Avoiding line thickness when coloring line/shadow
Posted: 10 Oct 2015, 14:26
Hey!
I often need to colorize my lines, not only for specific types of animation without lines but also for the limits of my shadows. And to inbeetween it correctly, I always use lines and not something like filled strokes.
The problem is that the black line we see, when colored in the same color than the color used to fill the area, isn't really the contour of the silhouette. If fact the character is more fat, it bumps the contour because of the thickness of the line. Same for the shadows.
In vector programes, we can desactivate the line to have the color stopping at the middle of the stroke, so no problem with the thickness. With tvpaint i have two options : keeping the line and coloring it, resulting in a bumped figure, or removing the line completely and using only an aliased STG layer, resulting in n on accurate lines of contour and separation lines in my animation.
What i would like to try is a "line colorize" mod that also uses alpha. Like when i have a line beetween two colors, they both expands. So if i have a line beetween my character and the background, i'd like it to be half alpha/half color to have a good silhouette.
What i usually do is i use the mechanical pencil to avoid having a thick line, it's okay except for really tiny animation, but it's really difficult to clean an animation with it (and in fact it's a pain to have a beautiful aliased contour with ctg layers and with the line colored in the same color).
I was also thinking about using the "erode" option but it's more like a D system haha
If somebody have a solution
EDIT : Joined a file to be more precise with exemples.
The three first exemple are compared to the drawing with the line. The first exemple without line is with colorized lines, the second exemple il kind of what i need and i used the erode FX to reach the middle of the stroke, and the last one is the CTG layer aliased removing the line. And after that you see the tree exemples one after another to compare.
I can become really obvious with the thickness on an arm or a finger, we can really quickly get off-model.
I often need to colorize my lines, not only for specific types of animation without lines but also for the limits of my shadows. And to inbeetween it correctly, I always use lines and not something like filled strokes.
The problem is that the black line we see, when colored in the same color than the color used to fill the area, isn't really the contour of the silhouette. If fact the character is more fat, it bumps the contour because of the thickness of the line. Same for the shadows.
In vector programes, we can desactivate the line to have the color stopping at the middle of the stroke, so no problem with the thickness. With tvpaint i have two options : keeping the line and coloring it, resulting in a bumped figure, or removing the line completely and using only an aliased STG layer, resulting in n on accurate lines of contour and separation lines in my animation.
What i would like to try is a "line colorize" mod that also uses alpha. Like when i have a line beetween two colors, they both expands. So if i have a line beetween my character and the background, i'd like it to be half alpha/half color to have a good silhouette.
What i usually do is i use the mechanical pencil to avoid having a thick line, it's okay except for really tiny animation, but it's really difficult to clean an animation with it (and in fact it's a pain to have a beautiful aliased contour with ctg layers and with the line colored in the same color).
I was also thinking about using the "erode" option but it's more like a D system haha
If somebody have a solution
EDIT : Joined a file to be more precise with exemples.
The three first exemple are compared to the drawing with the line. The first exemple without line is with colorized lines, the second exemple il kind of what i need and i used the erode FX to reach the middle of the stroke, and the last one is the CTG layer aliased removing the line. And after that you see the tree exemples one after another to compare.
I can become really obvious with the thickness on an arm or a finger, we can really quickly get off-model.