Hi there. Animator here. and ordinarily you'd be right. You wouldnt NORMALLY have to remodel or touch up every frame in 3d. You'd just let some timeline scrubbing between keyframes cover you on the motions between keyframe poses and then adjust curves to add snappiness.
HOWEVER THIS IS NOT NORMAL 3D THIS IS THE ASW GUILTY GEAR STYLE OF ANIMATION MEANING YOU ARE WRONG THEY NOT ONLY HAVE TO REDO POSES EVERY FRAME BUT ALSO REDO ALL SHADING WORK.
The GG style is unique. Ordinarily you unwrap a model and it looks like an unwrapped football or something. This is an ordinary UV unwrap.
This is a GG model which is how the Dragonball game is doing its amazing graphics.
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You see...normally when you unwrap a model and setup shaders you PAINT the areas on the map you want to receive more light or shadow as the model moves in front of or away from light sources and the engine generates the shadows and highlights for you.
ARC SYS SAYS FUCK THAT NOISE.
Arc Sys knows that if you zoom in close enough or that on certain frames the model's lighting will look off and not like an anime. Plus Arc Sys instead uses the NEGATIVE SPACE to generate their hard black lines. instead of actually using a cel shader setup. THEY LITERALLY CUT OUT AND UNWRAP EVERY MUSCLE OR EDGE ON THEIR MODELS AS A SEPERATE UV.
They then go and make those UV's flood fill with solid colors those areas in blocks. Normally if you stretch a UV too far a texture the textures look stretched. But ASW doesn't use textures that way. They try to emulate 2d art by doing color flats first, then shaders, then lines. To get the lines in 3d they tug the UV's to areas with no color and the engine cannot register a texture so it makes them appear Black but as a VECTOR. Not as a normal texture...thats the key. Vector based art never has seems or pixelation no matter how close you get to it so they found a means to take areas with no color to generate black in vector to perfectly recreate the 2d linework that goes into normal art. No matter how the model moves and turns the crease of every muscle will have perfect lines and seems because its generating void as black...or whatever other color they tell the engine per frame which can change.
By doin all that to get perfect lines though they have to chop up everything with a seam into its own UV. That means they have a hard time orgainzing a UV MAP unless they make those areas squares. That makes the UV Map insanely hard to work with at a glance and its time consuming as hell to tweak, but since the colors are all flat and not textures its doable!
However this style of stretched UVs comes at a major cost...ALL REFLECTION AND AND SHADOWS GENERATED BY NORMAL SHADER MAPS DONT WORK RIGHT! Thats right...the maps are stretched so when the light hits the model and it moves the shadows spaz out and look like the kind of stretched to shit textures they are.
THIS IS WHY YOU CAN"T JUST MAKE ANOTHER MODEL IN THIS STYLE. ASW STYLE ANIMATION STILL REQUIRES YOU TO HAND SHADE AND HIGHLIGHT EVERY FRAME OF ANIMATION TO CORRECT THE ISSUES BROUGHT ON WITH THERE UV SETUP THAT WAS CREATED TO GET THE CEL SHADE LINES PERFECT.
Not only that but the ASW team also showed that they did not care for the tween animations created by scrubbing timelines between keyframes. They LITERALLY still go through and repose every single frame of animation they do in 3d to emulate the squash and stretch that goes into 2d animations and since its a 3d model it takes longer to do this way than to simply draw it, because you have to puppeteer every limb per frame.
ASW STYLE CEL SHADE 3D MODELING IS DAMNED NEAR TRIPLE THE WORK. ITS EASILY SIMPLER TO 2D ANIMATE THAN DO WHAT THEY DO.
You learn today. Educate yourself. I've done this shit, I've followed their tutorials and it is a fucking timesink. ASW is not run of the mill cel shading work or 3d animation. They are simply using 3d models as a new way to generate 2d principles and in so doing have gone to insane lengths of work no one else is willing to take on.
HERE. WATCH THE VID THEY DID ON HOW THEY ANIMATE THEIR SHIT IF YOU DONT BELIEVE ME AND LEARN WHY THEY CANT JUST POOP OUT 3D ALT MODELS IN THEIR STYLE.
Yep. Its the way its drawn, it will always look off in a 3D environment.![]()
His hair is pretty off here.
Goku's normal hair has always suffered in 3D, and this game is no exception. His super saiyan hair is great, his base hair looks hideous.
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His hair is pretty off here.
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His hair is pretty off here.
It always is oversized even in this oneHis face in the Xenoverse games was the big problem (see pic), I thought his base hair looked fine. It was his transformed hair that looked like an oversized wig.
That is art based on game models. It looks off here too.looks fine to me
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His hair is pretty off here.
