Cell-shading in Sam & Max pretty please!
One of the first things that struck me when I first saw the old movies from the now cancelled Sam & Max, was how horribly bulbous and clumsy the 3D lit characters looked.
It is nearly impossible to do a good-looking extrusion of a character designed for 2D (or even 2.5D like Sam & Max), to a 3 dimensional model.
The design will almost always lose all of its lightness and springiness.
Therefore I plea you Telltale Games artists: By all means, make the characters in the new Sam & Max game 3d, BUT cell/toon shade them!
It is nearly impossible to do a good-looking extrusion of a character designed for 2D (or even 2.5D like Sam & Max), to a 3 dimensional model.
The design will almost always lose all of its lightness and springiness.
Therefore I plea you Telltale Games artists: By all means, make the characters in the new Sam & Max game 3d, BUT cell/toon shade them!
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Cel-Shading in S&M, to me, would ruin the experience. There are very few games that have pulled off Cel-Shading to it's potential, and I feel that animating Sam and Max in that way is not doing it justice.
Hopefully this starts some sort of heated debate that results in my ban and people throwing rocks at me. Flat ones preferrably, so I don't have to spend time looking for skipping stones.
It will never be a substitute for real hand drawn animation, but it does provide a welcome alternative to the heavy looking "realityshading", and really holds the potential to be a style within itself and not just an emulation of hand drawn stuff.
The traditional 2D squash'n stretch, overly expressive animation style, just looks *so* wrong when applied to 3D.
I would be really delighted if the Sam & Max team would share their thoughts on this.
1) creating real time cell shading is quite costy, in terms of computer power.
2) they tend to match more to the 'japanimation' (a.k.a. Manga) style, which as I recall is quite far from purcell's artistic style.
3) they tend to create artefacts when generated in real-time, which does not match the artistic style of the game.
4) it is hard (very hard) to match a 'non cell-shaded' 3d environment to 'cell-shaded' characters.
The way the two main characters is designed really doesn't lend itself to 3d. You can take a lot of freedoms in designing a 2d character that just won't translate well to 3d.
Ah, the age old come-back. And yes, yes I have. Many times. What I was trying to say was what SMNMX has so well described. Except in much bigger letters. And the letters were going to be pink.
The outlined "flat" look is not something artists do out of strict necessity you know. It pleases the eye in a different way and brings with it a lot of graphical possibilities, that "reality" just won't allow (or at least it would look very wrong).
Again, the settings might be based on something that resembles reality but the style is *far* from naturalistic.
http://www.adventure-eu.com/index.php?option=com_zoom&Itemid=1&catid=103&Itemid=29
well, technically it looks great, but I really dont think it might work for the sam and max, tough I must agree it can be done better, and it can match the visual style of the comics...
tough i've always looked at Sam&Max visual style as a bit more grimy than the cartoony style LucasArts gave to the previous game
Actually i wouldn't mind seeing sam and max go back to the old pixelated sprite look from "Sam and Max: Hit The Road". Great memories....mite go play it now
Oooh. A bit of adjusting to the general style but Sam & Max would look great like that. I'm not a big fan of cartoon to 3d transitions myself. While I'll likely snatch up whatever telltale produces with Sam & Max, I'd enjoy it more with less of the 3d feel.
Also, isn't there a big difference between cel-shading and the user of toon shaders? Admittedly I know next to nothing about this stuff, but I'm pretty sure Freelance Police used toon shaders.
I disagree... the Incredibles proved that.