PDA

View Full Version : emulate cell shading


pez263
02-03-2009, 08:02 PM
this is something I came up with for silent walk 2 but this should work in any 3d engine,its a way to emulate cell shading...

1.make your model

2 duplicate it and make it a bit bigger

3.invert the duplication

4.uv map and make the duplication all black

5.upload in engine and make sure it has ignore lights set(for dark games make the texture dark)

http://c2.ac-images.myspacecdn.com/images02/39/l_fcb1889fa797493cbb94050e30b8fa6d.jpg

for complected models you may have to individually scale faces to get an exact match that surrounds the main model

Reedbeta
02-03-2009, 08:25 PM
Yep, this is a well known technique for outlining.

TheNut
02-03-2009, 08:40 PM
I never really had any problems just using the built in wireframe mode. It also handles outlining the interior.

http://www.nutty.ca/gfx/software/NWorlds2-3.L.jpg

Is there any advantage to the added complexity mentioned above? All that work sounds pretty slow.

Goz
02-03-2009, 11:56 PM
So, just out of interest, do the results look any good if you just high pass the final scene and use that for outline data?

Nicholas Christopher
02-05-2009, 02:21 PM
@ theNut

Dangerous mix of cleaver and jack daniel's is perhaps the book a bible???

pez263
02-05-2009, 07:06 PM
I never really had any problems just using the built in wireframe mode. It also handles outlining the interior.

http://www.nutty.ca/gfx/software/NWorlds2-3.L.jpg

Is there any advantage to the added complexity mentioned above? All that work sounds pretty slow.

al the individual objects have differant shading ammounts,the ball has smooth shading but the erst has more of the cell shaded look,and the book is smooth shaded