rray wrote:I wish hehe NPR as a subject is certainly intriguing. I was doing some experiments with texture instancing to produce the flake effekt like in the car shader. It worked pretty well, atm I'm thinking there might at least be a chance to get a painterly effect alone by using a very carefully designed bump/normal map.
Oh yeah i saw your thread on that a couple of days ago and tried to see what would happen if i just played with the mib_bump_flakes node - but things are never that easy ;)
Well from my little test you can indeed get a sort thick oil paint/acryl effect with bump, like you say as long as the map is well thought out. Very curious to see what you (eventually ;) ) come up with!
rray wrote:interesting approach. I thought baking the grayball effect would produce too much stretching when the model moves, but being baked it could be of course edited away in PS.
Well no need really, it doesn't stretch away from the camera like a normal camera projection:
collar.png
(don't mind the blue splat - was a mistake in the painted lit sphere)
That's what's a little frustrating to me: it seem a perfect way to very easily texture a whole group with no projections whatsoever you just can't make it static... Maybe you can do something similiar in post with a normal or uv render?
Anyhoo as for the "shadow crackling" i had a little progress:
Capture2.PNG
Just "extracted" the shadows in AE (dirty hack but just for a quick test, i might try matte shadow later) and overlayed a texture, rough test but it's in the right direction.
The main thing seems to be - and i think you came to a similiar conclusion - a well placed texture for the effects.
For now i think i'll just stop looking for a "magic bulllet" and just paint on a nice texture on this character in Mudbox. But later on for things like backgrounds i think your texture instancer or camera projections might work out well too.
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