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CG Anime Battle Royale

#d4dj #trigunstampede #大雪海のカイナ A cathartic release from my years worth of CG Anime analysis and rant. Featuring 3 CG shows that conveniently aired within the same week. |[ Notes and References ]| https://vlusky.github.io/posts/post-01/ |[ Chapters ]| 00:00 Prologue 02:23 1A - Orange 05:12 1B - Trigun Stampede 11:41 2A - Sanzigen 15:18 2B - D4DJ All Mix 21:22 3A - Polygon Pictures 25:06 3B - Kaina of the Great Snow Sea 29:45 Conclusion |[ Music used (ordered by appearance) ]| {ALBUM} - {ARTIST} - {TITLE} A Hat In Time OST - Pascal Michael Stiefel - Trainwreck Of Electro Swing (Remix) Land of the Lustrous OST - Yoshiaki Fujisawa - Battle Land of the Lustrous OST - Yoshiaki Fujisawa - Idea A Hat In Time OST - Pascal Michael Stiefel - The Windmill Peak *single* - RAISE A SUILEN - CORUSCATE DNA D4DJ First Mix OST - Ryohei Sataka - Asa kara Happy! D4DJ First Mix OST - Ryohei Sataka - Hajimete no Otsukai Blue Archive BGM - KARUT - Barrier Love, Death & Robots: Season 3 Soundtrack - Rob Cairns - One Last Dream Before Dying Blue Archive BGM - *unknown* - Theme 121 Blue Archive BGM - Mitsukiyo - Coffee Cats Blue Archive BGM - KARUT - FADE OUT C418 - stal guilty gear anime when

Vlusky the Husky

10 months ago

​​​ ​cg anime...​ ​​ ​​​ ​[cough]​ ​​ ​​​ ​[cough]​ ​​ ​​​ ​[cough]​ ​​ ​​​ ​[cough]​ ​​ ​​​ ​[sniff]​ ​​ ​​​ ​...Okay I think they're gone...​ ​​ ​​​ ​Is fascinating...​ ​​ ​​​ ​To me it's a completely new way ​ ​​ ​​ ​ of doing computer rendering...​ ​​ ​​​ ​...and the Anime art style.​ ​​ ​​​ ​3D animations in mainstream​ ​​ ​​ ​media tend to be attributed...​ ​​ ​​​ ​...to the fabled "pixar style" animations.​ ​​ ​​​ ​With people not wanting to go outside of that style​ ​​ ​​ ​because they a
ll wanted to be the next pixar.​ ​​ ​​​ ​And... as a consequence... ​ ​​ ​​​ ​...almost every one of them looks the same.​ ​​ ​​​ ​I didn't even use any actual pixar movies to clip for that bit-​ ​​ ​​​ ​But thankfully the field has opened up in the recent years.​ ​​ ​​​ ​With works such as Spiderverse, ...​ ​​ ​​​ ​...Arcane,​ ​​ ​​​ ​...Entergalactic, ​ ​​ ​​​ ​...and just recently, the Puss in Boots movie.​ ​​ ​​​ ​Non Photorealistic Rendering or NPR are ​ ​​ ​​ ​ now more within the mainstre
am radar.​ ​​ ​​​ ​And with this, people finally​ ​​ ​​ ​realize that they don't have to...​ ​​ ​​​ ​...strictly adhere to light physics for their CG.​ ​​ ​​​ ​On the great lands of Nihon however,​ ​​ ​​​ ​...seems like they already saw the merit of NPR on visual media.​ ​​ ​​​ ​Dare I say most of the innovations in NPR was done within the Anime field.​ ​​ ​​​ ​If you know me, I like anime CG.​ ​​ ​​​ ​It's a novel way of doing both of those styles at the same time.​ ​​ ​​​ ​Beastars, is the ver
y first anime show I ever finished.​ ​​ ​​​ ​And it marked my transition from...​ ​​ ​​​ ​Furry,,,​ ​​ ​​​ ​to Weeb...​ ​​ ​​​ ​Over the years I have discovered a​ ​​ ​​ ​few studios that I like the works of.​ ​​ ​​​ ​ Be it because of their overall quality, their artstyle,​ ​​ ​​​ ​...or just simply their technology.​ ​​ ​​​ ​And I've been wanting an excuse​ ​​ ​​ ​to talk about them for a while...​ ​​ ​​​ ​...Until recently when I took a peek​ ​​ ​​ ​at the Winter 2023 seasonals.​ ​​ ​​​ ​Ente
r our contestants:​ ​​ ​​​ ​Trigun Stampede​ from ​Studio Orange,​ ​​ ​​​ ​D4DJ All Mix​ from ​SANZIGEN,​ ​​ ​​​ ​and​ Kaina of the Great Snow Sea​ from ​Polygon Pictures,​ ​​ ​​​ ​All of them are culmination of the skills that the studios...​ ​​ ​​​ ​...have been developing for their entire existence.​ ​​ ​​​ ​And with them being one of the most prevalent Anime CG studios,​ ​​ ​​​ ​I thought we can learn some pretty valuable lessons​ ​​ ​​ ​by studying how they went making them.​ ​​ ​​​ ​Now...
for neatness sake...​ ​​ ​​​ ​...this video is going to focus only on their visuals.​ ​​ ​​​ ​And their history in brief.​ ​​ ​​​ ​I kinda don't want to make this video longer than it already is...​ ​​ ​​​ ​And also I don't want to talk about All Mix​ ​​ ​​ ​too much before the Groovy Mix video.​ ​​ ​​​ ​which should come out in like 2 years or something...​ ​​ ​​​ ​I'm sorry guys i have like too many projects on queue...​ ​​ ​​​ ​You can check them out yourself if you're curious about their st
ory.​ ​​ ​​​ ​But if you'd like a summary:​ ​​ ​​​ ​Trigun Stampede is about this weird but​ ​​ ​​ ​cool ass dude trying to live in the wild west,​ ​​ ​​​ ​D4DJ All Mix is about cute girls doing EDM​ ​​ ​​​ ​And Kaina of the Great Snow Sea is basically Made in Abyss...​ ​​ ​​​ ​...without the loli fetish stuff.​ ​​ ​​​ ​So, where should we start?​ ​​ ​​​ ​Well, I felt like... a uh...​ ​​ ​​​ ​[♫ Yoshiaki Fujisawa - Battle ♫]​ ​​ ​​​ ​Who doesn't know Orange?​ ​​ ​​​ ​...It's ALL that everyone kn
ows.​ ​​ ​​​ ​It seems like to most, Orange is the only CG studio in existence.​ ​​ ​​​ ​So, they're very popular. For good reason!​ ​​ ​​​ ​They're the ones that are consistently a hit.​ ​​ ​​​ ​Their quality is unmatched,​ ​​ ​​​ ​Their works looks polished, the animation is fluid, the effects are flashy,​ ​​ ​​​ ​They are indeed, pretty revolutionary.​ ​​ ​​​ ​But how did they come so far?​ ​​ ​​​ ​In 2004, CG Animator Eiji Inomoto​ ​​ ​​ ​founded Studio Orange.​ ​​ ​​​ ​He sees potential in
