I don’t know if you can really do that. Those cute toon dudes are all hand drawn. First you would have to model and texture the things really well in the right style. I think the toon shaders that come with Unity are probably the best you can get. But that doesn’t mean they can’t look almost that good, especially with good modeling and AA.
I think the secret to achieving the effect in the videos is to use very high resolution models. That said, Unity should be able to do it with the Toon Shader and some well-made toonmaps.
Thats great! are you into plushies because then you certainly are an artist , plushyou thats awesome
not exactly what im looking for, i guess Im looking for that clean crisp vector look in 3d, I just find it really strange its hard to get either 2d vectors (AS vectors) into a 3D engine or make 3d look like 2d vectors…
I thought it would be easier due to the apparent simplicity of vector graphics opposed to the realtime renderings of real life (water shaders!)
That’s exactly what the Toon shaders shipped with Unity do - they scale the mesh in a separate drawing pass and draw it black. You can control the thickness of the extrusion via a slider in the Material.
However, I believe the images you linked to are rendered with offline (non realtime) renderer, and it has two key things which make them look good: 1) very high quality anti-aliasing, especially for the lines, 2) lines are probably not geometry based, but rendered in image space, based on difference in pixel normals, depth etc. Both of these things are hard to do in realtime…
The ones I linked to were different, thank-you for explaining to me why it isnt possible.
Im playing with the toon shaders provided, I dont know the cause of it or how shaders work exactly or what ive done wrong When the outline width is made quite large it seems to be missing polygons or gap’s in between faces.
Can I fix that somehow??
I cant remember getting a problem like this when i duplicated,scaled the mesh and inverted it for models i did in activeworlds?
I apologise for being such a pain Thank-you for everyone for dealing with me
So is there a way to have hard looking edges (on a building for example) and still have a good looking toon outline? Because wouldn’t tappering the edges like that make it look almost rounded on the edge?
Hard edges require duplicating the vertices so the toon shader won’t work on hard edges. You’re choices are to create the outline in a 3d app by extruding the faces of your geometry outward and then flipping the normals… or duplicate the geometry in Unity and on one of the objects smooth out all of the normals and use this shader: