It was incredibly simple, and unfortunately won't replace the lost hair from frustrated tugging. The many problems arose when trying to make the lights project the shadows as cross hatching. Toon shading wasn't as powerful as expected, and the texturing of the shadow itself was too fiddly to comprehend repeating, not to mention that it would just be another element to move, AND the texture itself required a ridiculously high resolution.
among more problems.
While drawing a diagram of an explanation to a group member, I suddenly came across a totally obvious and horribly easy solution. Realizing the light source itself (namely the sun) didn't move, why not just texture the crosshatching normally instead of doing something that will look out of place against the characters who aren't effected by Maya lighting?
So Gentlemen! I bring you:
BRIDGE
Excuse the poor GIF quality. This was simply to test the look and how it feels when it goes on forever and ever. I think the effect worked quite good, but it certainly is missing distance fog and clouds down below (if I was to make shot looking down, you'd see a cut off) to give the effect of it being utterly huge.
So that is my personal victory for a little bit. It's time to concentrate on the storyboard and characters for a little while. Speaking of which...
Here's Hao plodding along as he does. Isn't he cute?
Isn't he cute? Hao normally walks like this. He hasn't a care in the world, and rightly so. He's a 6 dot, basically means he wins at everything kung-fu. I was asking one of the Games students about voice acting for me, and he brought a mentionable thing to my attention.
The Chinese actually have two forms of their language. Cantonese and Manderin. The more commonly spoken one is Cantonese, thus it's good to specify that when asking for voice actors. So far I'm thinking of giving him a cute and high pitched voice, maybe voiced by a girl to get the right tone. It is certainly something I must look into early to avoid heavy delays and too much animation change.
Out.