Moebius-style 3D Rendering | Useless Game Dev
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- Опубліковано 23 бер 2023
- It’s shading time. Watch me try to make a shader that renders real-time 3D in the hand drawn style of Moebius. There be crosshatch, outlines, sobel filters, we’re in for a bumpy ride.
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/ uselessgamedev
Play the hand shaded game Montrouge Grand Prix on itch.io: uselessgamedev.itch.io/montro...
It’s moebin time.
More reading/watching on this subject:
- Buy Moebius books and works on the Moebius Production Website: www.moebius.fr
- A terrific series on outlines and edge detection in Unity by Ned Makes Games: • Hull Outline Shader in...
- Someone made a Mike Mignola style 3D renderer that looks absolutely stunning: cara.app/post/06e313c5-f353-4...
- An actual game called Sable that’s clearly inspired by Moebius (the game isn’t great though): store.steampowered.com/app/75...
- The book the character reads in the intro is by @danielilett , check out their channel!
Music:
- Wholesome - Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
creativecommons.org/licenses/b...
- Super Friendly - Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
creativecommons.org/licenses/b...
- Neon Laser Horizon - Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
creativecommons.org/licenses/b...
Moebius drawings are from the following books:
- 40 Days dans le Désert “B” (Moebius Production)
- The Art of Edena (Dark Horse Books)
- L’Homme du Ciguri (Les Humanoïdes Associés)
Follow me on Twitter, not that I tweet that often: / uselessgamedev
Kappa Avatar art by Boskoop www.artstation.com/boskoop
And as always, have a good one!
#devlog #moebius #shaders #unity #gamedev #indiedev - Наука та технологія
REGARDING SABLE:
Many comments mentionning Sable and suggesting that I check it out. I have tried to answer some of them but I'll consolidate everything here.
I have played Sable before. I did intend to talk about it in the video, maybe do some sort of comparative analysis. In the end this project took a long time to make and I was getting tired of it, so I just finished and published the video, sans Sable.
Art-wise, Sable looks great, definitely has a nice Moebius/Nausicaa feel to it, despite some compromises they probably had to make for it to work as full scale open world game, such as the treatment of lines, or addition of fog. They did a great job at making their style performant enough to render an actual game, which my prototype could not do (granted they probably had more time to spend on developing it than I did)
Gameplay-wise, I was really excited to play Sable from the first day it was announced, and I think I even bought it on launch day. Ended up being a bit disappointed. Despite a few bugs and camera issues, the game feels a bit empty and it seems like eveyr time an NPC gives you a quest, you have to go on the other side of the world to find the one cave/tower/whatever where the McGuffin is, and then bring it back again. I'm not saying they're doing that to inflate the completion time, it's just a bit boring to me.
I did not finish Sable, despite being a Sable preacher for litteral years before its release. Regardless, if you enjoyed playing it, good on you! I can totally understand that some people have different tastes than mine.
Overall I'm really happy this game exists, it's always good to see some studios inovating in the rendering side (instead of chasing "more realistic" graphics)
I actually thought about Obra Dinn first while watching this video, I completely forgot about Sable.
would've been nice to see some mention of it but i understand u not wanting to pad out the video w unnecessary comparisons
@@notyourbusiness4169 i legit don't know what you're talking about? I finished the entire game and cannot understand what you mean lol
Honestly the game is great but is missing something large... I can't even say more content because it's already got a lot of that. I just feel so isolated. All of these games are mostly single player and I feel completely lonely in them. If there's AI sometimes there's hardly any realistic conversations or everything goes your way instead of against what you want. I like challenges and problems in life.
@@notyourbusiness4169 Is the political correctness in the room with you right now?
I've always wondered how most filters that can completely change a scene work and this has certainly enlightened me
Yeah it used to be a lot harder to do but now with Unity's full screen render pass feature, you can apply a shader to the entire image before it's sent to the screen.
This allows you to apply basically any math to the color of each pixel, si the limit is now creativity (and performance)
@@uselessgamedev What?
No radiosity?!! JK ;)
Great stuff sir!
acerola is another great channel for this kind of thing
@@tunacellis we need more shadingtubers
@@Hixoltage well you're in luck it's available to Patreon supporters (link in the description).
You don't have to become a regular supporter, if you're just interested in the one project you can pay once, grab it and cancel before the next payment
Dude, if you aren’t going to make a full scale game with this texture, you should release it to the unity asset store.
Also, your videos are great!
Thanks! The only texture really, is the crosshatch pattern thing, the rest is just shaders. Those wouldn't be super interesting for people to get from the asset store though. I think.
@@uselessgamedev nah nah my guy, you don’t understand how much people would love this. Even just for learning experience shaders are awesome. Great work!!
