Psuedo Cel-Shading in Milkshape

A forum to store posts deemed exceptionally wise and useful
Post Reply
Muzzer
Posts: 6
Joined: Sun Dec 14, 2003 10:41 pm
Location: Manchester, UK
Contact:

Psuedo Cel-Shading in Milkshape

Post by Muzzer »

I think pretty much every person into game creation or 3D modelling knows how to do this but for the select few who are new, or just havn't seen it before, here's a quick and simple tutorial...

Remember, this technique double the polygon count in your model!

1. Start by making a basic shape, ie. a cube. Colour it a block colour, such as entirely red.

2. With all faces selected, duplicate the cube then go to tools>fatboy and increase the size of the duplicate. This duplicate will be the actual outline of the shape. the thickness of the outline depends on the size of the first model.

3. Go to Faces>reverse vertex order. The duplicate should now look all black. Right click in the Isometric view, then turn off draw back-faces.

4. Make sure the larger of the two models is selected, then colour that entirely black. You should now have a cel-shaded cube.

I think this is correct. I'm going off what I remember from memory. Any problems let me know.
Guest

Post by Guest »

That's not cel shading, though - it's just adding an outline.
keless
Posts: 805
Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

cell shading is when you use a 1D texture to determine color based off of light sources.

you're doing outlining or 'fatboy' models which cause 2x the polygons, and which actually have normal textures (just with black lined outlines).
a screen cap is worth 0x100000 DWORDS
saigumi
Posts: 921
Joined: Fri Aug 22, 2003 11:31 am
Location: St. Louis, MO USA
Contact:

Post by saigumi »

I've updated the subject to Psuedo Cell-Shading to accurately depict the tutorial.
Crud, how do I do this again?
Post Reply