Next gen cel shading: will games finally look like cartoons/anime?

catherine
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The problem is that "anime look" basically means "imperfections, low framerate, and deliberate deformation". Meanwhile, the use of cel-shading is to create consistent results, automatically tween, and stay on-model.




You can put a lot of work into detuning cutscenes, but for in-game action it's always going to be more obvious.

The second Naruto game already pretty decently tackled the deformation issue.
 
Vidya already looks like anime, OP:

http://www.youtube.com/watch?v=1B-g_eQfY_Y

That's probably it. Some parts of 167 look similar to this scene in Birdy.

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Not the exact moment I'm looking for, but I can't find a .gif of her face getting all fluid in another shot.

That was animated by Norio Matsumoto; Norio Matsumoto did a lot key animation for Naruto Shippuden 167.

Oh definitely. I'm sure the team behind that episode normally does great work, but they sure weren't gonna convince me with what I saw in that episode.

Watch episode 30 of the first season; it's less insane and more "cool".
 
A couple of short CG films, Salesman Pete and Meet Buck are also trying to make a more interesting 3D animation, with irregularities and deformations. They're still really obviously 3D (apart from the obvious 2D parts) but are still looking somewhat nicer than a lot of CG that tries to look 2D.

IrTxw5G.png

http://www.youtube.com/watch?v=hVIPxd5v6P8

oRYZMEo.png

http://www.youtube.com/watch?v=6BBPaRWvT18


But yeah, as people have already said, the imperfections and deformations are a large part of 2D animation. Even just lowering the framerate in a CG animation makes the very framerate too perfect and doesn't necessarily help.
 
Most anime I've seen is just a bunch of people standing around, not doing anything. Barely anything is animated, other than maybe two frames of mouth movement, and maybe their clothes are blowing in the wind. Or maybe they're not even facing the "camera" at all, so it's just their clothes moving. Often they're not even turning their head to look at the character they're talking to.

Then maybe there will be a fight scene, and that's when characters actually move, but even then, sometimes it's just a guy shooting a projectile out of his sword so they don't actually have to show weapons colliding.

That's my problem with a lot of anime, they're not actually animated!

So games have looked a lot better than anime (to me) for a long time. They're pretty much always extended battle sequences, so they're always moving.

Like, that Naruto game looks AMAZING compared to the episodes of the show that I've watched in which nothing happens.
 
dude Anime is more than Naruto. (even more than Bebop)

I spend hours a week staring at the stuff IVTCing, editing, and occasionally adding frame-by-frame fixes, I'm pretty sure I know how it looks.

And it's because of that that I'm 100% convinced that cel shading, at least as evolutionary steps on what we now know as cel shading, is its own style and will become more rather than less distinct as it's refined.
 
Polycount, animation and anti-aliasing have go some ways before we hit parity.

Another thing that makes anime overall stand out is its framerate. In a game things look far smoother.
Polycounts themselves represent a problem.

For example, characters like these cannot be too smooth, but they also can't be too sharp.
QJzR1Bl.jpg

You also have to keep the design consistent at 30/60fps.

Basically, no frame is allowed to break the illusion of what is flat or round.
 
Polycount, animation and anti-aliasing have go some ways before we hit parity.

Another thing that makes anime overall stand out is its framerate. In a game things look far smoother.

Poly count isn't really the issue. If you adapted something like Sleeping Dogs and approached the art properly you could create a convincing anime world.

Aliasing and animation are definitely stumbling blocks though. Animating by hand is a long and tedious process but would be key to attaining the right look and feel.

You're also right about the framerate, but I can't imagine people being happy with 23.98fps, particularly if there's any kind of combat in the game.
 
You're also right about the framerate, but I can't imagine people being happy with 23.98fps, particularly if there's any kind of combat in the game.

7.992fps. :lol

Edit: That's another aspect that's impossible to mimic with current rendering systems at all: two moving objects on screen animating on different frames and/or at different rates.
 
I think aiming for 23.98/24 FPS is overdoing it. For example, that Catherine gif posted at the top of the page looks pretty damn good, and would pass for an anime that was overloaded on post processing and effects.
 
The Naruto games looked almost identical to the anime counter-part.

I think it's been possible, it's just a lot of devs haven't been using that style.

Yeah, it's no longer a matter of power. The toonshaders used in IDOLMASTER and Naruto and DBZ are (depending on which version of what game) pretty well compensated for matching animated digipaint techniques to re-create cartoons and Japanese anime; hatching and line-thickness emulation also have some really great algorithms to match common usage.