mixing computer​ ​​ ​​ ​graphics with human drawings.​ ​​ ​​​ ​Their first project that they worked on is​ ​​ ​​ ​Aquarion which has many mecha robots.​ ​​ ​​​ ​And for the next few years, Orange would work​ ​​ ​​ ​on the CG segments for mostly 2D shows.​ ​​ ​​​ ​But Eiji Inomoto soon realized that this​ ​​ ​​ ​wasn't enough and wanted to do more.​ ​​ ​​​ ​You see, Orange's first intended purpose​ ​​ ​​ ​was always to become the throwaway CG...​ ​​ ​​​ ​...for bits the directors don't want to an
imate manually.​ ​​ ​​​ ​It's really just a CG outsourcing house.​ ​​ ​​​ ​They have the advantage of perfect mathematical computations...​ ​​ ​​​ ​...but they are constrained within the animation paper.​ ​​ ​​​ ​And having to do "cel-look" CG to match the 2D animation...​ ​​ ​​​ ​It means they can't fully utilize the "computer" in "computer graphics".​ ​​ ​​​ ​But alas, due to how the industry was at the time,​ ​​ ​​​ ​Full CG animations are a hard sell.​ ​​ ​​​ ​The CG segments they did do at
the time went unnoticed.​ ​​ ​​​ ​For those that did notice though, they appreciated how polished it was.​ ​​ ​​​ ​But still, they wanted something more.​ ​​ ​​​ ​They wanted to break free from​ ​​ ​​ ​the confines of their cell-papers.​ ​​ ​​​ ​They wanted to add a brand new dimension.​ ​​ ​​​ ​To make a breakthrough,​ ​​ ​​​ ​...to move the entire industry forwards.​ ​​ ​​​ ​The first solo-produced show by Orange.​ ​​ ​​​ ​This needs no introduction.​ ​​ ​​​ ​If you need one you can take a loo
k at the clip provided.​ ​​ ​​​ ​Land of the Lustrous was quite literally a revolution.​ ​​ ​​​ ​Although it's not the first instance of cel-look CG on TV,​ ​​ ​​​ ​...it is one of the first to utilize this in this way.​ ​​ ​​​ ​...​ ​​ ​​​ ​which my sister denoted as looking like jelly...​ ​​ ​​​ ​The fight scenes, the effects, everything.​ ​​ ​​​ ​It looks amazing!​ ​​ ​​​ ​Now, I wonder what the staff worked on previously...​ ​​ ​​​ ​f[     ]in' Love Live?​ ​​ ​​​ ​That's right bitches!​ ​​ ​
​​ ​The director along with several other​ ​​ ​​ ​staff members for Land of the Lustrous...​ ​​ ​​​ ​...actually animated idols prior to this.​ ​​ ​​​ ​Phosphophylyte won't going to be a THING​ ​​ ​​ ​if it weren't for μ's from School Idol Project.​ ​​ ​​​ ​Everyone was dumbfounded by how ​good this looks.​ ​​ ​​​ ​And likely, this changed peoples mind about CG in anime.​ ​​ ​​​ ​CG CAN look good if you just put in the time and effort.​ ​​ ​​​ ​If you just don't look at it as a cost cutting meas
ure,​ ​​ ​​​ ​...but instead look at it as a new medium.​ ​​ ​​​ ​You can do things you weren't able to before.​ ​​ ​​​ ​It's an eye-opening experience for everyone involved.​ ​​ ​​​ ​Now, of course. It's still a matter of preference.​ ​​ ​​​ ​You can look at Land of the Lustrous and go:​ ​​ ​​​ ​"Hmm, that CGI f[     ]ing sucks..."​ ​​ ​​​ ​And that's okay!​ ​​ ​​​ ​It's okay to be wrong!​ ​​ ​​​ ​So where does it takes us today?​ ​​ ​​​ ​Well, to preface, The way Orange​ ​​ ​​ ​uses NPR is kin
d of standard.​ ​​ ​​​ ​But that's because they kinda defined the standard.​ ​​ ​​​ ​So this is the perfect chance to explain...​ ​​ ​​​ ​...NPR basics before we move​ ​​ ​​ ​on to the more wacky stuff.​ ​​ ​​​ ​So the main challenge of doing​ ​​ ​​ ​stylized CG is the fact that...​ ​​ ​​​ ​Computer Graphics are developed to ​be realistic.​ ​​ ​​​ ​uh... You know...​ ​​ ​​​ ​Pixar​ ​​ ​​​ ​Ray tracing, hair particle simulation, soft body, everything.​ ​​ ​​​ ​A lot of advancements in CG are made
in search of realism.​ ​​ ​​​ ​So, if you want to make stylized renders...​ ​​ ​​​ ​...you have to stylize ​the renderer itself.​ ​​ ​​​ ​Often breaking the otherwise perfect math the computer is able to do.​ ​​ ​​​ ​One easy example is how you do shadows and highlights.​ ​​ ​​​ ​If you take a model and just put​ ​​ ​​ ​a cel-shading algorithm on it,​ ​​ ​​​ ​You'll realize it doesn't look right.​ ​​ ​​​ ​You'll have to trick the computer into thinking...​ ​​ ​​​ ​...the geometry faces a differ
ent way to control the shadows.​ ​​ ​​​ ​You'll see it a lot in Stampede,​ ​​ ​​​ ​Technically, if you lit the model realistically,​ ​​ ​​​ ​The shadows won't be the way they are.​ ​​ ​​​ ​They are contorting the shadows to fit their needs.​ ​​ ​​​ ​And it helps making the thing feel more natural.​ ​​ ​​​ ​I felt like on Stampede,​ ​​ ​​​ ​...one of the more extreme examples of this is Vash's hair.​ ​​ ​​​ ​To set the scene, CG anime hair typically looks like this...​ ​​ ​​​ ​Spiky snakes.​ ​​ ​
​​ ​If you just put a cel-shading shader on it it would...​ ​​ ​​​ ​...not look good.​ ​​ ​​​ ​So to make the hair look flat but​ ​​ ​​ ​still with natural looking shading is...​ ​​ ​​​ ​It takes some f[     ]ing ingenuity.​ ​​ ​​​ ​I don't even know how it works,​ ​​ ​​​ ​I- I can't even recreate it for this demonstration-​ ​​ ​​​ ​Another technique is to distort the models​ ​​ ​​ ​to make it look better for the camera.​ ​​ ​​​ ​This is day one NPR 3D modelling.​ ​​ ​​​ ​As... well, when humans
draw...​ ​​ ​​​ ​we don't really calculate 3D projection.​ ​​ ​​​ ​This makes it more natural, of course.​ ​​ ​​​ ​But that does mean when we tell the computer to draw,​ ​​ ​​​ ​It sometimes just doesn't do it.​ ​​ ​​​ ​To make it look more natural you​ ​​ ​​ ​sometimes have to break convention...​ ​​ ​​​ ​...and make the model unrecognizable​ ​​ ​​ ​from any other direction.​ ​​ ​​​ ​Just so that when you look at it from the camera,​ ​​ ​​​ ​...the optical illusion kicks in,​ ​​ ​​​ ​And now i
