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Saturday, January 28, 2017

Some attempts at drawing outlines

Been trying to to get outlines working. Tried a couple of methods but none of them are satisfactory yet. Thought I show some of these WIP stuff as well for those that are curious:

Method1: draw a slightly larger model 
Pro and Con: thickness of outline is constant with regard to world space, (thick when viewed close, thin when far). 

There are some noise on the face but that is fixable.


Method2: detect pixels in the model that are perpendicular to the camera
Pro and Con: thickness of outline is inconsistent and varies based on viewing angle. Easy to implement.


Method3: post processing edge detection filter
Pro and Con: thickness is constant with regard to camera space. (Always a few pixels), Outline applies to the entire scene, cant vary based on model. - also doesnt work on the crowd silhouettes so that have to be changed. 

 (Its also currently messed up on the hair but I think that is a separate issue)



Which method do you prefer? (Assuming the quirks will fixed but the base characteristics of each method remains)

8 comments:

  1. I think that method 1 is the best. It gives it that "cel shading" style, which I don't see too often. It also gives it a more cartoony look which I feel fits the style of the game. Plus, when I draw, I love to emphasize outlines with thicker lines, I feel it makes the character pop out more.

    Not a fan of the hybrid in method 2 simply because I like method 1.

    +1 Method 1
    -GZ

    ReplyDelete
  2. I know this isn't the time or place for this, but I'd like to mention another technique. Hardest, with highest level of control.

    First thing you do is duplicate and slightly enlarge the base mesh - you're working with a second entire copy of whatever. You can shrink the poly count in this copy, but assume you're working with double triangles. Then, invert the normals. Finally, make this copy all black. You will only see the 'inside' of this copy, meaning you will see an inner shell of it BEHIND the main mesh. Boom, perfectly sculptable shadow.

    ~~~~~~~~~~~~~~~~~~~~~~
    +1 Method 1

    If you do a giant closeup of an ass getting spanked, then people aren't going to notice the outlines much.

    ReplyDelete
    Replies
    1. Thats how method 1 works, except its done in shaders.

      Delete
  3. out of the 3, i like the 3rd one the best.

    2nd looks liuke a cominc book.
    1st doesnt really look like much to me :/

    ReplyDelete
  4. I kinda like the way 3 does the hair

    ReplyDelete
  5. Method 1.But no outline is better.

    ReplyDelete