But anime and cartoon drawing isn't a matter of mathematics, it's an artform. Everybody does it differently, and the little imperfections inherent in the process actually add to the beauty. It's not horsepower that we need to get closer, it's design approaches and the time to hand-make all this custom animation.
 
Its impossible. 3D cell shading can never get that 2D look. Its way you never see cell shaded 3D movies, just traditional 2D drawn was. If the camera is static you may fool the eye, but not when its moving. Professional 3D CGI in 2D featured films is painfully obvious as it is. This isn't a tech thing but an art thing.

Short Answer: No.

Long answer:

Cell shading will never look 100% like 2D animation. 2D animation looks the way it does because of it's inaccuracies when it comes to three dimensional representation and shading. Because cell shaded 3D animation is still 3D animation, it has no such accuracy "issues" so it just looks different. Admittedly Cyber Connect did a pretty good job with Naruto in order to try an emulate some inaccuracy in it's shading but the game still "suffers" from accurate perspective which is how you can still very easily tell it's 3D.

At this stage it's not a processing power issue, it's fundamental to the technique. Case in point, even pre-rendered Cell Shading is still easily identified as 3D.

This. Remember the Fire Emblem: Awakening cut scenes? Its easy as hell to tell.
 
Also, the new Atelier game for PS3 looks great:

Atelier-Escha-and-Logy-Alchemist-of-Dusk-Sky_2013_03-31-13_008.jpg_600.jpg


Atelier-Escha-and-Logy-Alchemist-of-Dusk-Sky_2013_03-31-13_029.jpg_600.jpg

This looks nuts, wow. Way better than the other examples in the thread. Especially the first image - I know the Atelier series used 2D images for cutscenes like that before, and loooking at these for the first time right now, that first image confused the hell out of me as to whether it was 2D or 3D. That's what we should be aiming for. Of course it'll never be perfect - motion especially is crazy difficult to replicate - but confusing me with stills is a great place to start.
 
Most anime I've seen is just a bunch of people standing around, not doing anything. Barely anything is animated, other than maybe two frames of mouth movement, and maybe their clothes are blowing in the wind. Or maybe they're not even facing the "camera" at all, so it's just their clothes moving. Often they're not even turning their head to look at the character they're talking to.

Then maybe there will be a fight scene, and that's when characters actually move, but even then, sometimes it's just a guy shooting a projectile out of his sword so they don't actually have to show weapons colliding.

That's my problem with a lot of anime, they're not actually animated!

So games have looked a lot better than anime (to me) for a long time. They're pretty much always extended battle sequences, so they're always moving.

Like, that Naruto game looks AMAZING compared to the episodes of the show that I've watched in which nothing happens.

Stop watching cheaply animated series. If you're watching a series with 100+ eps and expect it to have the quality of a game with probably an hour of animated footage...I don't know what to say to you. There's plenty of series with good animation, at least for certain eps
 
I would love to se another collaboration between studio ghibli and level 5 for the PS4.
Would look lovely.

But they should put some more work into the animations for the 3D-rendered cutscenes. They looked kind of stiff compared to the 2D-cutscenes :P
 
Most anime I've seen is just a bunch of people standing around, not doing anything. Barely anything is animated, other than maybe two frames of mouth movement, and maybe their clothes are blowing in the wind. Or maybe they're not even facing the "camera" at all, so it's just their clothes moving. Often they're not even turning their head to look at the character they're talking to.

Then maybe there will be a fight scene, and that's when characters actually move, but even then, sometimes it's just a guy shooting a projectile out of his sword so they don't actually have to show weapons colliding.

That's my problem with a lot of anime, they're not actually animated!

So games have looked a lot better than anime (to me) for a long time. They're pretty much always extended battle sequences, so they're always moving.

Like, that Naruto game looks AMAZING compared to the episodes of the show that I've watched in which nothing happens.

Sword of the stranger : http://www.youtube.com/watch?v=xryoNr_qhyI
Seirei no Moribito: http://www.youtube.com/watch?v=bdKiPOkh0K8

There you go!
 
I think aiming for 23.98/24 FPS is overdoing it. For example, that Catherine gif posted at the top of the page looks pretty damn good, and would pass for an anime that was overloaded on post processing and effects.

What if the game was 30 FPS? Or is that too big of a jump?

The one Cowboy Bebop GIF posted with close combat would be too choppy for a game, so 30 FPS (with the game being at 1080p) could strike a good balance.
 
What if the game was 30 FPS? Or is that too big of a jump?