t looks almost as natural as it can be.​ ​​ ​​​ ​There isn't any behind the scenes look of how​ ​​ ​​ ​exactly they distorted the models in Stampede,​ ​​ ​​​ ​but this is quite a common technique that Orange...​ ​​ ​​​ ​ ...and basically everyone else, does.​ ​​ ​​​ ​Let's talk about one of the most common technique in stylized animation:​ ​​ ​​​ ​Posterize Time​ ​​ ​​​ ​It's that quirky thing where different layers of the​ ​​ ​​ ​animation are animated in different framerates.​ ​​ ​​​ ​I refuse
to call it the "spiderverse" effect...​ ​​ ​​​ ​Spiderverse didn't invent this technique...​ ​​ ​​​ ​Hand drawn animation usually aren't​ ​​ ​​ ​drawn in full 24 frames per second.​ ​​ ​​​ ​Or "on one's"​ ​​ ​​​ ​To save time to not draw frames that​ ​​ ​​ ​are too identical to each other,​ ​​ ​​​ ​...most of them are animated​ ​​ ​​ ​every other frame.​ ​​ ​​​ ​Or "on two's"​ ​​ ​​​ ​And this often varies on how much the thing moves.​ ​​ ​​​ ​This gives it the uh... "crunchy" look...​ ​​ ​​​ ​
This technique is a bit hard to get right.​ ​​ ​​​ ​If done wrong it would look less like hand drawn animation...​ ​​ ​​​ ​...and more like a stuttering graphics card.​ ​​ ​​​ ​It would be like if you put Genshin​ ​​ ​​ ​Impact on a 12fps frame cap.​ ​​ ​​​ ​So that's the basics.​ ​​ ​​​ ​Now we get to what makes Orange's work stand out.​ ​​ ​​​ ​You can tell immediately that​ ​​ ​​ ​there are a lot of subtle movements.​ ​​ ​​​ ​You can almost see them breathing. ​ ​​ ​​​ ​This is one of the adv
antages of doing​ ​​ ​​ ​things with interpolated keyframes, ​ ​​ ​​​ ​You don't have to redraw the​ ​​ ​​ ​characters from scratch every time,​ ​​ ​​​ ​And thus, expressing the nuances in their​ ​​ ​​ ​expression becomes much more feasible.​ ​​ ​​​ ​Almost every frame is unique...​ ​​ ​​​ ​...and so while this looks like a normal anime on a freeze frame,​ ​​ ​​​ ​If you play it, it immediately becomes​ ​​ ​​ ​obvious that no this ain't hand drawn.​ ​​ ​​​ ​This is actually one of the more​ ​​ ​
​ ​"controversial" aspects of Orange's style.​ ​​ ​​​ ​I felt it on Land of the Lustrous too,​ ​​ ​​​ ​...as it tends to make the characters​ ​​ ​​ ​less "snappy" if that makes sense.​ ​​ ​​​ ​They barely sit still, they're always moving.​ ​​ ​​​ ​Much like normal -not stylized- 3D animation.​ ​​ ​​​ ​Only ​this time it moves on 12 frames a second.​ ​​ ​​​ ​And yeah... I do share that concern too,​ ​​ ​​​ ​I almost felt like their movements are too jerky at times.​ ​​ ​​​ ​But I think for what t
hey're trying​ ​​ ​​ ​to do, to accentuate the subtle acting,​ ​​ ​​​ ​I think they did a splendid job.​ ​​ ​​​ ​The style for Stampede is actually not fully "Non Photorealistic Rendering"​ ​​ ​​​ ​As we see there are almost photorealistic sands,​ ​​ ​​ ​metal, and smoke simulations on places.​ ​​ ​​​ ​No, this style is a subgenre of​ ​​ ​​ ​NPR called "Photo-Surreal Rendering"​ ​​ ​​​ ​A mix of those two styles.​ ​​ ​​​ ​It's more prevalent in the opening where...​ ​​ ​​​ ​oh... oh my...​ ​​ ​​
​ ​yeah that's...​ ​​ ​​​ ​yeah that's ​~sand~ alright...​ ​​ ​​​ ​If you ever tried particle simulation you should know...​ ​​ ​​​ ​you should know...​ ​​ ​​​ ​Combined with the goofy ahh cel-shaded​ ​​ ​​ ​Vash here and dare I say AI-Art aesthetics.​ ​​ ​​​ ​It looks... I don't know...​ ​​ ​​​ ​I'm a bit conflicted?​ ​​ ​​​ ​On one hand it looks pretty,​ ​​ ​​​ ​On the other hand it's actually kinda inconsistent.​ ​​ ​​​ ​While I do love Orange as much as the next guy,​ ​​ ​​​ ​This one gets a
"see me after class"​ ​​ ​​​ ​Okay now let's talk about the elephant in the room...​ ​​ ​​​ ​Trigun Stampede is a remake of "Trigun",​ ​​ ​​​ ​An iconic show from the 90's.​ ​​ ​​​ ​Being a remake of a beloved classic,​ ​​ ​​​ ​People are bound to compare the two to which one is ​better.​ ​​ ​​​ ​On top of that, since people are​ ​​ ​​ ​already attached to the original,​ ​​ ​​​ ​...it is highly likely they're going​ ​​ ​​ ​to fight for that "nostalgia" factor too.​ ​​ ​​​ ​There was a bit of a
friction when the fans realized the remake was going to be done in [3D].​ ​​ ​​​ ​Flashback to Berserk 2016...\​ ​​ ​​​ ​Even knowing the fact that this is Studio Orange...​ ​​ ​​​ ​They- they probably watched Land of the Lustrous...​ ​​ ​​​ ​Personally? I'm just a dumb child.​ ​​ ​​​ ​The original is older than me.​ ​​ ​​​ ​I never even seen the original up until​ ​​ ​​ ​writing this very sentence on the script.​ ​​ ​​​ ​So I guess we'll do a quick comparison​ ​​ ​​ ​without the nostalgia facto
r.​ ​​ ​​​ ​The original has this striking style,​ ​​ ​​​ ​...partially because said style is a product of a different time.​ ​​ ​​​ ​It looks "sharp" if you know what I mean.​ ​​ ​​​ ​With how the characters are designed​ ​​ ​​ ​and how the scene is colored.​ ​​ ​​​ ​Now, the remake.​ ​​ ​​​ ​I feel like the goal there wasn't to just "recreate" it...​ ​​ ​​​ ​...but more "reimagine" it on a different medium.​ ​​ ​​​ ​They didn't try too hard on making it​ ​​ ​​ ​feel like the original because w
