I can't stress enough how fascinating it is to see these topics discussed as they affect game models in real time. It is honestly so cool to see the actual normal arrows shift and brighten as link's model animates. Keep up the good work!
@zainmushtaq43472 жыл бұрын
That's what I miss from most other videos trying to explain 3D concepts -- they never actually show the concepts visually in real time, and the differences before and after. This video cleared up soo many things for me and has made it easier for me to grasp certain concepts. I remember watching another video from this channel explaining the billboard trees in BotW, or was it perhaps how the eyes of Toon Link were being rendered to always appear on top? Either way, those videos were superb with visual aids, and so is this one. I'm subbing :)
@AgentMidnight2 жыл бұрын
@@XZ-III I'm sorry my avi got you so worked up that you felt compelled to reply
@mikuenjoyerXD7 ай бұрын
@@AgentMidnight passive aggressive ?
@AgentMidnight7 ай бұрын
@@mikuenjoyerXD I honestly do not remember what the original guy said, but he was being snippy, yeah
@FargazerMusic5 жыл бұрын
The segment beginning at 5:00 is one of the best examples of visual aid I have ever seen. Outstanding work!
@hikari_no_yume5 жыл бұрын
It must have been annoying writing the shader (and other) code to do those visualisations, and with the nice animations too! It makes me appreciate the effort.
@speedybeef5 жыл бұрын
Yeah came here to say the same thing, incredible amount of work gone into this. Super impressive
@WilliumBobCole5 жыл бұрын
right?! None of this was new information to me, but the presentation is so fantastic that I needed to subscribe, and I hope to see more videos of this style, some of which might actually teach me new things, some might just help with a deeper understanding of things I otherwise had the gist of!
@ZeranZeran5 жыл бұрын
This video production quality is as good, or better than some of the stuff Nintendo Officially releases. This is really great work. Nintendo is missing out by not reaching out to work with these KZbinr who love their games so much, and imagine how much cool inside/background info we could get if Nintendo collaborated with these KZbinrs?
@Whalester5 жыл бұрын
Yeah that segment was mesmerizing and I learned so much its it's crazy. What is this guys day job ? He is talented.
@TheWrathAbove5 жыл бұрын
Seeing this video in my sub feed was surreal, it was like, who's this guy? And then upon checking the channel immediately realizing I need to watch this video now.
@reamuji67755 жыл бұрын
lol same XD i remember he doing great on explaning on mario water texture and immediately click on this vid
@TheWrathAbove5 жыл бұрын
@@reamuji6775 Yeah, the second I realized it was the guy that did that I was so in.
@ElectricError5 жыл бұрын
Same! I was about to unsub thinking I had hit it by mistake. Glad to see another video!
@nashew77325 жыл бұрын
I did the SAME THING
@KaeraNeko5 жыл бұрын
(hey, nice profile picture :33)
@reamuji67755 жыл бұрын
i think we could say that wind waker aesthetic is ahead of its time, when everyone goes into the same realism style nintendo brave enough to explore outside the vault and the result is a beautiful game that win against testiment of time
@gamingblowsofficial5 жыл бұрын
We could probably not say that. Lots of games used cel shading before Zelda. Jet Grind Radio being the most famous example. Fear Effect as well, among many others. Wind Waker was in no way ahead of its time with this, it wasn't even a very early adopter.
@Maretoast5 жыл бұрын
yep this explains the similar visuals as to Breath of the Wild
@GibusWearingMann5 жыл бұрын
I can concur the timeless look, though. I'm playing Modern Warfare (2008ish) for the first time and it looks like ass.
@Maretoast5 жыл бұрын
@@GibusWearingMann talk about off-model disappointment
@jd.h19665 жыл бұрын
@@gamingblowsofficial Yes you're right, also Vagrant Story among others, BUT, here's the thing, TWW was the one that made the aesthetics popular, before that cel shading was not even popular, and the way they used this technique is what makes it look ahead of it's time, big budget triple A games were not daring enough to try something like it, Zelda is a very important franchise, so for them to try something like that with 50/50% chances of screwing up or being praised is what makes this game timeless, it's not about who did it first Nintendo was not even the first videogame company, so.... same rule applies
@penntopaper93052 жыл бұрын
as an artist, the thing about how they manually picked every single shading and lighting color is incredibly impressive and genuinely made me so happy. i love this game even more now
@randomcatdude4 жыл бұрын
That texture at 9:08 is also how Team Fortress 2 gives its character models a distinct, illustrative look. In the Source engine that TF2 runs on, it's referred to as a lightwarp texture, and there it can also have color, so the lighting can also be tinted based on its luminance. Really cool stuff.
