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Moebius-style 3D Rendering | Useless Game Dev 

Useless Game Dev
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It’s shading time. Watch me try to make a shader that renders real-time 3D in the hand drawn style of Moebius. There be crosshatch, outlines, sobel filters, we’re in for a bumpy ride.
Support the channel on Patreon to get extra content, and access to the Discord server and to the source code of every project!
/ uselessgamedev
Play the hand shaded game Montrouge Grand Prix on itch.io: uselessgamedev.itch.io/montro...
It’s moebin time.
More reading/watching on this subject:
- Buy Moebius books and works on the Moebius Production Website: www.moebius.fr
- A terrific series on outlines and edge detection in Unity by Ned Makes Games: • Hull Outline Shader in...
- Someone made a Mike Mignola style 3D renderer that looks absolutely stunning: cara.app/post/06e313c5-f353-4...
- An actual game called Sable that’s clearly inspired by Moebius (the game isn’t great though): store.steampowered.com/app/75...
- The book the character reads in the intro is by @danielilett , check out their channel!
Music:
- Wholesome - Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
creativecommons.org/licenses/b...
- Super Friendly - Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
creativecommons.org/licenses/b...
- Neon Laser Horizon - Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
creativecommons.org/licenses/b...
Moebius drawings are from the following books:
- 40 Days dans le Désert “B” (Moebius Production)
- The Art of Edena (Dark Horse Books)
- L’Homme du Ciguri (Les Humanoïdes Associés)
Follow me on Twitter, not that I tweet that often: / uselessgamedev
Kappa Avatar art by Boskoop www.artstation.com/boskoop
And as always, have a good one!
#devlog #moebius #shaders #unity #gamedev #indiedev

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23 мар 2023

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Комментарии : 1,3 тыс.   
@uselessgamedev
@uselessgamedev Год назад
REGARDING SABLE:
@crimester
@crimester Год назад
morbius shaders
@Visigoth_
@Visigoth_ Год назад
Looks like
@highvelocitytictac4232
@highvelocitytictac4232 Год назад
I've always wondered how most filters that can completely change a scene work and this has certainly enlightened me
@DyingBobby
@DyingBobby Год назад
Next challenge: Morbius style 3d rendering
@kittenlord101
@kittenlord101 Год назад
It’s moebing time.
@zojirushi1
@zojirushi1 Год назад
This channel should be renamed to Useful Game Dev 👀 🙈
@skyefreeman9987
@skyefreeman9987 Год назад
I've solved the wrapping problem if you're interested. 1: you can triplanar project the textures and make their tiling frequency equal to a number such as 200, divided by the z distance to camera (you'll have to play with values). This makes the texture appear to be the same size from all viewing distances. You can also multiply by the focal length so that if you zoom your lines won't get too big. I've done this in arnold for Maya, but I'm sure it's possible in realtime. 2. You can use camera projection but add/subtract the root of the z distance to the U or V coordinate. (you'll need multiple texture sets for your positive and negative X and Y normals... Also I get good results using motion vectors to switch on per frame jittered UV offsets in the texture placement. Things that don't move will hold their hatching, moving objects will appear as though drawn anew each frame. Also if you have motion activated deformers to jiggle anything moving relative to camera you get the hand drawn innacuracy (also a little post process distortion can't hurt). With those modifications it'll be perfect. I generally use procedurally generated stretched noises to create the lines that have a lot of information so that I can blend them smoothly from 0-1 in luminosity, before choking them to black and white pixels.... Hope that all made sense
@supermuffinbros4797
@supermuffinbros4797 Год назад
Learning what Moebius's style looks like makes me appreciate how well the game Sable replicated it. I was almost fooled into thinking it was a Sable screenshot on the first drawing with his signature style. This video is really enjoyable and well-made so far!
@MarsTheMellow
@MarsTheMellow Год назад
It's Moebin' Time.
@sethrollins4448
The void is now my home
@liambenson5339
@liambenson5339 Год назад
Dude, if you aren’t going to make a full scale game with this texture, you should release it to the unity asset store.
@KevinTan
@KevinTan Год назад
High Quality dev vids like this deserves hundreds of thousands of subs.
@TheDimsml
@TheDimsml Год назад
Have you seen a game called Sable? The art style was definitely influenced by Moebius. The Sokpop Collective games also have that hand-drawn feel, but it is more cartoonish, I guess.
@coyotefetido1966
@coyotefetido1966 Год назад
As a french guy who grew up with metal hurlant (or the us version Heavy Metal) I’m just so pleased to see so many dedication to fit Giraud’s style! THANKS!
@sylvanbrander2253
@sylvanbrander2253 Год назад
This is not only a wonderful video on texture, color and 3d model processing, but an impromptu history lesson on an art style that I absolutely love and had no idea where it came from! Thank you!
@magutanko
@magutanko Год назад
As a massive Moebius fan and newly 3D sculptor.. I find this absolutely amazing. A lot if it went over my head, but I hope to come back when I've gained more experience.
@safetinspector2
@safetinspector2 Год назад
Fascinating! I love the color addition and removal as you go through the hoops. It’s so clear when you miss, compared to other games where this is indicated with audio cues or hud alerts. Beautiful
@bengoodell8440
Wow dude this is a fantastic RU-vid video and what looks like series? Can't wait to binge the rest of your videos! Thanks for making them very clean organized and showcasing an extremely fascinating style!
@storingjazzinmycheeksforth5319
this is the first video im finding on this channel, literally my new fav channel
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