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I tried to replicate this in Unity, and damnnn 🤯

1,623,133 views • 4 months ago •via X (Twitter)

37 Comments

Eager Passion's profile picture
Eager Passion4 months ago

I beleive you could serve to make the head a little bit scaled up when it flattens maybe about 10-15%

Lez's profile picture
Lez4 months ago

I might add another slider for that if that becomes too obvious. The reason it became smaller was that I was using a high FOV (100) to showcase the effect. Otherwise, they look normal on a normal FOV (50-60)

wadawww's profile picture
wadawww4 months ago

This is so cool man, is it by using lattice deform or something?

Lez's profile picture
Lez4 months ago

it’s distorting the mesh in screen space via vertex shader, the effect was just masked to the head area

Quadro_R's profile picture
Quadro_R4 months ago

definitely must have feature for anime style

El Gabo's profile picture
El Gabo4 months ago

The character feels more "illustrated' and less like a 3d model with the flat head. So fascinating.

SigmaSyndikate 🎮✏️🎨's profile picture
SigmaSyndikate 🎮✏️🎨4 months ago

Actually kinda wild that flattening it makes it look MORE 3-dimensional

Vali's profile picture
Vali4 months ago

is this kinda the same as making the the FPS arms flat so they dont clip through walls ?

Lez's profile picture
Lez4 months ago

exactly!

Ludvig's profile picture
Ludvig4 months ago

How do you keep the ponytail at the right depth. I feel it should be clipping the jacket when this effect is applied. Also, how does it affect casting shadows (Seems obvious but I'll ask anyways...)? Very cool to see it applied in unity and not just in blender. Great job!

Lez's profile picture
Lez4 months ago

Spot on! I was dealing with the ponytail clipping before. I masked the effect using vertex colors, and the ponytail was masked with a gradient to avoid putting too much effect on it. The greater challenge after this is making this work for characters with long, thick hair

Ludvig's profile picture
Ludvig4 months ago

Alright! I guessed vertex colors or some kind of mask when I looked at how the neck behaved in the blender example. So cool to see people develop new tools for toon styled renders. Making 3D look hand drawn will be this generations gift to the users, not this raytracing crap.

Richman's profile picture
Richman4 months ago

How does this work?

Lez's profile picture
Lez4 months ago

it works pretty much the same as in the original. In game engines, it can be done via vertex shaders.

Quod Soler ☀️'s profile picture
Quod Soler ☀️4 months ago

Its like Orthographic projection, but only for the head. Seems like a really interesting idea indeed.

Ichinose Sensei's profile picture
Ichinose Sensei4 months ago

I wonder how it'll scale with fully dynamic* lighting and shadows, might try toying the idea in Unreal *and I mean *dynamic*, no single vector light limitation most cel shaders have, all kinds of shadows, even full ray traced rendering

NEM 👁️✨'s profile picture
NEM 👁️✨4 months ago

Is it possible to "flatten" while also making the head larger? it seems like the proportions become slightly off when flattening

pizsabaker's profile picture
pizsabaker4 months ago

You're all rediscovering orthographic projection 🥀 I wish people would appreciate 3d more for what it is instead of all these hacks

SSameerHRizvi's profile picture
SSameerHRizvi4 months ago

Is this a lattice aim constrained to the camera, & parented to neck bone? I can't tell, I don't know how to read Japanese. Anyone?

John Can’t Lie's profile picture
John Can’t Lie4 months ago

the final solution to shitty 3D anime CG?

FAVORITE 🌺✨'s profile picture
FAVORITE 🌺✨4 months ago

That’s seriously impressive! 🤯 Replicating something like that in Unity is no small feat. Huge respect for the effort and skill! 👏🎮

🔧Tech Priest Orion🔧's profile picture
🔧Tech Priest Orion🔧4 months ago

I'm struggling to wrap my head around the mathematics for it. Any chance you can briefly do a breakdown on how it's calculated? Also, how is there no Z-Fighting?

Early Hustle's profile picture
Early Hustle4 months ago

this kind of effect always looks deceptively hard to recreate. turned out really well.

Sandeep Chauhan's profile picture
Sandeep Chauhan4 months ago

Bro you cooked. The way it flattens on the sides is perfect 👏

Umurangi Generation's profile picture
Umurangi Generation4 months ago

Could this be done with some combo of local scale and lookAt?

Aukumo's profile picture
Aukumo4 months ago

I've seen VRChat avatars that do this and the illusion breaks when you use the third person camera.

Lod's profile picture
Lod4 months ago

My lord this is so awesome!! I’d love this for my characters

muou's profile picture
muou4 months ago

我也在unity中实现了😃

PSF | toastmeal 💽's profile picture
PSF | toastmeal 💽4 months ago

you should post a more detailed explanation of this this is awesome

Meiko Homura's profile picture
Meiko Homura4 months ago

@Scarlet_BelleVr

Jonathan | Dev | WISHLIST Air Isles!'s profile picture
Jonathan | Dev | WISHLIST Air Isles!4 months ago

wow! @grok how can I achieve this in Unity? this is mad good! well done

Tuna's profile picture
Tuna4 months ago

unityで再現したのすごい

Aminsx's profile picture
Aminsx4 months ago

WOW, this is so cool, i'm guessing it's not too performance heavy ?

based ADHD's profile picture
based ADHD4 months ago

I wonder why it looks better with this effect when the real world doesn't do it.

ZenTheKing's profile picture
ZenTheKing4 months ago

Angles or funny

Erfan's profile picture
Erfan4 months ago

so what will be different if i actually model the head 3d?

Luís Rodrigues's profile picture
Luís Rodrigues4 months ago

Building from scratch changes your perspective on what looks “simple.”

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