@javaguru71414 жыл бұрын
I'm still bitter about how badly this game was treated when it came out :( This has always been my favorite Zelda!
@customsongmaker3 жыл бұрын
People have been born after the Windwaker came out, and some of those people have their own children now. It's time to let go any bitterness about online comments about Windwaker's release.
@Zazcha12122 жыл бұрын
Huh it had? I really loved it and still love it!
@super80sgamer2 жыл бұрын
@@Zazcha1212 Yep, sadly it was attacked for the cartoon graphics, at a time people were expecting more realistic graphics. Still now it looks brilliant, i wished all zelda games had gone this way.
@Carcosahead2 жыл бұрын
This but Twilight Princess
@uhhh_adam2 жыл бұрын
Same. Alot of ppl were mad it wasn't another serious looking zelda game. Then Twilight Princess came out and I thought it was boring and weird
@AndrewPRoberts2 жыл бұрын
Something I noticed in BOTW is that the shadows of the entire world will match the shadow color of wherever Link is standing. If you stand under a red awning, the shadows on you are red, but then the rest of the world also has red shadows now too. I always thought that was really interesting and I'd love to learn more about how the lighting system in BOTW works
@tobiasfeil1993 Жыл бұрын
Probably just a bug 😁
@mikuenjoyerXD4 ай бұрын
Cast lighting
@Finkelfunk5 жыл бұрын
This video is made with such an incredible effort. The animation, the explanation, just everything all put together. You take a topic that sounds pretty boring and turn it into something fascinating. You deserve all the success that is gonna come to you. Superb video quality, great job. Keep it up! :)
@wardo56775 жыл бұрын
"...the vertexes position." Toon link standing in the background while all of his skin just has a quick seizure
@crealol24 жыл бұрын
he's just rippling
@SchemingGoldberg13 күн бұрын
He passed the vibe check
@bobojenkins58052 күн бұрын
*vertex's
@pujp2405 жыл бұрын
Would you be up for exploring how Breath of The Wild expanded on these ideas?
@catonkatonk5 жыл бұрын
One thing I noticed is that when he changed the gradient to involve four harsh steps, it suddenly started to look like Breath of the Wild. So I guess the toon shading in Breath of the Wild has four or more steps of lighting levels, rather than Wind Waker's simple "shaded" and "not shaded" and the tiny gradient in between.
@mashed55604 жыл бұрын
@@catonkatonk can you give a time stamp?
@damiendarhk48274 жыл бұрын
@@mashed5560He talks about it at 10:23 !
@blockedblock52034 жыл бұрын
Please, this would be awesome
@rebeccapaiottidasilva40544 жыл бұрын
Yes please
@PJiggles3 жыл бұрын
Wind Waker has been one of my favorite games of all time ever since I was a kid, and this video taught me so much about it and me me appreciate it a lot more. Thanks for the amazing explanations!
@Shopfpss2 жыл бұрын
Same I want to create a similar game
@TusharSundarka4 жыл бұрын
"Wind Waker's cel shading was such a unique art style that other games tried to copy" Jet Set Radio: *Am I a joke to you*
@No-vy4jp2 жыл бұрын
I fell like it is kind of ironic that Jet Set Radio was liked for its art style while Wind Waker was hated for it.
@zacheray2 жыл бұрын
Not by me lol. I was beyond captivated when I first saw it
@Pusingoding2 жыл бұрын
@@zacheray how old are when you saw it? I think depend how you expect it. I like it too when i first saw but that because i start loz from the gba version with similiar design
@No-vy4jp2 жыл бұрын
@@droopy_eyes I question what do you mean by JSR did it out of necessity. The Dreamcast and the GameCube are both 6th generation consoles with virtually the same specs. What's more is that the credits of WW actually take up more space than the game itself. Why? Because the GameCube COULDN'T HANDLE IT. It had to be recorded on a video file and played in that instead which is why the bubbles at the end are always the same. If anything, WW suffered from more hardware issues than JSR. Finally, going backwards blindfolded? Does that suggest that the two N64 titles are superior to WW? Did you even watch the video? The N64 isn't even capable of CEL shading at all. I would also rather have Link's head shaped like some kind of sideways egg than to have individual segments separating his body parts.
@BestGirlsBiggestFan2 жыл бұрын
@@No-vy4jp People were more against the cartoony look than the cell shading since Zelda in 3D had always been more "serious" in style.
@OmarOsama-lk9toАй бұрын
4 years later and still an amazing video.Thank you so much.
