://80.lv/articles/cgi-skin-designers-are-taking-things-to-another-level/
CGI Skin Designers are Taking Things to Another Level
https://80.lv/articles/001agt-hair-fur-procedural-hair-texture-generation-tool/
Hair & Fur: Procedural Hair Texture Generation Tool



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gimymblert
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« Reply #524 on: November 26, 2019, 04:08:11 PM »




Environment Design as Spatial Cinematography: Theory and Practice
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gimymblert
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« Reply #525 on: December 29, 2019, 03:54:46 PM »




How KLAUS Was Rendered




AI Animation Tutorial | The Simpsons with EbSynth
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gimymblert
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« Reply #526 on: January 11, 2020, 10:02:40 AM »




From mobile to high-end PC: Achieving high quality anime style rendering on Unity
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gimymblert
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« Reply #527 on: January 14, 2020, 03:20:08 PM »

https://chrisbrejon.com/cg-cinematography/
Cg cinematography
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gimymblert
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« Reply #528 on: January 18, 2020, 03:53:17 PM »




Getting the Hollywood Look Without the Hollywood Crew
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oahda
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« Reply #529 on: January 25, 2020, 04:34:46 AM »

Fabulous overview of the cel shading tech art in Wind Waker with some really good visual aids. Kiss



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JobLeonard
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« Reply #530 on: January 25, 2020, 07:10:34 AM »

Nice!

EDIT: Holy moly, the production values of this video are through the roof!

(My smuggest "I told you so" in gaming ever will always be being a fan of Zelda's cell shading look from day one and never falling for the "Nintendo is kiddy" garbage during my teenage years in general)
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oahda
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« Reply #531 on: January 25, 2020, 07:13:40 AM »

I was too young and offline (and not in touch with the English-speaking world) at the time to even know about things like Space World or any controversies. Cheesy Only found out much later in retrospect.
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gimymblert
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« Reply #532 on: January 29, 2020, 07:56:58 AM »

Recap cell shading au gdc (certain liens ont deja été partagé ici mais bon)

https://www.gdcvault.com/play/1427/Style-in-Rendering-The-History
Style in Rendering: The History and Technique Behind AFRO SAMURAI’s Look


https://www.gdcvault.com/play/1014372/PS3-Xbox360-NARUTO-SHIPPUDEN-ULTIMATE
PS3 & Xbox360 NARUTO SHIPPUDEN: ULTIMATE NINJA STORM 2 Exploring the 'Other Side' of Super Anime-like Visual Elements





GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D
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gimymblert
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« Reply #533 on: February 11, 2020, 01:39:36 PM »




Terrain tips & tricks | Unity 2019 -Tutorial

Because I had to tell many times about terrain I'll probably start pasting some simple trick going on.
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gimymblert
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« Reply #534 on: February 23, 2020, 07:23:28 PM »

https://medium.com/@shahriyarshahrabi/matrices-for-tech-artists-a-cheat-sheet-a81ef64f3b7f
Matrices for Tech Artists, a Cheat Sheet
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oahda
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« Reply #535 on: February 23, 2020, 10:40:16 PM »

Nice!
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JobLeonard
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« Reply #536 on: February 24, 2020, 02:52:06 AM »

Obligatory link to https://bivector.net/
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gimymblert
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« Reply #537 on: February 24, 2020, 03:57:45 PM »

Does anyone have cool paper in tile/clustered shading/lighting
Especially those who are easy to understand and implement

Currently reading
http://www.cse.chalmers.se/~uffe/tiled_shading_preprint.pdf
Tiled Shading

http://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf
Clustered Deferred and Forward Shading

I'm currently implementing a lighting solution based on lightmap Gbuffer, so that light can be baked at run time. Potential for pcg, low end and mobile.
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oahda
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« Reply #538 on: February 26, 2020, 10:16:08 PM »

Looking into it, since I wasn't familiar with either term from before, I found this:

http://www.aortiz.me/2018/12/21/CG.html#forward-shading

Haven't finished reading yet tho.
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gimymblert
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« Reply #539 on: March 02, 2020, 09:52:09 AM »

That looks pretty in depth, thanks!
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