Goompapa letter chain6/7/2023 Red: *sigh* Ugh… Another day of doing nothing… Yellow is nearby soldering a motherboard at a table.) Inside, we find Red pacing around and sighing in the bedroom of the Koopa Bros. (The title of the short appears over an outside pan of the Koopa Bros. In short, it gives me an alternate way of coloring and shading the parts for my Paper Mario characters however, I don't want to at least start this experiment until my first short is completed. Then, after applying textures and lights, all I have to do is render. One possible idea is I could project an image containing the mapped surfaces into Maya and then build meshes based on that. Speaking of mapping, I actually came up with another use involving it. I hope you don't mind this, but I'd like to hold off on that technique for now until I really need it. I can see how it is useful (especially if it is used on a complex surface), but I appear to do at least a decent job shading without that kind of help in my opinion. Since I have trouble deciding which version of certain parts I should go wit (such as the sunglasses), I took the liberty of making alternate ones just in case.īy the way, when I was inking this, I was thinking if I really need to "map" the surfaces of all of these. There we go! It took me days to complete this, but here is a new set of inked parts for the Koopa characters. Also, I tried giving Goombario a smaller head, but since it looked weird, I'll probably just end up scaling him down completely in Maya if I want to still commit to my previous idea of changing his size compared to Goompapa. I'm uncertain about certain colors, so I placed them both in just to see which one works better. With that said, if I tackle cel shading again, a smarter idea is omitting the light shades completely and only draw the darkest shadows instead.īy the way, I made some new progress. Unfortunately, that effect only looks good with air brush shading because the shadow is also supposed to get lighter as it treads into lighter areas, and cel shading lacks that kind of dynamic aspect. I wanted to replicate that by having the shadow climb up the back of the head and taper off when it enters the lighter part of the head. As the shadow advances into a lighter area of the surface, the shadow thins. Typically, what I would do is have the shadow expand and shrink depending on how much light is striking that part of the surface. Instead, I'm attempting to adapt my usual shading method into cel shading and I'm overestimating (and occasionally underestimating) how much the cel shading should cover. The problem isn't that the light sources are inconsistent or I'm mapping the surface incorrectly. After looking at your example and taking into account everything you said, I finally pinpointed the problem with my cel shading.
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