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Three shades and two uses (cel shading/toon shading) is an artistic style of non-realistic rendering. This technique creates a flat color on top of the basic color of a 3D object, making the object appear to have a 3D perspective while maintaining a 2D effect. Simply put, the 3D model is first modeled through 3D technology, and then the 3D model is rendered into a 2D color block effect.
Three shades and two uses is a technique to restore the expressiveness of 2D hand-drawing by using 3D production technology + 2D rendering of the model material/gloss in order to lower the production threshold to some extent under the background of 3D industrial technology progress.
In the above conditions, Three shades and two uses is a branch of 3D techniques, rendering techniques, there is no essential difference.
3 rendering 2 scene production. In general, artists will use 3DMAX and ZBrush co-production, with VRay material ball and renderer rendering out of the figure. The formal process is divided into three major processes: “concept design” → 3D model production → integration editing.
Three shades and two uses differs from traditional rendering in its non-realistic lighting model. Traditional smooth lighting values are calculated for each pixel to create a smooth transition; however, in Three shades and two uses animation, the scene model‘s shadows and highlights are displayed as color blocks rather than in a gradient smooth blend, making the 3D model look more flat.
Today’s consoles have more rendering power than ever before, but a great video game does not necessarily require very realistic images, as in the case of some of the hottest games of recent years, such as Animal Crossing, New Horizons, and Fall Guys, and arguably many famous games are consciously avoiding realistic images, opting instead for flat rendering techniques. rendering techniques.
3 rendering 2 games: Clash of Clans, League of Goddesses, Dazed and Confused, Fantasy West, QQ Free Fantasy, Animal Crossing