ell...​ ​​ ​​​ ​...they know they can't match it.​ ​​ ​​​ ​So instead what they've done is see​ ​​ ​​ ​what they can do given a new dimension.​ ​​ ​​​ ​And that's in no small part due to the​ ​​ ​​ ​actual (new) vision of the original mangaka.​ ​​ ​​​ ​A lot of adjustments were made to make it both​ ​​ ​​ ​more "modern" and to utilize the 3D space better.​ ​​ ​​​ ​And overall, as a remake, it did what the original didn't.​ ​​ ​​​ ​Given the advancements in technology.​ ​​ ​​​ ​Is it "better" tha
n the original?​ ​​ ​​​ ​Eh, I don't know...​ ​​ ​​​ ​They went in different directions...​ ​​ ​​​ ​They aren't really comparable.​ ​​ ​​​ ​And unfortunately since I have little to no​ ​​ ​​ ​attachment to the original in the first place,​ ​​ ​​​ ​I'm probably not the one to ask about this.​ ​​ ​​​ ​But nonetheless I like Trigun Stampede.​ ​​ ​​​ ​It's Studio Orange. I've loved these guys​ ​​ ​​ ​literally since my very first time with Anime.​ ​​ ​​​ ​I know I can trust them.​ ​​ ​​​ ​But so far
... it ain't looking too​ ​​ ​​ ​good for the other studios now, eh?​ ​​ ​​​ ​Orange is too good,​ ​​ ​​​ ​They are unstoppable.​ ​​ ​​​ ​How can you possibly beat them?​ ​​ ​​​ ​Well, for one...​ ​​ ​​​ ​You're not studio orange.​ ​​ ​​​ ​You're never going to ​be Studio Orange.​ ​​ ​​​ ​So the best way to approach this is to... well...​ ​​ ​​​ ​Try a completely different approach.​ ​​ ​​​ ​[♫ RAISE A SUILEN - CORUSCATE DNA ♫]​ ​​ ​​​ ​Ah yes, death threats the sequel.​ ​​ ​​​ ​We're going to s
ee it more later but​ ​​ ​​ ​SANZIGEN has a thing for memeable faces.​ ​​ ​​​ ​SANZIGEN has been making bespoke CG shows...​ ​​ ​​​ ​...actually for a lot longer than Orange.​ ​​ ​​​ ​They're technically established in 2006...​ ​​ ​​​ ​...but they debuted with their full CG show in 2013,​ ​​ ​​​ ​with Arpeggio of Blue Steel.​ ​​ ​​​ ​4 years ​before Land of the Lustrous.​ ​​ ​​​ ​Right off the bat, you can see their​ ​​ ​​ ​difference in philosophy by their animation.​ ​​ ​​​ ​SANZIGEN is more d
eliberately choppy.​ ​​ ​​​ ​Now, I'll admit, this is starting to show its age.​ ​​ ​​​ ​It was 2013 after all.​ ​​ ​​​ ​But doing a show entirely in cel-look​ ​​ ​​ ​CG is a completely novel thing​ ​​ ​​​ ​And allegedly, this was pretty good at the time.​ ​​ ​​​ ​And people appreciated their bravery of using Full-CG...​ ​​ ​​​ ​...instead of reserving it for background shots,​ ​​ ​​​ ​...or action scenes or uh...​ ​​ ​​​ ​Idol dance scenes like what Love Live did 8 months prior.​ ​​ ​​​ ​They k
ept developing this style,​ ​​ ​​​ ​mostly by doing more sci-fi stuff since​ ​​ ​​ ​this is where the CG style shines, mostly.​ ​​ ​​​ ​And for their 10th anniversary they released Bubuki Buranki.​ ​​ ​​​ ​What surprised me the most about​ ​​ ​​ ​Bubuki Buranki is how convincing it looks. ​ ​​ ​​​ ​Especially the stills...​ ​​ ​​​ ​I have no problems believing that the individual stills from this show is hand drawn.​ ​​ ​​​ ​And also how expressive the characters get.​ ​​ ​​​ ​This will be a reo
ccurring theme later.​ ​​ ​​​ ​Bubuki Buranki looks awesome.​ ​​ ​​​ ​And to think that this was released just months ​before...​ ​​ ​​​ ​...Berserk 2016...​ ​​ ​​​ ​Making convincing looking 3D is their specialty.​ ​​ ​​​ ​When they co-produced Promare with​ ​​ ​​ ​TRIGGER the composite is absolutely flawless.​ ​​ ​​​ ​I ​love how Promare looks and how​ ​​ ​​ ​they mixed the two mediums for it.​ ​​ ​​​ ​Now with this, it looks like they found their​ ​​ ​​ ​comfort making mechas and cool warship
s... ​ ​​ ​​​ ​...And then Neo-Aspect happened...​ ​​ ​​​ ​..and now they produce strictly Cute Girls Dancing.​ ​​ ​​​ ​Now Bushiroad is an interesting subject.​ ​​ ​​​ ​I think they realized that BanG Dream anime season 1 is...​ ​​ ​​​ ​[Trash can smashing]​ ​​ ​​​ ​...shit​ ​​ ​​​ ​And they've decided to pivot completely​ ​​ ​​ ​to CG animation to try and grab attention. ​ ​​ ​​​ ​They prepared for Season 2 and​ ​​ ​​ ​Season 3 by doing these music videos.​ ​​ ​​​ ​Now it would be easy to thin
k that​ ​​ ​​ ​Bushiroad is doing this to save costs.​ ​​ ​​​ ​And likely they did...​ ​​ ​​​ ​But they commissioned SANZIGEN to​ ​​ ​​ ​produce 4 music videos for Girls Band Party...​ ​​ ​​​ ​...to let them actually develop the "bandori" look.​ ​​ ​​​ ​And I have a hard time believing​ ​​ ​​ ​that if they're short on cash...​ ​​ ​​​ ​How did they commissioned:​ ​​ ​​​ ​Neo-Aspect...​ ​​ ​​​ ​Luminous Once More...​ ​​ ​​​ ​Tied to the Skies...​ ​​ ​​​ ​and ​I need you!...​ ​​ ​​​ ​All in the spa
n of a year.​ ​​ ​​​ ​Now CG might be "cheap"​ ​​ ​​​ ​But their upfront cost is no joke.​ ​​ ​​​ ​Don't believe me?​ ​​ ​​​ ​Try following a blender character tutorial from start to finish.​ ​​ ​​​ ​I dare you.​ ​​ ​​​ ​Now animating girl bands​ ​​ ​​ ​demanded a different approach.​ ​​ ​​​ ​Matsuura Hiroaki, the CEO for SANZIGEN,​ ​​ ​​ ​was actually a band performer in his heyday.​ ​​ ​​​ ​So the task of animating Poppin'Party and​ ​​ ​​ ​friends naturally fell onto him and his team.​ ​​ ​​​
​But now it means the focus is less​ ​​ ​​ ​on the cool sci-fi structures and more about,​ ​​ ​​​ ​well... The actual characters and their respective instruments.​ ​​ ​​​ ​The style Bushiroad was after for the​ ​​ ​​ ​3DMV's was similar to their card illustrations.​ ​​ ​​​ ​And believe me when I say, those illustrations are f[     ]ing detailed.​ ​​ ​​​ ​And that detail carried onto the 3D models!​ ​​ ​​​ ​This is the kind of costume design​ ​​ ​​ ​would be an arse to animate in 2D,​ ​​ ​​​ ​...
