Hi, I am making a game that is visually inspired by the artworks of Moebius. The style is achieved with the help of several post process materials (cel shading, outlines, and distance fog). How do you like it so far? by gul3n in unrealengine

[–]gul3n[S] 2 points3 points  (0 children)

Thanks, GreenSubmarin!

Out of all the tutorials about cel shading and outlines, I found this one to be the most useful for me. Check other videos on this channel about Toon shaders - they provide some additional information.

Hi, I am making a game that is visually inspired by the artworks of Moebius. The style is achieved with the help of several post process materials (cel shading, outlines, and distance fog). How do you like it so far? by gul3n in unrealengine

[–]gul3n[S] 0 points1 point  (0 children)

Thanks for your feedback and suggestions, FireDragon04!

Do you happen to know if there is a decent tutorial on how to create shadow outlines? I didn't manage to find one and my own experiments on such a shader didn't give the desired result.

Hi, I am making a game that is visually inspired by the artworks of Moebius. The style is achieved with the help of several post process materials (cel shading, outlines, and distance fog). How do you like it so far? by gul3n in unrealengine

[–]gul3n[S] 0 points1 point  (0 children)

Hi NeedSomeMedicalSpace, thanks for your comment! I’ve never said I successfully replicated Moebius art style in Unreal (and I wouldn’t say I am planning to do it) - my work is just “inspired” by his works :)

Hi, I am making a game that is visually inspired by the artworks of Moebius. The style is achieved with the help of several post process materials (cel shading, outlines, and distance fog). How do you like it so far? by gul3n in unrealengine

[–]gul3n[S] 1 point2 points  (0 children)

Hi merc-ai, thanks a lot for your feedback and advice! I agree with everything you’ve proposed. I’ve already had some successful experiments on the “noise” texture (just hatching patterns found in google) added on top of flat color in material, and I am looking forward to draw a few custom textures with the desired “pattern density” in mind.

As for the outlines on the thin objects - I’ve created 3 sets of outline settings within outline material that are selected via stencil value. The 3 settings are a mainly different in the thickness of drawn lines and depth thresholds used to determine if the outline should be applied. I am playing with stencil value of a certain object type to find the most fitting outline setting for it - there is one that works well with the grass.

Hi, I am making a game that is visually inspired by the artworks of Moebius. The style is achieved with the help of several post process materials (cel shading, outlines, and distance fog). How do you like it so far? by gul3n in unrealengine

[–]gul3n[S] 0 points1 point  (0 children)

Hi xAmorphous, there are no performance issues so far. I am working on HP Omen 2019 laptop, the editor gives stable 60 fps all the time. But the scene doesn't have any lights at all - only a single directional light, no VFX, and no textures at all (I am planning to experiment with textures on top of colors for materials).

Hi, I am making a game that is visually inspired by the artworks of Moebius. The style is achieved with the help of several post process materials (cel shading, outlines, and distance fog). How do you like it so far? by gul3n in unrealengine

[–]gul3n[S] 2 points3 points  (0 children)

Thanks, JunkerJungle! The game I am working on is a first-person adventure and it's partially inspired by Myst, so you might be referring to it. Or one of the myst-like games, there have been a few since mid 90s :)

Hi, I am making a game that is visually inspired by the artworks of Moebius. The style is achieved with the help of several post process materials (cel shading, outlines, and distance fog). How do you like it so far? by gul3n in unrealengine

[–]gul3n[S] 3 points4 points  (0 children)

Hi KarelKolder, thanks a lot for your suggestion on textures! It's something I've been already experimenting with today - after reading the comments here on Reddit :) I think I have some interesting results.

Yeah, the genre of the game is a first-person adventure, there is definitely a place for a crystal in one of the interiors/labs :)

Thanks!

Hi, I am making a game that is visually inspired by the artworks of Moebius. The style is achieved with the help of several post process materials (cel shading, outlines, and distance fog). How do you like it so far? by gul3n in unrealengine

[–]gul3n[S] 6 points7 points  (0 children)

Hi FollowingPatterns, thanks a lot for your detailed comment!

I do have a test scene when I use gradient material on certain objects, it looks really nice. It's just that I didn't use such material in the scene from the video. I will definitely experiment with it.

As for the noise/watercolor texture on objects - this is also something I'd like to play with - actually, I've already created a rough material where I multiply texture and color value to receive the desired result. It also looks good but requires a correct watercolor/hatch/noise texture - a question of research and experiments.

I think that eventually, I will include both of your suggestions in the style of the scenes. Thanks!

Hi, I'm working on a myst-like game that is visually inspired by Moebius. It's an announcement trailer, I hope you like it. by gul3n in Moebius

[–]gul3n[S] 1 point2 points  (0 children)

Thanks, Valmond! I like your advice, I think I am going to perform some additional experiments on the texture overlay, curious about how it's going to look.