@@uselessgamedev I shall tell you what I always tell my kids: just because it's easy for YOU, doesn't mean it's easy.
I didn't say it was easy, it was actually quite a lot of work and hours haha
What I mean is it's a proof of concept, the thing wouldn't scale if you wanted to put it in an actual game, it's definitely not production ready. Making it so, making it actually performant enough, usable enoug, for a wide-ish public use would be maybe 100x the amount of work.
I have plans for sharing the source code of projects though, and entire projects, I just need to find the right way to do it, so people might one day get their hands on it and try to adapt it for their projects
@@uselessgamedev sell it anyway, lol
High Quality dev vids like this deserves hundreds of thousands of subs.
Thanks! I'll keep making them and trying to improve. Still a lot of topics left in my "videoIdeas.txt" file!
@@uselessgamedev yes pleeeaase. just keep posting and the youtube algorithm will be kind. already subscribed and waiting for the next one! :)
High quality comments like this deserve thousands of up votes
@@KevinTan this already has more views than the rest of his channel, this is his breakout video
@@uselessgamedev Get ready for your channel to blow up. id start a patreon and set aside extra time for UA-cam, you've got a lot of talent and humor.
Learning what Moebius's style looks like makes me appreciate how well the game Sable replicated it. I was almost fooled into thinking it was a Sable screenshot on the first drawing with his signature style. This video is really enjoyable and well-made so far!
*Morbius
@@vitogeist wario*
@@Mozarella_king *Obama
@@E_Fig05 watermelon*
I've solved the wrapping problem if you're interested. 1: you can triplanar project the textures and make their tiling frequency equal to a number such as 200, divided by the z distance to camera (you'll have to play with values). This makes the texture appear to be the same size from all viewing distances. You can also multiply by the focal length so that if you zoom your lines won't get too big. I've done this in arnold for Maya, but I'm sure it's possible in realtime. 2. You can use camera projection but add/subtract the root of the z distance to the U or V coordinate. (you'll need multiple texture sets for your positive and negative X and Y normals... Also I get good results using motion vectors to switch on per frame jittered UV offsets in the texture placement. Things that don't move will hold their hatching, moving objects will appear as though drawn anew each frame. Also if you have motion activated deformers to jiggle anything moving relative to camera you get the hand drawn innacuracy (also a little post process distortion can't hurt). With those modifications it'll be perfect. I generally use procedurally generated stretched noises to create the lines that have a lot of information so that I can blend them smoothly from 0-1 in luminosity, before choking them to black and white pixels.... Hope that all made sense
That's very interesting I'll definitely check it out! Thanks for taking the time to write all this!
Just commenting so that I can reference this later :P Great writeup!
@Useless Game Dev No prob. I've been working on this problem for a show and when I saw how close you were, I decided I'd give up the secret sauce. We'll be using stable diffusion or similar to generate our stylized graphics and everything else in a year or two anyway, so might as well get it out there.
Nice! Congrats
@M M youtube ate my reply! I have some shorts uploaded that show it off. Otherwise I can whip together some examples.
As a french guy who grew up with metal hurlant (or the us version Heavy Metal) I’m just so pleased to see so many dedication to fit Giraud’s style! THANKS!
the reflections at 7:55 look sick, I think if you were to make a nighttime city track where you whizz past street lamps it'd look absolutely stellar
I was just thinking the same!
This is not only a wonderful video on texture, color and 3d model processing, but an impromptu history lesson on an art style that I absolutely love and had no idea where it came from! Thank you!
As a massive Moebius fan and newly 3D sculptor.. I find this absolutely amazing. A lot if it went over my head, but I hope to come back when I've gained more experience.
This is crazy.
Then you should check out sable.
Such a great video! Very informative and entertaining. I loved how you animated adjusting the properties (like the outline getting wobblier or the cross-hatching moving up the sphere).
Glad you enjoyed it!
It looks so good, i really like the lined shadows!
Every frame looks drawn!
Thank you! The wiggly line effect does most of the work, I'm quite happy with how it turned out
Have you seen a game called Sable? The art style was definitely influenced by Moebius. The Sokpop Collective games also have that hand-drawn feel, but it is more cartoonish, I guess.
Honestly I assumed the thumbnail was a screenshot from Sable at first
No crosshatching. Which is kinda everything
Why aren't people mentioning Rollerdrome?
Fascinating! I love the color addition and removal as you go through the hoops. It’s so clear when you miss, compared to other games where this is indicated with audio cues or hud alerts. Beautiful
Wow dude this is a fantastic UA-cam video and what looks like series? Can't wait to binge the rest of your videos! Thanks for making them very clean organized and showcasing an extremely fascinating style!
i love how artsy it makes everything look! it's super unique and it feels like you're in a comic book. Even just the crosshatching would be pretty cool as a unity asset ❤
Seeing this video when the channel has just over 19k subs just means that I am very early with discovering a youtube channel that is going to grow atleast to the hundreds of thousands of subscribers. The knowledge, the way everything was explained and the editing show potential only a few people have. Sebastian Lague is the person I instantly tought of when watching this video and I hope your channel will grow just as much!