because the sheer number of details present.​ ​​ ​​​ ​Now, by producing 4 3d music​ ​​ ​​ ​videos purely for preparation sake,​ ​​ ​​​ ​It seems like Bushiroad is here for the long term.​ ​​ ​​​ ​And long term they did.​ ​​ ​​​ ​Recently they did two music videos,​ ​​ ​​​ ​one for Umaru Polka of Hololive,​ ​​ ​​​ ​and freaking Guilty Gear.​ ​​ ​​​ ​good taste, ArcSys. looking forward to the anime​ ​​ ​​​ ​But before then, SANZIGEN only makes​ ​​ ​​ ​Bandori Adjacent stuff which includes...​ ​​ ​
​​ ​BanG Dream itself...​ ​​ ​​​ ​ARGONAVIS...​ ​​ ​​​ ​...used to be "from BanG Dream!"​ ​​ ​​ ​until the producers realized...​ ​​ ​​​ ​...it was a stupid name since they are not even remotely related.​ ​​ ​​​ ​A bunch of other Bushiroad's IP​ ​​ ​​​ ​And uh...​ ​​ ​​​ ​D4DJ...​ ​​ ​​​ ​...All Mix​ ​​ ​​​ ​We talked about its prequel First Mix before in great detail.​ ​​ ​​​ ​So let's brush through the basics.​ ​​ ​​​ ​The important difference with SANZIGEN's work​ ​​ ​​ ​is how they did the "
limited animation" art style.​ ​​ ​​​ ​If I had to describe it in one sentence...​ ​​ ​​​ ​It would be that they treated the 3D renders​ ​​ ​​ ​almost as if they're drawn 2D layers.​ ​​ ​​​ ​The way the characters move​ ​​ ​​ ​and the way they were framed.​ ​​ ​​​ ​...is very reminiscent of how regular anime works.​ ​​ ​​​ ​If you pay attention, the characters don't​ ​​ ​​ ​move very much when they don't need to.​ ​​ ​​​ ​This is to contrast with the characters that did move.​ ​​ ​​​ ​It creates
a nice dynamic and, for me...​ ​​ ​​​ ​Actually reduces what I would call "visual noise"​ ​​ ​​​ ​I sometimes find the amount of keyframe​ ​​ ​​ ​Orange uses kinda distracting.​ ​​ ​​​ ​They're well done but that sometimes means...​ ​​ ​​​ ​...I need to pause the frame to fully appreciate the characters.​ ​​ ​​​ ​And it sometimes means on a given​ ​​ ​​ ​shot I don't know what I should look at...​ ​​ ​​​ ​...since everything moves the same way.​ ​​ ​​​ ​SANZIGEN, however, is very minimal.​ ​​ ​
​​ ​It looks like they fully took advantage of the animation being "in twos"​ ​​ ​​​ ​As opposed to just slapping the "posterize time" filter in After Effects and calling it a day.​ ​​ ​​​ ​Now, the camera....​ ​​ ​​​ ​They don't move it very much...​ ​​ ​​​ ​Mostly, It's either cuts or cropped overscans.​ ​​ ​​​ ​This gives the thing a more familiar feel...​ ​​ ​​​ ​As it moves the same way as the​ ​​ ​​ ​normal 2D shows that we're used to.​ ​​ ​​​ ​Alright, that's as far as I went on my video
about First Mix.​ ​​ ​​​ ​[Soldier] Dear God...​ ​​ ​​​ ​[Spy] There's more...​ ​​ ​​​ ​[Soldier] No!​ ​​ ​​​ ​See, the reason why they did that is​ ​​ ​​ ​also because of another technique they used.​ ​​ ​​​ ​It's the way they used 2D drawings​ ​​ ​​ ​on top of their 3D models.​ ​​ ​​​ ​They used it to fix the 3D models​ ​​ ​​ ​frame by frame if they look uncanny.​ ​​ ​​​ ​Well, to be fair, Orange dit too,​ ​​ ​​​ ​...but the way SANZIGEN does it is a bit special.​ ​​ ​​​ ​Often times drawing w
hole new​ ​​ ​​ ​ass expressions over the models,​ ​​ ​​​ ​Or even as far as using hand drawn costumes over them,​ ​​ ​​​ ​for when they can't\ model-texture-shade-rig​ ​​ ​​ ​all of them one by one.​ ​​ ​​​ ​The folds here would be an absolute nightmare to model...​ ​​ ​​​ ​...so I understand why they resorted to hand drawing the details.​ ​​ ​​​ ​Another thing about their paint-overs​ ​​ ​​ ​has something to do with what this show is.​ ​​ ​​​ ​It's a comedy show...​ ​​ ​​​ ​And this show heavi
ly relies on visual gags.​ ​​ ​​​ ​Almost any frame of their faces​ ​​ ​​ ​can be used as a discord reaction image.​ ​​ ​​​ ​The way they distorted the model...​ ​​ ​​​ ​...and supposedly drawing over it to​ ​​ ​​ ​sell the joke is honestly next level.​ ​​ ​​​ ​It's ​really expressive,​ ​​ ​​​ ​...and dare I say none of the expressions for other​ ​​ ​​ ​3 shows I'm talking about today are of this caliber.​ ​​ ​​​ ​Another differentiating factor for All Mix over the​ ​​ ​​ ​other two we're talkin
g about today is that...​ ​​ ​​​ ​It's a slice of life...​ ​​ ​​​ ​It's more character focused than the other two.​ ​​ ​​​ ​And therefore, it makes sense to​ ​​ ​​ ​focus on the characters more.​ ​​ ​​​ ​And the result of that focus is the level of detail.​ ​​ ​​​ ​It looks like an illustration.​ ​​ ​​​ ​While Stampede and later Kaina​ ​​ ​​ ​simplifies the character designs,​ ​​ ​​​ ​...as per animation standards.​ ​​ ​​​ ​D4DJ has a fundamental difference​ ​​ ​​ ​that the characters are design
ed,​ ​​ ​​​ ​...first and foremost,​ ​​ ​​​ ​ ...for a game.​ ​​ ​​​ ​And therefore requires a different mindset​ ​​ ​​ ​than a character design for animation.​ ​​ ​​​ ​It's the "character detail" thing I mentioned prior.​ ​​ ​​​ ​For animation you usually want to reduce that type of stuff as you'll be redrawing the character each frame.​ ​​ ​​​ ​With CG however? You can spend all your time​ ​​ ​​ ​making the characters look good ​once...​ ​​ ​​​ ​...during the modelling and texturing phase.​ ​​
​​​ ​And any subsequent shots will​ ​​ ​​ ​have that same level of initial detail.​ ​​ ​​​ ​I didn't even notice the sheer amount of​ ​​ ​​ ​details present until I actually paid attention.​ ​​ ​​​ ​As a matter of fact,​ ​​ ​​​ ​Let's go on an art appreciation session shall we?​ ​​ ​​​ ​This is a frame from the opening...​ ​​ ​​​ ​You can see the... detailed... patterns on their clothing...​ ​​ ​​​ ​The individual leaves on this branch pattern...​ ​​ ​​​ ​The intricate highlights on their hair.
..​ ​​ ​​​ ​And the multiple layers of color that exists in their iris.​ ​​ ​​​ ​This is a frame from RONDO's live.​ ​​ ​​​ ​You can almost count each and every petal.​ ​​ ​​​ ​The individual chain as their accessories...​ ​​ ​​​ ​And the patterns and everything...​ ​​ ​​​ ​I'm honestly surprised I didn't catch up on this...​ ​​ ​​​ ​...when I first talked about them​ ​​ ​​ ​during my First Mix review.​ ​​ ​​​ ​Okay, so I like how this looks.​ ​​ ​​​ ​But that's not without ​the baggage.​ ​​ ​​​
