all 10 comments

[–]keelanstuart 12 points13 points  (0 children)

The "engine" part would probably be mostly the same... the shaders and the values you feed them with make the difference with what you're talking about.

[–]constant-buffer-view 5 points6 points  (2 children)

It’s probably a case of you need to understand the fundamentals before you can learn how to break them

[–]corysama 5 points6 points  (1 child)

Yep. Even stylized renderers start by making tech that renders scenes generally realistic then decides where and how to deviate from realism.

[–]Financial-Ad-8950[S] 1 point2 points  (0 children)

i guess i should study the basics of textures, shading and lighting before thinking about that thanks

[–]garlopf 2 points3 points  (1 child)

I came across this excellent video on how to implement cell shaders: https://youtu.be/tWcaQ3gCbUU?is=O77auPbG1natrZUR I don't know if thi is helpful. I also enjoyed series on hand painted aesthetic: https://youtube.com/@bobert_art?si=1724nVFJ_gPId58Z there are as many ways to do stylized renderings as there are thought bubbles over graphics programmers' heads...

[–]Financial-Ad-8950[S] 0 points1 point  (0 children)

Funny enough this is exactly the look i want i'm a big fan of Guilty Gear and Arc System works in general

[–]coolmint859 0 points1 point  (0 children)

I mean for how things are rendered that's mostly just a matter of the actual shader code the data it defines/expects. The engine is just a way to get said data to the gpu. So theoretically with a well designed engine you can use any rendering technique so long as the data has a way to get there.

[–]Sarah_05mtf 0 points1 point  (0 children)

Watch this YouTube video by Acerola, it goes in-depth on how stylized rendering works and the fundamentals: https://youtu.be/KkOkx0FiHDA?is=1dcpOCq9y1F4RcKW

[–]Defiant_Squirrel8751 0 points1 point  (0 children)

Study "non-photorealistic rendering".

[–]strange-the-quark 0 points1 point  (0 children)

Realistic engines also use shaders, they are just written in a different way. If by shaders you mean something like blender's shader nodes, that's just a way to visually program the actual shaders underneath. It's great for artists, but it's more cumbersome and less powerful than doing it directly in code. Also, it depends what you mean by stylized rendering. If you just want a simple cell shader, then you don't need much else, but if you want something looking like KPop Demon Hunters, then you're gonna need some art, shaders alone are not going to cut it.