That is a really cool effect! Id love to do more shader experiments like this.
this is the first video im finding on this channel, literally my new fav channel
you explain these concepts in a way that even i (minimal rendering/game dev experience) can understand and appreciate
I have no idea how I found this. But I needed this. This is awesome and you have a great way of explaining and keeping it fun and interesting at the same time. Well done, sir!
Thank you very much for your kind words
Good job, and thanks for trying to reproduce Moebius' work in 3D. I really adore his work and like how your work looks.
I work with 3D architetural rendering for almost 15years and on my off time always wanted to achieve this kind of looks to my renders ( since I lack the handrawing skills).
your approach to shadows was exaclty what I always wanted.
now all I have to do is to somehow embed this in 3dmax+corona.
great work! maybe one day I'll make it to my future creature batlle game too.
Not only did you break down a super cool shader, but you did it in a way that makes shaders as a *whole* much easier to understand. I look forward to screwing around with these ideas to make my own custom shaders! great video!
This is beautiful: awesome style, nice technical shader work and nicely explained. Great job!
this is really great. i have wanted to accomplish something like this for so long, but had no idea how. i especially love the crosshatch progressive shadowing! brilliant.
This is so insanely cool, what an incredible video. Please consider releasing this publicly :D
I got so excited as soon as u said u can play this, it looks so satisfying and chill ♡
This is dope and so inspiring! Thanks for sharing the process/breakdown. I have so much to learn with shaders 🙌🏽🙏🏽
I'm a simple man. When I find a channel with good humor, clear presentation, well written scripts, and a strong grasp of the material... I like, subscribe, and ring the bell. Keep up the great work!
useless game dev??? I have a strange feeling, that this is going to be a revolutionary video inspiring others to try out these drawing-like renderers for games or even movies. Really great job.
One of the positive uses for AI I look forward to is helping translate a style to 3D, in combination with post-process effects like this. Basically real-time rotoscoping. The concept artist team creates 2D stylized images of various places in the game world, regular post-process is used to get basic changes in, and AI post-processes that to tweak finer details closer to the concept art style than is possible for normal shaders.
This is a great video, I really love how you simplified the technical stuff and how the shaders work and made it easily understandable. I really appreciate the effort you put into that video.
Thank you! Glad you liked it
Discovered this video from my recommended feed. An absolute great watch! I've been interested in shaders lately and this video was very interesting. Well done, will be watching more of your content (:
This is so cool! As an animation student I'd love to see a movie in this style
This is amazing!!! Incredible video, and something I've never thought to do. I love your animation style, especially when your character walks across to different slides (1:42)
Thank you very much this was one of the harder things to do while editing this video. I'm slowly learning video editing and it's getting better with every video
My god you have no idea how much it makes me happy seeing the final product. This is frikkin amazing man. You are awesome and deserve more subs !!
This is really impressive. I've just started learning about shader programming recently and the way you explain stuff is easy to digest and fun to listen to.
morbius shaders
𓆏
One morbillion shaders
It’s morbin time!
@@dynogamergurlRICK AND MORBIN
my dyslexic ass be like
I had no idea this was where the inspiration for Sable’s art style came from! I love how even the name of that game seems to be based on “Sobel”
All the concepts were so well described, and the editing was perfect. Loved everything about this video!
Thank you! There's a lot of iteration on the script to try and keep it concise, it's nice to see it still gets the points across
Amazing effects! Great job and I really loved the explanation of the sobel filter.
Good work!
In moebius work there isn't a lot of cross hatching though, and huge objects like your bg moutain would definitely have a vertical gradient. To show the separation between light and shadow you could just have a color change separated by a some little black dots/line instead of all this crosshatch.
Good work again
Yes indeed. I kinda ran out of time (this project was eating my nights so I cut it short and just shipped the video) but there should indeed be a color change with a darker shade on the mountains. That's how Moebius did it when he moved to digital painting. The crosshatch was more for no-color single-pen stuff like _40 Days dans le Désert "B"_
He also made shadows with a single darker shape, outlined in black (see the example at 6:36). I did implement that, it's actually an option in the shader, but it didn't make it into the final cut of the video. Good catch though! Glad you liked the video
Very neat shaders, I would only explore the scenery by car instead of racing haha
this is incredibly cool and really really informative !!! ive always struggled with shaders while programming, so seeing how blur methods can be used to get the borders of 3D objects is really eye-opening. it puts me in the right mindspace to understand how shaders even work
whoahaha these sound effects and small details are amazing, I like your style
I loved when Jean Giraud said "It's Moebin time" and Moebed all over those guys.
i can't believe you didn't mention Sable even once!
great job btw! you can really boost up the shadows by making them have a blueish tint and desaturate the underlying color.
