I'm trying to go for the cartoony look in my game and I'm trying to reverse engineer various titles that have successfully managed this style. Mario Galaxy is a great example of this. Here's another I've stumbled upon:
The first thing I can see (that I'm not using myself) is something like ambient occlusion going on. Given that it's a wii title, and that most of the models are stationary, I'm guessing it's not being done in real time and is using lightmaps of some kind. So my question on this is how do you bake ambient occlusion into a scene that's using tileable textures? Surely a lot of the ground textures are just being tiled across the maps? But you would need none-overlapping uvw mapping coordinates to properly use a lightmap wouldn't you?
Hope someone can help me out!?