@TrueBlur5 жыл бұрын
I’m happy to see another video from you! I’ve rewatched the Mario Galaxy one so many times!
@t3ssel8r4 жыл бұрын
Wow, what a beautiful explanation of the lighting setup not just in this game, but in general. You managed to hit the sweet spot of conveying all of the nuance of the maths without getting into the weeds. As someone working on a stylized graphics pipeline with very similar goals, it was refreshing to see the similarities and differences with my approach, and the differences in the tradeoffs that were made because of art direction or hardware limitation.
@landonhagan4505 жыл бұрын
I had no idea so much work and finesse went into Wind Waker's are style. Creating dynamic color pallets for everything in the world, just so they could curate the colors they wanted. That's the kind of craftsmanship and artistry that makes Nintendo games so timeless. (PS I know you just finished this and have gone on a break, but I'd love to see a similar deep dive on how Skyward Sword's graphics work. In my mind, it's the most beautiful Zelda game but there's not a lot of stuff covering it in detail)
@wandererofclouds5 жыл бұрын
"E3 2005 trailer for The Legend of Zelda: The Wind Waker" I'm sorry to nitpick, but didn't Wind Waker release in 2003 in North America?
@JasperRLZ5 жыл бұрын
Yeah that was a typo I didn't catch. Should be E3 2002.
@wandererofclouds5 жыл бұрын
@@JasperRLZ That's okay. It's an easy thing to miss. I really appreciate the amount of work and research you took in order to explain the process and mindset of artists and developers making this game look timeless. I really liked it. Keep up the great job. I can't wait to see what you will do next.
@JJAB915 жыл бұрын
@@JasperRLZ Might want to make an annotation or add that to the description
@JasperRLZ5 жыл бұрын
@@JJAB91 KZbin annotations don't exist anymore. I already fixed the description, but nobody reads that.
@jorande1e4 жыл бұрын
Woops lol
@IlSharmouta3 жыл бұрын
14:30 Love the in depth talk about the pros and cons of either Automatically creating a color pallet, or Manually choosing pallets of color for the numerous different cases. One thing I will say from development experience, is that there were probably a lot of both going on, even when it looks all manually done in the end. We see a result of what looks like laboriously hand choosing individual colors for many scenes, but I imagine they had tools on their end to, say, put in one or two main input colors and generate sets of colors that they were then able to tweak as they saw fit, quickly making the many final pallets. Like you mentioned, harmony between the programming side and the art side is critical, not only in development of the game itself, but also in development of tools to use on their side while working. Any tools the art team can get the programming team to write to help speed up the process saves time and money and is great to look into as much as possible. Side note, it would have been great to see the final implementation of these pallets, like you showed the ZAtoon file. Were the scene's color pallets a similar file? did they combine a lot into a main file? I was quite curious to see more files like that.
@harryrobinson61955 жыл бұрын
This is incredible man, graphical techniques are so cool what the hell
@TheApoke5 жыл бұрын
This channel is so entertaining and informative. I love your presentation and editing style.
@koffi_duck3 жыл бұрын
this video is astonishingly well done HOLY SHET
@pristizastavka5 жыл бұрын
It’s been a while since I was this excited about seeing a video notification. These are absolutely amazing, from the way you explain the concepts in a very understandable way, to the examples you choose and the animations you create to show the concepts. Nintendo is doing a brilliant job in their artstyle, and you are doing a brilliant job in showing all the magic to us!
@FlyingJetpack12 жыл бұрын
The visual explanation style of this video is absolutely top notch, I've never seen so much work and effort put into showing the thing that is explained in such accurate and clear detail before. Amazing stuff
@DUHRIZEO5 жыл бұрын
The legend is you! Between this and your last video your level of detail and explanation are unparalleled. Thank you for all the hard work.
@phills67325 жыл бұрын
Your visualizations were so satisfying
@deanmachinespeedruns55903 жыл бұрын
As someone who did some speedrunning of this game, There was a very uncommon glitch that messed with the lights. It caused them to shine though anything and everything making forsaken fortress look hilarious :D
@RyanDxxx03 жыл бұрын
Took a year to get this video recommended, and I'm glad it did, amazing video.
@mandatorial5 жыл бұрын
I would have loved to hear your opinion on TWWHD as that game pretty much eradicates the things you highlighted (which is why I prefer the GC look).