This was an awesome experience to watch, even for me who does not understand a thing about shader programming.
Really impressive style + very pleasant way of doing the video
Wow, smart implementation, it looks so cool!
It’s moebing time
Jean Morbius Giraud
It's moebin' time
This looks fantastic, and the process was really interesting.
So many interesting rendering styles are possible for 3D games, and I hope to see more games exploring them in the future.
Thank you for the video! I have always loved this style and now you inspired me to try and implement it in my own game :) Really glad I found your channel
Thank you! Good luck on your implementation!
If you want an existing game heavily inspired by Moebius's artstyle, "Sable" is for you.
I love that part in Moebuis when he said "It's Moebin' time" and then he Moebed all over those guys
Absolutely stunning! Adore how you creatively leverage Unity's systems in atypical ways to achieve your vision!
Hey, I'm pretty new to you're channel but It's so interesting and helpful to see how these shaders are made. Hope you keep up the great work!
So interesting and well realised!! I wish you the best on UA-cam, you gonna become big in no time!
Woah, that looks so cool! You just gained another subscriber!
this is a really great video dude! congratz!
This is amazing and you managed to explain something so complex so well and the game looks so sweet!! How are you this underrated?! I subbed! :3
Beautiful! You really managed to capture the style. An such a nice walkthorugh of the process. Makes me want to try something similar, testing what I can do with different drawing styles.
That looks outrageously awesome. This is some sick work dude
Crazy how much just the shader of a game can influence it's appeal, looks so cool
This art style is so nice. I would love to see more games like this!
This is not just an amazing video on texture, color, and 3D model processing, but also an unexpected history lesson on an art style that I absolutely adore but had no clue about its origins. Thank you for enlightening me!
I used to do a lot of Unity on my free time but over the years, I just stopped.
Discovering your channel just gave me those vibes back again and it's so great. Your projects are awesome, your explanations crystal clear and the narrative is very well done, it's just interesting (on dirait le C'est Pas Sorcier de Unity ! :D)
So thank you and congratulations, subscribed!
Merci beaucoup c'est très sympa !
yo you've just been on my home page and this is the first vid i see from you and i love it, keep up that great work man
Looks so good!!
love the whole shader work!!
Super cool! I have actually been looking for sketchy, hand-drawn shaders recently. Awesome video!
Theres nothing shared except the video though?
This is so cool. Love the style
Great video, Subscribed! Also gave me some cool ideas for my own personal projects, especially love how you handled the crosshatching effect.
wow, that's so cool!! It looks amazing. Great job dude!
Amazing work! First time got confidence to get into unity shaders, great work man
Good luck! It's hard work but it's very rewarding
I’ve been studying möbius for a few weeks now, really love his work. Glad I found this video nice job
Holy shit! The final game reveal blew me away! Amazing work. Thank you very much for sharing, instant subscrcibe!
Just wow. Cant imagine your thought process on this. Please keep up the good work. I want to be like you!!!
Awesome video dude! You should definately keep making such video! Loved it.
WOW, this rending style looks amazing, great job!
the concept art style you've selected for your game is gorgeous I can't wait to hear more about your doohicky vigi game
Looks so good!
Great job🔥
This is Beautiful! Great work, man!
wow this is gorgeous nice work
Absolutely fascinating! Keep up the fantastic videos!
This looks awesome, great job! I love game dev, it never fails to fascinate me :)
Truly beautiful! 😍
This looks amazing
Gorgeous. Well done and thank you.
This was so fascinating and so informative. I love this video I had to subscribe immediately and go back and wash your catalog. Thank you for sharing and I can’t wait to see more contacts. I wish I had this talent so that I can create video games like this too, but watching other people gives me satisfaction in this as well.
Wow this video blew up! Congratulations, you deserve it!
This is amazing. The applications to animation are kinda insane.
Very cool looking shader. And the video was very informative too! I'll definitely leave sub. Good job.
Yay! This video blew up, congrats! Great channel! Subbed
Yay! Thank you!
This is RAD!!! Love your art style on this one.
What a beautiful interaction you got , man u got this 100k very soon
Ohhhh i have been wondering for so long how to get to the Moebius look ! Thank you so much
Great video! Pacing, information, examples, very well done. Thank you!
Okay, so this is exactly what I wanted to learn about for so long now. Ty!
I love this style so much
Awesome work! Very inspiring