​I still have the same criticism as last time,​ ​​ ​​​ ​The pure 2D characters still look dodgy.​ ​​ ​​​ ​They cheap out on the CG by not doing CG.​ ​​ ​​​ ​Who- Who would've guessed it won't look good.​ ​​ ​​​ ​Michiru what have they done to you?​ ​​ ​​​ ​They didn't even attempt to make this fit in with the CG characters...​ ​​ ​​​ ​It's just not happening.​ ​​ ​​​ ​As a matter of fact,​ ​​ ​​​ ​Here is a quick mockup I just made​ ​​ ​​ ​on what she would look like...​ ​​ ​​​ ​...if she's sha
ded the same way as the CG characters.​ ​​ ​​​ ​Feel free to thrash this in the comments​ ​​ ​​ ​section and boost my engagement.​ ​​ ​​​ ​Also, the "posterize time" thing...​ ​​ ​​​ ​...Yeah no even here they aren't fool proof.​ ​​ ​​​ ​Specifically on the motion captured performance scenes.​ ​​ ​​​ ​Because they aren't direct keyframes per-se...​ ​​ ​​​ ​It's more difficult to do the stylized​ ​​ ​​ ​"on two's" feel that I mentioned prior.​ ​​ ​​​ ​Merm4id's live on episode 5 was incredibly in
consistent,​ ​​ ​​​ ​...it feels like a stuttering graphics card, even.​ ​​ ​​​ ​They left a lot of it really smooth for some reason?​ ​​ ​​​ ​I don't know who's in charge for compositing for that bit...​ ​​ ​​​ ​...but yeah- that- that won't do it.​ ​​ ​​​ ​A grim reminder that not everyone is perfect.​ ​​ ​​​ ​[♫ Peaky P-key - OVERWHELM!! ♫ slowly fades in]​ ​​ ​​​ ​And a reminder that mocap data is a pain to work with.​ ​​ ​​​ ​...The songs still a banger though-​ ​​ ​​​ ​Oh- Oh right...​ ​​
​​​ ​One final thing I wanted to mention about this show,​ ​​ ​​​ ​[♫ Airi Amano, Shano Himegami - WOW WOW WAR TONIGHT ♫ ]​ ​​ ​​​ ​ The ED...​ ​​ ​​​ ​It's really good.​ ​​ ​​​ ​Well, it's just Maho dancing to the music, ​ ​​ ​​​ ​...but sometimes that and a banger​ ​​ ​​ ​song is all you need for an ED.​ ​​ ​​​ ​It has a very different vibe from​ ​​ ​​ ​more conventional credit sequences.​ ​​ ​​​ ​Dare I say it's "Unique"​ ​​ ​​​ ​It's minimal but it has a clear and defined focal point.​ ​​ ​​
​ ​That T-Pose at the end is- it's- it's f[    ]in' peak!​ ​​ ​​​ ​Where else can you see anime girls t-posing?​ ​​ ​​​ ​...Oh fu-​ ​​ ​​​ ​Now, that's First Mix's ED...​ ​​ ​​​ ​For All Mix, they embraced what's unique about their ED sequence...​ ​​ ​​​ ​[♫ D4DJ Cast - Around and Around ♫ ]​ ​​ ​​​ ​By multiplying it by not one,​ ​​ ​​ ​not two, not three four or five...​ ​​ ​​​ ​...but six...​ ​​ ​​​ ​And fans of each of the units finally get their piece of the cake,​ ​​ ​​​ ​...and get their
Best Girl on stage dancing.​ ​​ ​​​ ​The actual song slaps ​so hard too I love it.​ ​​ ​​​ ​[♫ Lyrical Lily - Maihime ♫ ]​ ​​ ​​​ ​...The opening is not as good though...​ ​​ ​​​ ​I mean it still slaps,​ ​​ ​​​ ​But it definitely doesn't have the same​ ​​ ​​ ​level of brilliance as First Mix's OP.​ ​​ ​​​ ​I still stand by my point.​ ​​ ​​​ ​The funny Death Threats opening is the PINNACLE of 3D animation...​ ​​ ​​​ ​[♫ Happy Around! - GURU GURU DJ TURN!! ♫ ]​ ​​ ​​​ ​...and it should be taken mo
re seriously.​ ​​ ​​​ ​So, Orange and SANZIGEN are, primarily, Anime studios.​ ​​ ​​​ ​They are within the domestic market.​ ​​ ​​​ ​And, unfortunately, that means they have to deal with the uh...​ ​​ ​​​ ​anime industry​ ​​ ​​​ ​It sucks but that's the reality.​ ​​ ​​​ ​With tight budgets and unrealistic deadlines,​ ​​ ​​​ ​...sometimes you can almost feel the strain the studio is having.​ ​​ ​​​ ​But what If you aren't burdened by that?​ ​​ ​​​ ​What if you can go beyond?​ ​​ ​​​ ​You unlock a
whole new world, a whole new suite of opportunities,​ ​​ ​​​ ​An artistic vision...​ ​​ ​​​ ​Something... special...​ ​​ ​​​ ​[♫ Rob Cairns - One Last Dream Before Dying ♫]​ ​​ ​​​ ​I only made the script as epic as it is to match the music.​ ​​ ​​​ ​Come on, it's so good man.​ ​​ ​​​ ​So, Polygon Pictures. You may or may not have heard of it.​ ​​ ​​​ ​They're the guys behind Ajin, BLAME!,​ ​​ ​​​ ​...and that weird ass Estab show I reviewed a while back.​ ​​ ​​​ ​But for those who don't. You ​
might have seen​ ​​ ​​ ​them before and you didn't realize.​ ​​ ​​​ ​Polygon Pictures actually works internationally.​ ​​ ​​​ ​Most of their clients are stationed overseas.​ ​​ ​​​ ​They worked on stuff like Tron: Uprising,​ ​​ ​​​ ​Transformers Prime,​ ​​ ​​​ ​The Clone Wars,​ ​​ ​​​ ​Pacific Rim: The Black,​ ​​ ​​​ ​And, my personal favorite work of theirs...​ ​​ ​​​ ​F[     ]ing...​ ​​ ​​​ ​Love Death + Robots, The Very Pulse of the Machine​ ​​ ​​​ ​As you can see, they're a global operation.
​ ​​ ​​​ ​It is to no surprise that they are​ ​​ ​​ ​highly regarded within the industry.​ ​​ ​​​ ​Emily Dean, the director for that specific episode,​ ​​ ​​​ ​...noted Polygon Pictures as having:​ ​​ ​​​ ​"The technical and artistic craftsmenship"...​ ​​ ​​​ ​...that they're is looking for.​ ​​ ​​​ ​And, you know, I'll take her word for it.​ ​​ ​​​ ​They pulled neck and teeth for this project.​ ​​ ​​​ ​Even went as far as developing a whole new ass pipeline.​ ​​ ​​​ ​And retraining the staff fr
om scratch to fit this...​ ​​ ​​​ ​"Not Anime" ...​ ​​ ​​​ ​and "Very French" art style.​ ​​ ​​​ ​Polygon is having their 40th anniversary with Kaina.​ ​​ ​​​ ​They are among the oldest CG studio to date.​ ​​ ​​​ ​They came into fruition almost the same time as Pixar themselves.​ ​​ ​​​ ​They debuted with "In Search of Axis" CG short.​ ​​ ​​​ ​And while this look underwhelming to the uninitiated,​ ​​ ​​​ ​You gotta know...​ ​​ ​​​ ​You gotta know, this was the 90's.​ ​​ ​​​ ​You know what the To
y Story Dog looks like?​ ​​ ​​​ ​And they have cutting edge technology!​ ​​ ​​​ ​Even today, PPi is still highly regarded.​ ​​ ​​​ ​Their veteranism with CG being​ ​​ ​​ ​40 years in the game already...​ ​​ ​​​ ​..Is nothing short of a feat.​ ​​ ​​​ ​Of course, being the earliest, it means​ ​​ ​​ ​they encountered a lot of friction.​ ​​ ​​​ ​Back then, the Japanese still didn't really get CG stuff.​ ​​ ​​​ ​Not the wacky cel-shaded CG stuff either,​ ​​ ​​​ ​just regular... 3DCG stuff.​ ​​ ​​​ ​I
t just doesn't sell domestically.​ ​​ ​​​ ​They still fixated hand drawn 2D-looking animation...​ ​​ ​​​ ​...and weren't willing to give this weird 3D stuff a chance.​ ​​ ​​​ ​So when Polygon was trying to imitate​ ​​ ​​ ​the look of cel-shaded anime,​ ​​ ​​​ ​They're actually trying to cater to the masses.​ ​​ ​​​ ​They did so out of necessity.​ ​​ ​​​ ​This also means when I say they're a "global operation"​ ​​ ​​​ ​It's actually because they aren't really appreciated in their hometown.​ ​​ ​​
