This is an interesting technique, I'd be very interested in finding out a bit more about it.
This is an interesting technique, I'd be very interested in finding out a bit more about it.
Luigi and Mark, thank you!
I started out by following the process outlined in the 'Birth' tutorial on the Online Docs site at Pixologic's home page.
I drew a sphere 3D onto the canvas and applied the Metal01 ordinary material to it. In the Modifiers palette I set Specular to zero, Reflectivity and Diffuse to 100, then opened the ReflectCurve and dragged the right hand curve point down to the bottom of the graph. Then I added another control point at about H0.13, V0.4, which gave me a nice dark rim all around the sphere.
With Quick edit off, I did a Best Render and grabbed a texture copy of the image with the MRGBZGrabber tool.
Selecting (an arbitrary choice) the MatCap2 material, I replaced the Material Texture Image with my render grab. Instantly this default MatCap material became the spitting image of my edited Metal01 material.
Drawing one of my sculpted meshes to the canvas with the new toon material in the current material slot, I then adjusted the mat's Cavity Transition and Intensities A and B till I got a strong enough black line on the mesh. Making the background colour white and setting Background Gradient Rate to zero, I could then render a perfectly white page, with just the black linework visible.
Hope that helps!
R
Thank you![]()
that is one cool work flow for the toon shader, do you have to adjust the way you model to take advantage of the shader or do you think it will work with any model, very nice look.
copyright 2012 all rights reserved.
Seems like any model should do. Can't say for sure, as I've only just made the material...but I can't see why not.
R
All your work here is looking very good and I think that's the best toon shader I've ever seen on the forum.
The new updates. The tree and imp are done: now I just have to concentrate on the man.
The tree was knobbled by attacking it with the Inflate brush with a very high focal shift and using the spray stroke. This was followed by a short session with the Standard brush, J-shaped edit curve, to cut grooves and fissures into the bark. Finally I applied the Standard brush again, but this time with a bark pattern alpha which I'd generated from a digital photo of a tree trunk. I sculpted this on a new 3D layer, so that I could get just the right bark effect strength. Storing a morph target of the mesh with the bark modelling layer turned off allowed me to erase and soften the bark back to the underlying layer in places.
The imp was moved into position with the Transpose tools and then his sculpting was finished off using Posable symmetry where possible to save on time.
Cheers,
R
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That bat dude looks great! this is a brilliant way to render. The tree bark is also good. i have to say I am really looking forward to seeing this one complete!
Good job!![]()
Fingers and below the belt yet to do, but the end is in sight! Got the T-shirt done tonight and will have a go at the unfinished hands in the morning.
I masked the T-shirt area polygons, reversed the mask and inflated it all to get the hems; then performed Standard brush crease work, with a spot of Pinch here and there.
R
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very interesting material yo use in the competition i find it unique very nice models![]()
Thank you UncleZ!
I have finished with the man's fingers and sized down the hands a trifle. I'd wanted them big and expressive, but that was too much.
I also have increased the size of the rubber bat and rotate-shifted the man further to the left to make way for it; I wanted for viewers to be in no doubt that this was a toy bat. These changes are not reflected in this picture.
R
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I really do like this work Rory_L. Looking forward to the final piece.
Really interesting look
very nice Rory_L
best luck