Far and wide I’m no artist. But I do know what style or end product I’m looking for. It’s the curse of a visionary without a budget. If I can’t do it myself, I scour the abyss in search of what i’m looking for. Because it’s another artists vision, very rarely does it line up with my own. But that’s not a problem!
On the left of each character is what they originally looked like. Then after finding a consistent and fast way to get them to their finished form this is what they look like. It was far easier than I actually thought. But it’s the dark side of my own knowledge: “3D Shaders!”
Skip the Crazy Rambling: On the Unity Asset store there’s a shader package called “Real Toon“. That’s what’s used here. It has tons of options and a lightweight module (Deer) or a heavier one that you can adjust color saturation and all sort of other things (Monkey).
The Shader Paradigm
I know very little about shaders in Unity aside from they’re written in their own language and are attached to every material in the game. It’s the heart and soul of rendering everything you see in a game. They’re actually THAT important. But I can’t be a God that knows everything.
I’ve had to mingle with shaders to a limited degree. Legacy to PBR. With R.A.M and Enviro to get rivers and fog rendering correctly, but that was quite possibly it.
I had no Idea They Were This Cool
Heck, if you’re not learning everyday with Game design then you’re just making ultra casual reskins. I put a ton of work into my games. Then share the process so Indie and other aspiring devs can learn.
So I took to google, messages boards discovered “Machine will Save you” and it lead me to cartoon shading. Found a few on the Asset store and stuck with one that I really liked. Simple, straightforward and bug free.