@yadspi5 жыл бұрын
Was waiting the whole video but nope
@samteenoise5 жыл бұрын
this!!! is like they threw some hd textures, added vertex lightning, shortened the triforce quest and called it a day XD
@sir_earl_grey5 жыл бұрын
Same here. I prefere the Wii/Gamecube Version. I also hate what they did with WW on the Wii U.
@Metalwario645 жыл бұрын
Yeah, they took all of this meticulous, hand-crafted work and just threw a crappy post processing shader on top that blew everything out.
@jd.h19665 жыл бұрын
Exactly what I was thinking when I saw the shading comparisons, and was like "oooohh so that's why the HD port look like that" such a shame, GC still holds up pretty well
@anntony55854 жыл бұрын
The amount of editing and digging this video must have taken to make is amazing. What's even more amazing is the way you described everything, and made it easy for anyone to understand. Thank you for creating this!
@runetimon5 жыл бұрын
You make everything in your video flow so naturally that it's hard to even see the amount of editing and polishing in this video. You truly deserve every view that you get.
@nulsh3312 жыл бұрын
Just stumbled across this. Thoroughly enjoyed it. Thanks for posting. I played Wind Waker on release, and realised what a wonderful piece of creative design it was. STILL looks amazing. Having the the conviction of a defined and unique art style has made it timeless. The overall atmosphere and player engagement was real class.
@ChozoFS3 жыл бұрын
As a studying game designer, this video helped me understand cel shading quite a bit more. I was already experimenting with cel shading materials and such before this video, but this has strengthened my understanding of the topic. I'm going to try out some different LUTs (the gradients you mentioned in the toonification section) to see what works for my current passion project.
@dr.ravioli66545 жыл бұрын
One thing I love about these videos is how simple they are to understand. I know nothing about game development, but the way you outline your videos makes yo not only interesting but educational. Both galaxy and windwaker are games that have made a huge impact in my life and childhood, so its fantastic getting insight into the development and techniques used to create these games. Overall, I really enjoy this series, and hope you have a good day.
@nataveco5 жыл бұрын
It's crazy how they managed to do this so well in the original, almost 20 years ago. Great video!
@rebeccadraper11713 жыл бұрын
Thank you so much for this video, I grew up playing the Wind Waker as one of my first video games and I've always adored the visuals there! Your explanation of the work that went into the lighting/ colors/ tech that went into creating the look of Wind Waker is super informative, my appreciation of the visual staff in the video game field has increased exponentially. I've checked out Wind Waker in noclip.website and aaaaa the visuals makes me want to boot up a GameCube and play it all over again :') tysm for all the work you put into recreating those environments in a virtual museum, gazing at the Great Sea waves as the sun sets and wind blows is incredibly relaxing.
@SoloJona5 жыл бұрын
This was incredible. Thank you for diving so deep into this
@KlericYT5 жыл бұрын
Another amazing explanation with god-like editing. Thank you. :)
@dilsency61015 жыл бұрын
Coming from a beginner on the subject, I would have appreciated seeing how Link's texture is applied when the final lighting is determined with the color palette. I'm assuming the colors are blended together?
@gulfgiggleanimations44725 жыл бұрын
I was curious about this and after about 5 seconds of experimentation, yeah, the colors are blended, more specifically they’re applied on top of the base colors in the same way as a multiply blend mode would. If you’re not familiar with it, it essentially turns whites invisible, blacks opaque, and anything inbetween proportionally darkens the layer below. I use it all the time for shading, so it was my first guess as to how it worked.
@leowatley3 жыл бұрын
if any game 'defined' cel shading, there is no question it was jet set radio.
@kukukachu3 жыл бұрын
Viewtiful Joe did a fantastic job years later.
@KorriTimigan5 жыл бұрын
This highlights a big visual problem with the WiiU HD port. I love the updated visuals in that game, except for the fire-light. For some reason they elected not to "toonify" the light from fire and left it solely as the vertex lighting, the first step discussed in this video. I always hated it because it's so inconsistent in comparison with the rest of the game.
@godzpeedx7ii753 жыл бұрын
No
@godzpeedx7ii753 жыл бұрын
No it wasn’t inconsistent
@wihatmi55103 жыл бұрын
I hated it too. Especially in this one boss fight the lighting destroyed it.
@ja52ng742 жыл бұрын
This. 95% of the time the lighting in the Wii U version looks amazing, but every time Link opens a chest in a dungeon with low lighting, the light source from the item he picks up turns his face into a plastic doll from the vertex stage of lighting.
@clouds-rb9xt7 ай бұрын
Yeah and also in a couple orher sections. They should've paid a bit closer attention to the shading so it didn't break when the lighting was slightly off. Hopefully they fix it if they ever rerelease it
@JesseDupuyКүн бұрын
Earned my sub in spades. These are some of the best visual examples I've seen in a video about one of my favorite games of all time!
