This week I did a test of some experimental functions, mainly the realization of the effect of three-sharp two in UE4 and the binding of the muscle system in Maya.
Three-rendering two is a very popular technology at present. By changing the rendering style, the same model can produce some stylized effects. Here I mainly learned the methods used in this video.
It is a kind of post-processing effect to make the model look two-dimensional. The basic idea is to judge whether the colour of the current area is under a Threshold value and assign the same value to the adjacent brightness. Through this idea, the light and dark areas of the model can be clearly divided. Setting a few thresholds will have several layers of shading effects.
This is a threshold setting method.
Generally speaking, there are three layers of light and shadow in Japanese anime. Here I set eight layers according to the value of the video.
The final effect is okay. But the dividing line between light and shadow has some graininess, not smooth lines. This is a problem that I need to improve in the future.
Regarding Maya’s muscular system, it is a technical point that I considered when binding. Maya has its own muscle tool.
The basic logic is similar to bone binding, but the difference is that each part of the bone binding is controlled by bone points, which is convenient but difficult to achieve better results. For example, when the arm is bent, the inner side of the elbow will be compressed and deformed, which is more difficult to achieve under the bone binding.
The muscular system assigns the weights of various muscles to the model. An arm is no longer just controlled by two bones but has corresponding changes in different areas.
I mainly tried to create the biceps of the arm.
It can be seen that the skin of the arm is supported by the muscles. But the main reason I didn’t continue to finish was that the skin drawing of the muscle system was too stuck to run on my laptop, and it was time for a new computer.
In the end, I integrated all the things that can be shown in my personal projects in UE4 and used Sequence to create a video, similar to the process of creating shots in Maya. This is the final result video: