~/talk

3D Anime Visuals in Indie Games

Talkat GCAP 2017 · 2017-10-24..10-25· [creative-coding, game-development]
links:none on file
slides:none on file

Necrobarista builds an NPR pipeline in Unity that targets anime visuals while staying indie-budget: five hours of content over 12 months with two animators and one 3D artist. Techniques include custom shaders (using shadow bias maps and edited normals), per-character light vectors, separate character pipeline versus background for contrast, composition tools (grayscale guides, rule-of-thirds blocking), hand-drawn face textures with 3D eyes/mouths rendered behind a mouth portal mask, and frame-by-frame mesh jitter; line art is largely abandoned for cost reasons but the result reads convincingly anime-like.

AI-written summary · about

  1. 0:00Introduction and background
  2. 1:44Defining the anime aesthetic
  3. 4:21The importance of imperfection
  4. 7:01Shapes and composition
  5. 12:27Shading techniques
  6. 16:47Line art complexity
  7. 22:30Perspective and facial assets
  8. 32:35Cohesive style development
  9. 38:32Conclusion and marketing
  10. 42:24Q&A session
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