@ahtkachanremixes6912 жыл бұрын
Jet Set Radio would like to have a word
@MichaelJONeill3334 жыл бұрын
Awesome explaination man! AMAZING CHANNEL!
@samray34613 жыл бұрын
The remake saw this vid and decided to throw it all in the trash.
@katpottz4763 жыл бұрын
Jet Set Radio actually pioneered Cel Shading.
@larrote64672 жыл бұрын
me being a teen back then, it was funny to see that the people that immediately shunned this game were just proving to be the most immature of us all
@ignazioacerenza9881 Жыл бұрын
Stellar work! I can't wait to show it to someone who needs help understanding cel shading. The clarity is UNPARALLELED
@hyakin78182 жыл бұрын
I would say jet set radio has a pretty similar cel shading look but uit didn't have a day-night cicle but it came out a bit earlier so i give it some props
@skyevlyn Жыл бұрын
Wind Waker was already my favourite Zelda game and this made me love the game even more! Wow! I know nothing about game maker magic but you showed everything so clearly it all made perfect sense to me. And I hadnt ever noticed that stuff gets dark when you look at the sun! The details people like you notice is incredible, thank you so much for sharing it with the rest of us ^^ and extra kudos to the dev team for pulling it all off beautifully
@IOn_Vash4 жыл бұрын
You are probably gonna get a bunch of subs over the next few days
@novikovPrinciple3 жыл бұрын
5:00 This entire segment is amazingly animated and edited! Whoever did the distortion effect at 5:25, and played around with the UV's at 5:27, props to them! All of the effects served to illustrate the point being discussed, and I think that's extra amazing!
@novikovPrinciple3 жыл бұрын
But if there's an award I can give, it's to whoever animated the scale of the Normals changing based on the direction the sunlight is coming from!
@PraetorianAU2 жыл бұрын
How about Jet Set Radio / Jet Grind Radio, depending on where in the world you are. It was release 2 years earlier and if anything looks better.
@JoshForeman5 жыл бұрын
I've been doing art and design in videogames for over 20 years and I'm blown away by how accurate AND accessible you've made this information. Not an easy feat. Keep it up!
@penguinmonk76614 жыл бұрын
Shout out from game grumps wonderfull channel dude instant sub
@nodidog2 жыл бұрын
As a programmer that has zero experience with game development, these are really fascinating. Definitely going to watch more in the series!
@glitchy_weasel5 жыл бұрын
Wow! Amazing video. This is super-interesting. You just made another impressive video. Dude, keep it up. You are doing great. I specially like the way you use animations and 3d models to explain the core concepts of the video (like what a normal is).
@AzA6093 жыл бұрын
This just makes me appreciate the developers even more. When they do their job right most people will not know of the technical details behind the lighting system because it's not meant to be noticed. Job well done!
@Kavukamari5 жыл бұрын
wind waker had such a solid art style that it may be one of the most well-aged 3d games EVER
@Coolprinter Жыл бұрын
your commitment to create a strong visual representation is amazing and I always come back to this video just to see it. This video deserves a million views just from your courtesy of explaining Cel shading in real time!
@Owl902 жыл бұрын
I love Wind Waker but I believe anyone can see how disappointing it would be for the series to go so far in the opposite direction after the masterpiece that was Majora's Mask.
@crimsonhawk525 жыл бұрын
The silhouette thing finally explained for me why I always thought the "updated" lighting in the HD version didn't look as good as OG (among the disgusting bloom and other reasons)
@kurtisharen5 жыл бұрын
This was an amazingly well-done video. I'm currently at college for a computer science degree, and over the last few quarters had been taking classes on computer graphics. First of all, I ended up struggling through those classes knowing that I needed to program in the vertex normals, but never actually understood quite what they were. Your video explained that much better than my college courses did, and they were not badly-taught classes. The other thing that was pretty fun on my end was that as you explained how cel-shading worked, I could relate it directly to what we did in class. The interesting bit was that some of the things that you described were different approaches than what we did. For instance, we didn't use a texture to convert vertex lighting into cel-shading like you described, we just hard-coded various ranges into flat colors. Using a texture would have made making adjustments to our images much more intuitive and faster, instead of having to go into the code and start shuffling numbers around until we found sets that looked closer to what we wanted. I am kind of curious now if there are any effects that went into games that were complete lucky accidents on the developer's part. For example, I was supposed to texture a simple table and chair model via code rather than a modeling tool. I had a checkerboard pattern that I wanted to use as a placeholder texture until I could get something better. I screwed up the placement of the texture and warped it horribly, and I had to turn it in before I could figure out how to fix it. I got a good grade on the project because it happened to stretch and warp so badly that the teacher thought it was a pattern of cartoonish wooden planks, and graded it accordingly. (I made sure not to tell her until AFTER the grade was finalized, because I still needed to know what I did wrong for future assignments.)