And his face is horribly flat.
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Base Goku (and dare I say SSJ Goku) is the weakest model in the game shown so far.
Gohan and Frieza are beyond perfect.
That I disagree with. His face looks fine.And his face is horribly flat.
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Base Goku (and dare I say SSJ Goku) is the weakest model in the game shown so far.
Gohan and Frieza are beyond perfect.
Bruh i think his face looks absolutely PERFECT here, man we nitpicking on a very high level now it seems.
Actually your still missing it. You ARE hand shading every frame in this style. The shadow maps and highlight maps cannot be done via tug tugging all the time. You still have to hand paint each frame of animation to layout the highlights and shadows right. If they can use the tug to setup the shadows near seams in the colors they like it can sometimes be more work sometimes not but its still every frame as otherwise the shadows look static and dont flow organically enough for ASW. They still do every frame if you watch that whole video. The highlights bone them hard though...those generally aren't near seams to tug tug. They gotta work harder to get those frames.I hear what you're saying, and hopefully we're not derailing the thread too much
A couple of points.
You bring up hand shading every frame. You're not really hand shading every frame. Your basically adjusting uvs/verts until the shadowing looks good. It's not like you have to go in there and handpaint. I've done similar things in the past and it's actually really fast to do.
I'm saying there is no time shaved. Thats what I'm trying to drill home. They triple the work load of 2d animating shit by doing what ASW does to recreate 2d principles in 3d in the pipeline they utilize. They still got to hand animate each frame but now they gotta puppeteer which takes more time than normal 2d or even 3d since its now frame by frame adjusting squash and stretch AND making new models for blend shapes to create the 2d principle of a limb in two places at once or morphing to show more snappiness. New models all need that shader hell too. The line work is hell on UV unwrap work and organization and is a constant frame by frame pain because every frame you gotta tweak the line weight for the pose and lighting or they look like a damned mess. YES they do this too...they frame by frame repose the UV's for line weights to shift. Then the shader then the highlights.I'm not saying it's easy I'm just saying the time saved not having to sculpt high res models, realistically texture everything and using less frames can be used to polish the animations the way they do.
man we nitpicking on a very high level now it seems.
Definitely not trolling. 17 is best saved for DLC or the sequel. Like I said, nobody is buying a sequel or DLC for Raditz, Nappa or Cell Jr. They will buy that for 17 though. People want all these big namers in the game day 1 without looking for the future. Don't tell me you think they won't be having DLC or a sequel after this. We know how these companies work.
You realize there is an on going show right ? There will ALWAYS be new content.
Not having 17 18 16 or 17 18 Krilin for Super in a game that features 3v3 and 3 persons team is giving fans the finger.
The sequel can have all the new Super characters like Kale, and whatever new arc happens next year.
Plus, fighting 17 and 18 is far more iconic for Future Trunks than whatever Gohan did to cell Jr.
17 is z char though. As is Beerus technically
They're just 2 characters (3 if you count OP 17), two who are massively important to Dragon Ball as a franchise. We should at least get Beerus on Day 1.
There's enough content from the current and ongoing Universe Survival arc ALONE that would more than warrant an expansion/sequel in itself.
You got people already hankering for the likes of the two female Saiyans from U6, Kale and Cauliflower, and those characters just got introduced a manner of two-three weeks ago. Clearly, there's not going to be any danger of content that Arc can pull from.
What can I watch that's say not longer than 2-3 hours, that would give me an idea about what's going on in DBZ and a decent idea about what most of these characters are like?
In-fucking-credible. There is no better word.
I know both are beloved, but they're also side stories that feature almost no characters likely to show up in the game so it's a weird situation. Battle of gods is great and features most of the important characters, but it might be harder to understand for a newcomerHumm... Watch Bardock : the father of son goku and History of Trunks.
What you're missing is that Super is a continuous show with tons of new characters they could add.
They'll have Kale, Caulifla, Cabba, Ribrianne, Toppo and Jiren even if they add Zamasu, Black, Hit, Whis and Beerus.
Yeah it is, but its almost impossible to make hair on model in 3D. I removed all the lighting on his hair and it looks better:No, it's way off.
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WutGame looks like literal shit, Jesus Christ.
Game looks like literal shit, Jesus Christ.
Uh no.Game looks like literal shit, Jesus Christ.
GTFO
GTFO
Game looks like literal shit, Jesus Christ.
Game looks like literal shit, Jesus Christ.
Did anyone notice that the guy in the Giant Bomb live show had LITERALLY everything wrong with the stuff he said about dragon ball? Calling Gohan Trunks and confusin ssj 3 with ssj 4 lmao