​ ​They need to go overseas to find clients.​ ​​ ​​​ ​And that's how they get to shake hands with David Fincher.​ ​​ ​​​ ​i mean not directly but you know what i-​ ​​ ​​​ ​Another reason why they don't fly locally is just... The budget.​ ​​ ​​​ ​Now, contrary to popular belief, CG is...​ ​​ ​​​ ​and I can't stress this enough...​ ​​ ​​​ ​...Expensive​ ​​ ​​​ ​How expensive?​ ​​ ​​​ ​Well, to put things in perspective.​ ​​ ​​​ ​An average 22 minute traditionally​ ​​ ​​ ​animated anime episode ran
ges around...​ ​​ ​​​ ​200 grand...​ ​​ ​​​ ​Sounds like a lot...​ ​​ ​​​ ​Until you realize that's less than half of​ ​​ ​​ ​what they actually need to get a project going.​ ​​ ​​​ ​As a matter of fact, back in the early 2000's...​ ​​ ​​​ ​it took them 30...​ ​​ ​​​ ​...​million dollars to produce a whopping 3 minute scene.​ ​​ ​​​ ​To add insult to injury,​ ​​ ​​​ ​ Some of the producers there said:​ ​​ ​​​ ​"If we can hire digital 2D animators for​ ​​ ​​ ​way cheaper and it makes way more mon
ey...​ ​​ ​​​ ​...why bother with a studio like yours?"​ ​​ ​​​ ​That...​ ​​ ​​​ ​must've hurt oh my god-​ ​​ ​​​ ​But PPI CEO Shuzo John Shiota is determined.​ ​​ ​​​ ​He ​will get clients.​ ​​ ​​​ ​He ​will get work from people that actually appreciate the artform.​ ​​ ​​​ ​And at last they finally did.​ ​​ ​​​ ​But the gears really started to turn when​ ​​ ​​ ​Netflix came at them for "Knights of Sidonia"​ ​​ ​​​ ​Netflix's first original anime and Polygon's​ ​​ ​​ ​chance to win back the fan
s at home.​ ​​ ​​​ ​The big N has given them the pretty penny​ ​​ ​​ ​to actually give ''anime,, another shot.​ ​​ ​​​ ​Now, Ima be real with you,​ ​​ ​​​ ​...Sidonia does kinda start to show its age,​ ​​ ​​​ ​But come on, you gotta give them some slack.​ ​​ ​​​ ​This is their first go at this style.​ ​​ ​​​ ​...not really that title goes to Tron: Uprising but nevertheless-​ ​​ ​​​ ​The good [shots] in Sidonia still hold up.​ ​​ ​​​ ​It was a big stepping stone for them.​ ​​ ​​​ ​And if it weren
't for that, I feel like they​ ​​ ​​ ​wouldn't be where they are now...​ ​​ ​​​ ​So, how did they manage?​ ​​ ​​​ ​Pretty good I'd say!​ ​​ ​​​ ​The animation for Kaina is a blend between Orange's realistic acting and SANZIGEN's snappy animation.​ ​​ ​​​ ​To me it's the best of both worlds.​ ​​ ​​​ ​It accentuates the 3D without it being too floaty.​ ​​ ​​​ ​Polygon Pictures definitely has the​ ​​ ​​ ​most advanced NPR engine out of the three.​ ​​ ​​​ ​They have their own engine, PPixel.​ ​​ ​​​
​It is made specifically for NPR.​ ​​ ​​​ ​With comprehensive control towards the​ ​​ ​​ ​actual lines, and the shadows, and everything.​ ​​ ​​​ ​You can see it here too.​ ​​ ​​​ ​With how the objects react to the light,​ ​​ ​​ ​how the lines are rendered,​ ​​ ​​​ ​It's honestly some fascinating stuff.​ ​​ ​​​ ​It's so good it's almost invisible.​ ​​ ​​​ ​A reoccurring theme with all three of​ ​​ ​​ ​the studios we've looked at today is that...​ ​​ ​​​ ​...they employ some kind of method​ ​​ ​​
​to make the models look natural.​ ​​ ​​​ ​But they all do it differently. ​ ​​ ​​​ ​Orange and SANZIGEN in particular,​ ​​ ​​​ ​Painted over the models and resculpt​ ​​ ​​ ​them frame by frame to make it look natural.​ ​​ ​​​ ​But unlike those two, which geared more towards "sakuga"​ ​​ ​​​ ​Polygon Pictures is a more CG centric studio from the start,​ ​​ ​​​ ​...so they take a more CGI approach.​ ​​ ​​​ ​PPI actually models the characters to ​ ​​ ​​ ​look good 360 degrees from the start.​ ​​
​​​ ​And then employ various calculations​ ​​ ​​ ​to distort the models on the fly.​ ​​ ​​​ ​Instead of manually frame by frame.​ ​​ ​​​ ​As a result the quality of the characters​ ​​ ​​ ​stay consistent across the show.​ ​​ ​​​ ​You can tell they're a proper CG studio because...​ ​​ ​​​ ​...they actuAllY mODEl thE siDE chAraCTERS!!1!​ ​​ ​​​ ​SANZIGEN,​ ​​ ​​​ ​Orange,​ ​​ ​​​ ​I love you,​ ​​ ​​​ ​But no, you cannot put hand drawn 2D characters in the​ ​​ ​​ ​middle of a 3D cast, and expect it
all to be hunky dory.​ ​​ ​​​ ​It. Doesn't. Work.​ ​​ ​​​ ​They are f[      ]ing different mediums.​ ​​ ​​​ ​It doesn't take a rocket scientist to know​ ​​ ​​ ​that paper and Maya work differently.​ ​​ ​​​ ​So how did Polygon do it then?​ ​​ ​​​ ​Well again, they actually model the side characters.​ ​​ ​​​ ​But of course, modelling is a time consuming task,​ ​​ ​​​ ​...often taking months for a single character.​ ​​ ​​​ ​Here, Polygon employs different kinds of time saving techniques.​ ​​ ​​​ ​
The most obvious of which is reusing models.​ ​​ ​​​ ​This might be a bit on the nose for some,​ ​​ ​​​ ​...but it has the advantage of well,​ ​​ ​​​ ​actually making them feel like part of the world?​ ​​ ​​​ ​If it were me though I'd probably make something​ ​​ ​​ ​similar to V-roid with all the different assets,​ ​​ ​​​ ​So that one can quickly make variations without​ ​​ ​​ ​modelling the whole thing from scratch.​ ​​ ​​​ ​Another technique which is actually common in​ ​​ ​​ ​almost every CG
Animation project is to... well...​ ​​ ​​​ ​Not make the side characters as detailed.​ ​​ ​​​ ​They only show up on screen for like 10 minutes tops...​ ​​ ​​​ ​...and even sometimes in the background.​ ​​ ​​​ ​So if you can omit the details for them, ​ ​​ ​​​ ​...you can save plenty of time by not making​ ​​ ​​ ​something that's visible for only 2 frames.​ ​​ ​​​ ​Polygon Pictures definitely has the most consistency​ ​​ ​​ ​between the shows we've talked about today.​ ​​ ​​​ ​As much as I love b
oth Stampede and D4DJ,​ ​​ ​​​ ​...there are still a few shots from there​ ​​ ​​ ​that get a "see me after class"​ ​​ ​​​ ​It almost feels like the project is​ ​​ ​​ ​overwhelmed by itself and can't keep up.​ ​​ ​​​ ​But Kaina, I feel like due to its relatively simpler nature,​ ​​ ​​​ ​Polygon Pictures was able to finesse the style a lot more.​ ​​ ​​​ ​There aren't as many kinks to iron out after all.​ ​​ ​​​ ​That's another thing actually,​ ​​ ​​​ ​Despite having quite possibly the most advance