@killyridols728262 жыл бұрын
A Nintendo fan will always think that Nintendo did everything first... Jet Set Radio, Fear Effect, Klonoa, Sly Cooper, who ever heard a thing about those?... Cel shading was a big thing in the 2000s dude. Clearly Wind Waker wasn't the first, and saying it was the only one able to do it right is like saying DMC was the only good hack and slash of the 6th console gen
@XgamerdaveX5 жыл бұрын
Jet set radio on Dreamcast uses cel shading as well and it looks awesome. It came out before wind waker too.
@TheWoozly5 жыл бұрын
I was thinking literally just this morning how I was hoping you had a new video. Incredible. Carl Jung talked about this.
@xenoneo5 жыл бұрын
Synchronicity is really magic when it happens :)
@zeikjt5 жыл бұрын
Might also be Selection bias, Confirmation bias, and/or Availability heuristic :D
@712toaster3 жыл бұрын
Few things in this day give me nearly as much comfort as the visuals and audio of jet grind radio, windwaker, and katamari ps1. I bought the soundtrack to katamari as a young idk 13 yr old, after renting the game from blockbuster since KH was gone again that week, when the package arived from ebay (my first online purchase ever i was so proud) i literally opened the package in my room alone so i could smell the packaging and air in private like a freak. This video has me feeling all of those senses and emotions again and I am so grateful for your work and appreciation of this medium. thx 4 this.
@SolitaireZeta5 жыл бұрын
"How The Wind Waker Defined Cel Shading" Jet Set Radio: "Am I a joke to you?"
@dusu5715 жыл бұрын
Agreed. You would think he would have done more research before using such language, practically dismissing the feats that had come before it. At least he could have mentioned the similarities between other titles like Jet Set Radio instead of a lazy 10 second clip of him passing off everything else that came before it.
@Chaklun965 жыл бұрын
I don't think he intended to disregard anything elese before or after WW, but the game is simply the topic of his video. + What if he thinks no other cel shading game looks better than WW? Aesthetic personal opinions are entitled for everybody
@dusu5715 жыл бұрын
@@Chaklun96 Using the words "Defined" in the title and "copied" in the description of other cel shaded games, even though he's showing footage of Cel Damage HD which originally released in 2001 but was patched with widescreen support and given the PS2 release features, is effectively blowing off the other titles. As others had stated, "refined" would have been a better word for what Wind Waker accomplished. I think the creator either never played the other titles and simply dismissed them as "trying to copy Wind Waker" or is too young to know about those that came before it and what they brought to the table.
@Chaklun965 жыл бұрын
@@dusu571 Once again, however anyone "feels it" or "interprets it" I don't think it was his intention. + A video title is supposed to be catchy to gather clicks, so it doesn't surprise me he choose stronger words like "define". My point is that his main intention was to talk about wind waker's art style and that everything around it was handled quickly / without the same care. He simply went to the point of his topic. Considering the quality of the work, I just find it harsh to disregard it in favor of spity nit-picking.
@dusu5715 жыл бұрын
@@Chaklun96 It boils down to lazy writing. You are right, the title is click-baity. In other words, it's disingenuous. It holds the same problem so many other videos on youtube and other documentaries, as well as mainstream news outlets and political journalists provide to their viewers. It's tiring to see people who care more about providing half-baked explanations regarding topics they want to discuss compared to those who actually put in the time and energy to truly flesh out the subject. Think of LGR, his tech tales series contains copious amounts of information on the subjects he covers, leaving almost no stone unturned. The same goes for Digital Foundry, covering everything in extensive detail, because they hire experts in the field who care about the facts and data. Linus Tech Tips consistently cross referencing other pieces of technology when reviewing the newest or obscure consumer technology on the market. There is a reason why these 3 channels are so successful: they are thorough and accurate. Now take this video and compare it to those channels; he spends 10 seconds to tell the viewer that other games have "copied" Wind Waker and that they don't meet his expectations. Wow. Great job filling that in at the last second. Did we dot our i's while we were crossing our t's too? Anyways, I feel that I am putting too much energy into this thread and am going to put the phone down. But I just wanted to make sure others who happen to read this comment hold videos like these accountable for muddying the facts and being disingenuous to their audience.
