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3 Dimensional Chat / emulate cell shading

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Pez263
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Posted: 4th Feb 2009 05:04
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)



for complected models you may have to individually scale faces to get an exact match that surrounds the main model[img]null[/img]
CoffeeGrunt
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Posted: 6th Feb 2009 21:05
But from any other angle, it doesn't look right...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
AndrewT
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Posted: 6th Feb 2009 21:20
Also that's not doesn't really affect the shading at all, it just draws a black outline. Furthermore the outline isn't even around every part, only the very silhouette of it.

Pez263
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Posted: 6th Feb 2009 22:59
you dont just do the outline,you have to use more solid colors in the uv-map,and you have to set it to ignore lights in your engine.for shading,just shade the uv-map based on the level.this could also be used to outline a weapon like in redsteal,or highlight an object the player has to get
lazerus
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Posted: 6th Feb 2009 23:12
aghh but your doubling the work load of yuor engine,

okay for people whom can't actually produce the right affect but i would not recoomend this for use in games, good find though it would be intreting to know why and how you came across this...

for know,


Sé mor' Adurna hlanupa hlöjdhr,
Un Sé mor'ranr on finna...
-Conor

JLMoondog
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Posted: 7th Feb 2009 01:03
this is actually how 'cell shading' was done back in the day :p There are plenty of DBC games that did this technique. I know Maya has a way of scaling an object from it's normals to produce an accurate effect. This could probably be possible using memblocks..but that's just theory.

Pez263
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Posted: 7th Feb 2009 03:11
I think of things like this all the time,simple things that do alot,but I think mostly of what you can do with silent walk 2.but this technique is better for highlighting from what all you are saying
Blobby 101
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Posted: 7th Feb 2009 10:02
CoffeeGrunt: This will look right from any angle because the Backface culling will remove the polies facing you and draw the others, so from any angle, you will get an outline.

NaGaCreMo:
AndrewT
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Posted: 7th Feb 2009 14:14 Edited at: 7th Feb 2009 14:15
Quote: "you dont just do the outline,you have to use more solid colors in the uv-map,and you have to set it to ignore lights in your engine.for shading,just shade the uv-map based on the level.this could also be used to outline a weapon like in redsteal,or highlight an object the player has to get"


But if the shading is put into the UV map, it won't be dynamic. So this method will only work for totally static objects in totally static lighting...what happens if you want your object to rotate, or you want your light to move? Your object will remain the exact same regardless of the fact that it's moving and the light source is changing.

JLMoondog
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Posted: 7th Feb 2009 14:54
err...DBP has a native cell shader?

Never tried it my self, but it looks like it works pretty well.

Pez263
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Posted: 7th Feb 2009 15:59
this is why you need to set the mesh to ignore lights to avoid this
AndrewT
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Posted: 7th Feb 2009 17:10
Quote: "this is why you need to set the mesh to ignore lights to avoid this "


That's not what I'm saying. I'm saying that the mesh is going to look the same regardless of where it is, how it's rotated, etc. If you were using real cell shading, that wouldn't happen--the shading would be updated. But since the shading is in a texture, it's not going to update.

Pez263
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Posted: 7th Feb 2009 21:57
this is only an alternative,not actual cell shading
Toasty Fresh
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Posted: 9th Feb 2009 09:13
So why not just use cell shading?
JLMoondog
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Posted: 9th Feb 2009 19:02
'cell shader' = shader
inverted model = no shader

what if your building a game to run on older systems that don't support shaders? or just finding a memory cheaper way to do it?

Alucard94
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Posted: 9th Feb 2009 19:08
Inverted model = More polygons.


Alucard94, the member of the future of the past.
JLMoondog
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Posted: 9th Feb 2009 19:46
shaders = more computations (actually I don't really know that for sure, I just felt like arguing)

Cheese Cake
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Posted: 9th Feb 2009 20:45
Actually it looks quite fun.
And its a good thing for engines that cant handle cell shaders. (uhm uhm FPSC)

So with a good texture it could look quite nice.

Deathead
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Posted: 9th Feb 2009 20:50
Quote: "Inverted model = More polygons."

Agreed. It would double the amount of polygons, think about it, if Bond1s Chainsaw brute is 3500 polies and someone done this idea for that model then it will then become 7000 polies for something which can be done through shaders, which saves the extra polies.



JLMoondog
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Posted: 9th Feb 2009 21:08
Does that really matter? Not sure how rendering is handled exactly, but if back-facing is off in DBP..that means the engine doesn't render polys facing away from the camera..am I correct? Though my knowledge is limited so this is just an educated guess.

As stated before, this effect is good for getting around using shaders that require extra computing for your GPU, if it even supports it.

Cheese Cake
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Posted: 9th Feb 2009 22:01
Thats to true. About the polycount.
But than again. For a low poly simple looking game.
It "could" be quite fun! Not that its the best method.
Of course shaders are better. But some engines cant handle cell shading.

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