The one Cowboy Bebop GIF posted with close combat would be too choppy for a game, so 30 FPS (with the game being at 1080p) could strike a good balance.

The ideal goal would be to create a game that is made as a game should be (high frame count, good rendering, lighting) but which is also rendered so that it strongly resembles a 2D work. Just like 2D uses shading and perspective to give the illusion of depth, games can use graphics magic to give the illusion of flatness.
 
No, I don't think we'll get there because what's really holding games back from looking like cartoons is the animation. Like some people in this thread have been saying, you get imperfections with drawn animation that just don't happen with cg models. That's the area that really needs work.

Also I think the camera is a big issue as well. Always centering behind the character's back kind of kills the look too.
 
This seems much better in the Valley of the End fight episode 133. Naruto punches Sasuke in the face, his face goes inward, he flips several times, lands and begins rolling and clutching his face in pain.

In UNS3, Naruto punches Sasukes face and everything slows down as his fist is pushing his face, Sasuke is reeling back, and the whole scene goes black and white just during that instant.

Those seem like much better examples of showing force and impact without the use of wonky models.

btw that was the same animator, i think.
 
I figured out the CG:animation problem, are you guys with me? All you need to do... is create a single flat polygon in front of the camera, then draw a bunch of textures on it.

Bam, perfect 2D simulacrum using currently available rendering technology.
 

Yes. Just look at the shading and the movement of the spider thing. Howe the background pops out and turns awkwardly. Its very easy to see.

I figured out the CG:animation problem, are you guys with me? All you need to do... is create a single flat polygon in front of the camera, then draw a bunch of textures on it.

Bam, perfect 2D simulacrum using currently available rendering technology.

This is what South Park does. But at that point is it really 3D anymore?
 
Are you aware of what that word even means? I could tell that the entire thing was CG from the get go. I even pointed out what was given away as CGI. Just because you don't have a good eye for this stuff doesn't mean you should get flustered when people disagree with you.
You can only tell it's all CG because I told you the second I linked it. The rendering for BRS uses advanced techniques to accurately simulate 2D drawings, mostly centered around the imperfections -- it's not perfect, but it works a lot.
 
You can only tell it's all CG because I told you the second I linked it. The rendering for BRS uses advanced techniques to accurately simulate 2D drawings, mostly centered around the imperfections -- it's not perfect, but it works a lot.

Are there any links stating every single frame of animation is 3D? There's a few towards the end that look 2D.

Regardless, I think BRS hides it pretty well for the most part. I think Paperman used similar tech.
 
You can only tell it's all CG because I told you the second I linked it. The rendering for BRS uses advanced techniques to accurately simulate 2D drawings, mostly centered around the imperfections -- it's not perfect, but it works a lot.

It looks exactly like every other try to be 2D CG cartoon I've seen. It isn't even the best try to be 2D CG I've seen. Its as I've said before in this thread, even 3D CG in 2D feature films is very noticeable.

I think Paperman used similar tech.

Yes it did.
It did that pretty well. You can still tell during some parts though.
 
I do not understand how anyone could think this is good.

The article What’s That Crazy Drawing, or How I Came To Know and Love Animation Smears and the blog Smears, Multiples and Other Animation Gimmicks must be a good step to try to understand

A couple of short CG films, Salesman Pete and Meet Buck are also trying to make a more interesting 3D animation, with irregularities and deformations. They're still really obviously 3D (apart from the obvious 2D parts) but are still looking somewhat nicer than a lot of CG that tries to look 2D.

IrTxw5G.png

http://www.youtube.com/watch?v=hVIPxd5v6P8

oRYZMEo.png

http://www.youtube.com/watch?v=6BBPaRWvT18

Those shorts are glorious !
More games should aim for an art style like this (closer to what TF2 has than "true" cell shading)

Next F-Zero to look like this?

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I actually wouldn't mind the next F-Zero to look like this

Actualy redline use cell shading for some vehicles shots... so why not ? xD
 

To be fair, Sword of the Stranger is a movie, and anime movies tend to be the exception since they usually have an actual budget. That clip from Moribito is a fighting scene which I think he more ore less pointed out as an exception some of the time. It's also from Production I.G., one of the better studios.

As far as rank and file anime go, I agree that most of them don't really have much "true" animation at all compared to animation from western countries and that they "cheat" in order to put just enough movement onscreen to make it look like animation. Even big budget films like Akira have done this. It's gotten to the point where on the rare occasion I see an anime that has unusually fluid animation (like some of the scenes from FLAG), it doesn't really look like anime anymore.
 
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