@koskk_ Жыл бұрын
Yo that's absolutely amazing! I never realized how much went into its distinct style.
@ProjectGamerYT5 жыл бұрын
1:18 think you got the date wrong there, the game had already been out 2 years by that point haha.
@dougr86462 жыл бұрын
First time I remember seeing cel shading was jet set radio
@JeanSamyr2 жыл бұрын
JetSet Radio Did it a little before. They used a pretty similar approach of toon shading for the art style of the game. And they even use different palettes for each time of the day.
@GANONdork1233 жыл бұрын
I think one of the things that makes WW's cel-shading work is that the environments aren't actually cel-shaded, but use simple lambert vertex shading with very light ambient lighting. when you add cel-shading to environments, it makes things messy. Only moving objects should have cel-shading, anything static should use lambert shading.
@KyleDavis3283 жыл бұрын
The 'toon-ify' filter is called windowing or window level contrast. It's often used to enhance the contrast of images that you only need to see a narrow field of the full brightness spectrum (think X-rays, you only care about the values that contain bones or other parts of the body, not the background reflections). And while not particularly difficult math to do, it can be quite computationally expensive when compared to just a lookup and copy, which is why ZAtoon is used to store the pre-computed windowing effect.
@Ostronmacka4 жыл бұрын
This series, though only 2 parts so far is absolutely brilliant! Please keep them coming
@Nevarek_2 жыл бұрын
The "toonificaion" is a quantization of the color space. ... Okay, yeah call it toonification. Thanks for the video, I will have to apply this to my projects to simplify my artstyle while keeping it readable. A good technical art project to implement! The ZAToon rect looks exactly like my first experimentation with shaders! How interesting!
@MOVIEMASHUPS5 жыл бұрын
When I saw this video in my subscribtion box I immediately got excited. I've been checking your account for new videos ever since the Galaxy one months ago! Incredibly fun, well made and interesting to watch. Thank you! Keep it up :)
@dogishappy04 жыл бұрын
Love this content! Enjoy the Grump Bump!
@slm204082 ай бұрын
me and a small team are currently making a zelda fangame in this artstyle, so im sure that this cideo will help us with making the game
@L3m0n_Ju1c322 сағат бұрын
how is it going? 👀
@pieman492_5 жыл бұрын
Loved the easter egg locations on the "determining environmental colors" section. Especially Dark Souls 1's "Dukes Archives" which is notable because that location has this really pretty grayscale blue-tinted (bluescale?) filter on it that presents this melancholy vibe which really fits the whole "once great dragon gone mad" feel of the area. Possible Dark Souls video coming soon?🙃 Slight tangent, but it just stuck out to me because that's one of my favorite areas in any videogame. Thank you for the awesome video! Videogame lighting has always baffled me as a concept and I feel closer to "enlightenment" as a result of this video.
@Smaxx5 жыл бұрын
Possibly even to catch lazy copy&paste jobs. ;) I'm more confused about Vanilla Dome 2, though. :D
@JasperRLZ5 жыл бұрын
@@Smaxx Vanilla Dome 2 is a level of Super Mario World. To get to this level, the players must clear the normal exit of Vanilla Dome 1. By completing this level through the Giant Gate, the players gain access to Vanilla Ghost House. By accessing the secret exit, the players gains access to Red Switch Palace. It is a mix of an underground and an underwater level.
@Smaxx5 жыл бұрын
@@JasperRLZ I know, I know, but it's a SNES tile based game with no tinting (and I think no palette swapping for that level). So it felt extra weird in there. :D
@orangeslash16673 жыл бұрын
@@JasperRLZ Cel Shading is also useful for anime games DBZ and No More Heros.
@smellyfishstiks2 жыл бұрын
On a second watching at ~10minutes the elebits music with the lowpass filter over it or whatever sounds really nice. One of my favorite games and glad to have it on the site!
@Smaxx5 жыл бұрын
"Episode 2" in the title feels a bit misleading. I almost thought I missed a first Windwaker episode. I guess it's referring to the Galaxy 2 video as "episode 1"?
@JasperRLZ5 жыл бұрын
Yeah. I consider both videos to be part of the same series. I'm considering dropping that verbiage going forward as, yeah, it's a bit confusing.