d​ ​​ ​​ ​NPR engine compared to the competition,​ ​​ ​​​ ​Counterintuitively The way Polygon​ ​​ ​​ ​utilizes CG here is rather modest.​ ​​ ​​​ ​They don't do many flashy camera​ ​​ ​​ ​movements or the fancy fight sequences,​ ​​ ​​​ ​As a matter of fact, to the uninitiated this​ ​​ ​​ ​might seem like a ''redundant,, use of CG.​ ​​ ​​​ ​But I think this is a perfect time to talk​ ​​ ​​ ​about CG simply as a storytelling medium.​ ​​ ​​​ ​See, the reason why it's not as flashy as Trigun​ ​​ ​​ ​
Stampede is that it doesn't really need to.​ ​​ ​​​ ​Instead, what Polygon wants to do with this​ ​​ ​​ ​40th anniversary project is to simply tell a story...​ ​​ ​​​ ​The world was originally envisioned by Tsutomu Nihei after all.​ ​​ ​​​ ​Him and PPi already have close ties with each other.​ ​​ ​​​ ​So it's only natural that they do this too.​ ​​ ​​​ ​Polygon has a story to tell, ​ ​​ ​​​ ​...and it's just so happened to be that they're a CG studio.​ ​​ ​​​ ​And I don't think there's anything
wrong with that.​ ​​ ​​​ ​The world that they envisioned for Kaina doesn't really call for flashy effects.​ ​​ ​​​ ​You see, Kaina actually started planning​ ​​ ​​ ​all the way back since Knights of Sidonia.​ ​​ ​​​ ​The concept of this otherworldy universe that​ ​​ ​​ ​may or may not have the same rule as ours.​ ​​ ​​​ ​They gave the project ample time to take on a life on its own.​ ​​ ​​​ ​When the time finally comes for them to finally start production,​ ​​ ​​​ ​...all they need to do was to
just... do it.​ ​​ ​​​ ​If it doesn't call for flashy camera work​ ​​ ​​ ​or complex fight scenes well they just don't.​ ​​ ​​​ ​They don't have to show off all the time,​ ​​ ​​​ ​...that happened with BLAME!​ ​​ ​​ ​and Love Death + Robots already.​ ​​ ​​​ ​I'd argue the simplicity of Kaina is actually its biggest merit.​ ​​ ​​​ ​It definitely is the most "natural" of the three I talked about. ​ ​​ ​​​ ​If you're an aspiring CG artist and want to give this artstyle a shot,​ ​​ ​​​ ​...you can d
o a lot worse than Polygon Pictures.​ ​​ ​​​ ​This is an amazing reference point.​ ​​ ​​​ ​And due to their more open nature...​ ​​ ​​​ ​I feel like you guys can learn a lot from them.​ ​​ ​​​ ​uh...​ ​​ ​​​ ​Okay, quick sidenote:​ ​​ ​​​ ​While I was editing this video they announced​ ​​ ​​ ​the anime for ​iDOLM@STER: SHINY COLORS...​ ​​ ​​​ ​And it will be animated...​ ​​ ​​​ ​...by Polygon Pictures..​ ​​ ​​​ ​[chuckles]​ ​​ ​​​ ​So it looks like Bandai Namco pulled​ ​​ ​​ ​a Bushiroad x SANZI
GEN move...​ ​​ ​​​ ​...and brought their idol series to full CG...​ ​​ ​​​ ​oh damn, these studios are destined to do Cute Girls Dancing huh...​ ​​ ​​​ ​...even Orange, has their roots animating for Love Live!​ ​​ ​​​ ​So no they are not immune.​ ​​ ​​​ ​And there you have it, the three CG shows that aired in this...​ ​​ ​​​ ​...quite frankly lackluster season?​ ​​ ​​​ ​I mean aside from these three, ONIMAI and maybe Kubo,​ ​​ ​​​ ​...I literally couldn't care less-​ ​​ ​​​ ​As you can see, des
pite being​ ​​ ​​ ​under the same umbrella of "CG Anime",​ ​​ ​​​ ​The way they all use CG is very different.​ ​​ ​​​ ​Be they used it for more realistic acting,​ ​​ ​​​ ​more detailed visuals,​ ​​ ​​​ ​...or to just simply add a different flare.​ ​​ ​​​ ​All of them are good in their own unique ways.​ ​​ ​​​ ​I've seen a lot of people said that neither​ ​​ ​​ ​D4DJ nor Kaina is like Trigun Stampede.​ ​​ ​​​ ​But that's obviously because they're not Trigun Stampede.​ ​​ ​​​ ​They all do differen
t things, basically.​ ​​ ​​​ ​The reason I made this video is to... of course...​ ​​ ​​​ ​Shill D4DJ again...​ ​​ ​​​ ​...but also to invite you guys to appreciate this art medium.​ ​​ ​​​ ​It might be uncanny sometimes,​ ​​ ​​​ ​...and you might still not like it after I gave​ ​​ ​​ ​a whole crash course on stylized CG,​ ​​ ​​​ ​...but I hope you can see why I like CG Anime so much.​ ​​ ​​​ ​This is a relatively new artform.​ ​​ ​​​ ​And there are still innovations to be made.​ ​​ ​​​ ​A potent
ial if you will.​ ​​ ​​​ ​I don't see this as a "replacement to 2D animation"​ ​​ ​​​ ​I see this as a "new way to do 3D animation"​ ​​ ​​​ ​The ingenuity in which this style works.​ ​​ ​​​ ​The "artistic craftsmanship".​ ​​ ​​​ ​To discard all that and just denoting CG Anime​ ​​ ​​ ​as "lazy" or "cheap" is just uncalled for.​ ​​ ​​​ ​In fact, it was that stigma from the producers that makes​ ​​ ​​ ​the cheap looking CG that we're all too familiar with.​ ​​ ​​​ ​Estab Life is unfortunately just
a scuffed tech demo.​ ​​ ​​​ ​What I'm saying is, we don't need another Berserk 2016.​ ​​ ​​​ ​What we do need though, is more Land of the Lustrous, ...​ ​​ ​​​ ​Guilty Gear, Love Death + Robots...​ ​​ ​​​ ​You know, the ones that actually cares about the medium.​ ​​ ​​​ ​And we can only convince them it's worth​ ​​ ​​ ​developing if we actually appreciate their work.​ ​​ ​​​ ​On the BanG Dream! Anime Staff Q&A session...​ ​​ ​​​ ​When asked about "is 3D better than 2D",​ ​​ ​​​ ​Anime Director
Kodai Kakimoto said they​ ​​ ​​ ​didn't specifically focus on emulating 2D.​ ​​ ​​​ ​They focused on what they can only do in CG.​ ​​ ​​​ ​And concluding that it all boils down to'​ ​​ ​​ ​how much the animator cares about it.​ ​​ ​​​ ​And I feel like that's an important note about this.​ ​​ ​​​ ​The question should not be "How can we make CG better than 2D"...​ ​​ ​​​ ​But more...​ ​​ ​​​ ​"What ​can we do with CG"​ ​​ ​​​ ​More freedom in camera movement?​ ​​ ​​​ ​More fluid animation?​ ​​ ​​​
​More detailed visuals?​ ​​ ​​​ ​There is untapped potential here.​ ​​ ​​​ ​And I feel like despite how long it has existed,​ ​​ ​​​ ​We're just barely scratching the surface.​ ​​ ​​​ ​And maybe, just maybe,​ ​​ ​​​ ​When we get more people on board...​ ​​ ​​​ ​We'll get more of something that looks like this:​ ​​ ​​​ ​And less like this:​ ​​ ​​​ ​[vomit sound]​ ​​ ​​​ ​Well I guess there's another lesson we can learn from this...​ ​​ ​​​ ​It's that...​ ​​ ​​​ ​KURUMI IS BEST GIRL OHMY GOD I LO
VE HER SO MUC-​ ​​ ​​​ ​[♫ C418 - stal ♫ ]​ ​​ ​

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