![]() ![]() ![]() Back face culling is inverted and the back-facing triangles are drawn in black. One popular method is to first render a black outline, slightly larger than the object itself. Conventional (smooth) lighting values are calculated for each pixel and then quantised to a small number of discrete shades to create the characteristic flat look – where the shadows and highlights appear more like blocks of colour rather than mixed in a smooth way.īlack “ink” outlines and contour lines can be created using a variety of methods. Where cel-shading differs from conventional rendering is in its non-photorealistic illumination model. The cel-shading process starts with a typical 3D model. State of Decay uses some photorealism mixed with cel shaded, however I mainly used the inventory system and statistics as inspiration for my game.Ĭel shaded can also be used to create a unique and dynamic comic book feel to a game which can provide an immersive experience for the player. I plan to make my game just like these games as they were very successful and are very fun. The graphic style I am using for my game is cell-shaded as I looked at popular games of my genre and they used cel-shaded, therefore this seemed like an obvious choice for my game.ĭeadlight and State of Decay, deadlight is a 2D side scroller with an abstract and cel shaded look to it.
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