@MaakaSakuranbo5 жыл бұрын
@@JasperRLZ I like the idea of having episodes for the series, I think it just ends up confusing because you put the game title in the title of the "show". So it reads as if there was an episode 1 talking about some other aspect of Windwaker. Something like "How do old games still look so good? Episode 2: Toon Lighting in Windwakre" would be more clear, but I do sort of like the game title directly in the name.
@mattshnoop5 жыл бұрын
This video has some amazing production value! The part where you were showing all the vertices on Link's model and popping up the normals blew my mind! Some serious editing prowess on display here.
@Porygonal644 жыл бұрын
Vertex Lit Toon Link isn't real. He can't hurt you. Vertex Lit Toon Link: 5:00
@shikidixi46262 жыл бұрын
Man you're a wonderful teacher. Your videos absolutely draw me in completely and inspire me.
@thisisfyne5 жыл бұрын
As a shading/lighting artist, I was expecting this to be another generic dumbed-down video with heaps of errors, but I was pleasantly surprised by the accuracy and quality of the production. This game is average at best, but this video is super well done! :)
@remasteredretropcgames33123 жыл бұрын
I have a mission for you Lord Blank.
@thisisfyne3 жыл бұрын
@@remasteredretropcgames3312 What do you mean?
@remasteredretropcgames33123 жыл бұрын
@@thisisfyne Also mass texture upscales with texmod in DX9 is stage 2.
@remasteredretropcgames33123 жыл бұрын
@@thisisfyne Stage 3 is learning programming to brute force fix jank.
@thisisfyne3 жыл бұрын
@D00M SHR00M It literally is.
@haresmahmood5 жыл бұрын
The last video was super informative, been waiting for a follow-up for some time now and it's clear you never fail to deliver!
@armchairrocketscientist49345 жыл бұрын
I love Wind Waker. I love Phantom Hourglass and Spirit Tracks, despite their flaws. But because of the art style, and some aspects of the gameplay, many don't like them to this day, and I feel that we will never see Toon Link ever return to console, if return at all.
@mokana7134 жыл бұрын
Tbf its the art style that has returned the most in the Zelda series.
@armchairrocketscientist49344 жыл бұрын
@@mokana713 It's also the characters that I want back - I consider Toon Link and Tetra distinct characters from the traditional Link and Zelda. And while there has been a return to the art style, there's never been a true console sequel to Wind Waker, that is, one in a fully 3D view.
@goodhope37843 жыл бұрын
What an unbelieveable video! All Zelda videos have the same format today, but finally I see something new, with the best quality ever.
@JordyToons5 жыл бұрын
I found Killer 7 to be another cel shaded game that looked amazing on the gamecube. It has more of a "noir" look to it and they did the same thing but more updated graphics with Killer is Dead. Cel shaded games barely age hahaha
@JohnSmith-sk7cg5 жыл бұрын
Not only are your scripts well thought out, laid out, and presented, but the fact that you go the extra mile to animate your explanations really elevates your work to the next level. Those animations are a huge hidden time sink that could have easily been glossed over with video splices, but you didn't compromise. They do a fantastic job at providing a viewer with intuition to accompany the technical explanation in the script. Thank you for your work. P.S. Your citations are top tier too.
@Dr.Kryptanical5 жыл бұрын
"the Link ha!, is down in the description" hehe
@ozmaozmaozmaozma4 жыл бұрын
I love how you meticulously dissect Nintendo’s art styles, but I am so genuinely interested in seeing a video in how you make these videos dissecting Nintendo’s art styles. Like, holy shit could I watch an hour long break down of how you planned and made the scene at 6:30 or even how you made the NoClip site
@Yannis1a4 жыл бұрын
The GameGrumps Brought me here!!
@LukeyBThePhysicsG5 жыл бұрын
This was an amazing video! Instant sub, keep up the great work.
@portagenial4 жыл бұрын
Grump bump represent
@SheerSt2 жыл бұрын
Amazing job with the website and on these videos, the level of quality on both is insane
@badreality25 жыл бұрын
Cell Damage was released months before The Legend of Zelda: The Windwaker, so how the hell is it a "copycat"?!
@Zack-bl2gg3 жыл бұрын
The visuals on this video are TOP NOTCH. I think it’s amazing how you got the actual models from the game, and broke apart the code to show us little peace’s of it
@Geobardi5 жыл бұрын
The title should say "refined" instead of "defined". Cel Shading was used a few times years before this game.
@krs_lp71884 жыл бұрын
But "defined" doesn't mean that it was the first game to do so. Just that it was one of the most influential ones. Just like you could say "Britney Spears defined pop music", relating to her iconic style and sound, even though there have been hundreds of pop singers before her.