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It's a map I made for a fangame of dbz. I made sure to be highly accurate to the original anime.
The key to this is there are no realistic engine processed shadows, every "shadow" you see is painted in photoshop directly on the 2D texture.
I also think that there should be no shadow on the battlefields, only textures. It would even make the game faster, wouldn't it?
Well if they are real time shadows then yes it would make the game faster, but usually they are lazy pre rendered, texture baked shadows. So they overlay the texture with this black/grey diffuse layer which doesn't look anime like at all.
So production wise, it would probably cost them a little more to do it like this. But if they want it to look anime like they should just hire some anime artists like some of those Naruto games do. Those games look great.
But I may be able to meet the director of Spike once again (Kaneko san), along with the producer (Nakajima san).
Hiring CyberConnect2, you mean? The studio who make the Naruto games? Actually, there are 2 things to know:
-CC2 are still working on the Naruto franchise, UNS Generations won't be their last game. They are "already on something" ^^
-The problem of the DragonBall games doesn't come from Spike, but from Namco Bandai's specifications. It's NB who asks the developer to make this kind of game (graphics of plastic figures, or Kanzenban graphics). If we can convince the producers that the Cel shading remains the best way to adapt DragonBall, then the developer will follow. ^^
But I'm optimistic on this point: When I met Nakajima san (producer) on june 30th 2011, he answered me about graphics: after DBZUT, we will come back to "anime graphics":
[link]
Now, let's "wait and see" ^^