Cell shading artist job only right?
by Braedon Hinchcliffe · in Torque Game Engine Advanced · 03/25/2008 (6:49 am) · 8 replies
Just a quick check. If a games art style is cell shaded then thats simply up to the artist (including texture's for atlas terrain). Just seeing if I need to do anything extra to TGEA.
#2
Here's a link to a TGE version of cell shading, though TGEA should be capable of much better results.
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10318
http://tdn.garagegames.com/wiki/WorldBuilding/Visual_Style/Cel_Shading/Code
http://www.gamedev.net/reference/programming/features/celshading/
03/25/2008 (9:23 am)
I would say it would be possible to fake it with just a good artist, but most likely you'll need to either develop a cell-chading shader like Eric suggests, or possibly some lighting tricks. Here's a link to a TGE version of cell shading, though TGEA should be capable of much better results.
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10318
http://tdn.garagegames.com/wiki/WorldBuilding/Visual_Style/Cel_Shading/Code
http://www.gamedev.net/reference/programming/features/celshading/
#3
03/26/2008 (10:00 pm)
What is cell shading?
#4
The game XIII is an excellent example of cell shading: http://www.playwhat.com/GameDetails/ubisoftd/xiii_gallery1.html
Okami is another example: http://www.youtube.com/watch?v=XTUm07enrs4
03/26/2008 (10:54 pm)
Cell Shading is a subset of "Non-Photorealistic" or "Painterly" rendering; i.e. writing shaders that make your scene look hand drawn and stylized rather than as realistic as possible. Some people (myself included) like it because it is a good way to define an art style that ages more gracefully than last year's most "realistic" games.The game XIII is an excellent example of cell shading: http://www.playwhat.com/GameDetails/ubisoftd/xiii_gallery1.html
Okami is another example: http://www.youtube.com/watch?v=XTUm07enrs4
#5
EDIT: I wasn't aware so much extra work would be needed to get a cell shaded look. We wanted to go this way since were working on a game based on a manga
03/27/2008 (12:03 am)
Ok so basically I get the artists to make regular art and then I use a shader? Ive used shaders for simple things like transparency or mirrors and stuff but I had no idea something so large could be done with shaders. I can't even begin to comprehend how that would be done xDEDIT: I wasn't aware so much extra work would be needed to get a cell shaded look. We wanted to go this way since were working on a game based on a manga
#6
This seems like a good example of what were looking for.
http://www.youtube.com/watch?v=hHeFZoQYakM
03/28/2008 (12:46 pm)
David could you suggest any tutorials that my friends could use to learn how to do cell shading in 3ds max or tutorial I could read to learn how to do this with a shader in TGEA. We have found some basic tutorials on the net but they are not very indepth.This seems like a good example of what were looking for.
http://www.youtube.com/watch?v=hHeFZoQYakM
#7
TGEA uses HLSL (DirectX) shaders. If you are running a project on TGE+MK, you'll need GLSL (OpenGL) shaders. FX Composer can make both.
03/28/2008 (10:54 pm)
I don't know about 3DSMax (Blender user), but NVidia's FX Composer and AMD's Render Monkey are dedicated shader authoring environments. FX Composer comes with an example cell shader project called toon.fx. Between toon.fx and the FX composer tutorials, you should be well on your way ;-)TGEA uses HLSL (DirectX) shaders. If you are running a project on TGE+MK, you'll need GLSL (OpenGL) shaders. FX Composer can make both.
#8
03/29/2008 (3:48 pm)
Alright so I will tell my artists friends over here to check out FX Composer or Render Monkey after they figure out what one they want. Honestly im no artist so ill leave that choice to them xD
Torque 3D Owner Eric Forhan