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Cel-Shading test

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Ashaman73

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Always looking to improve the non-photorealistic rendering look of Gnoblins, here are two images showing off different rendering approaches, including two new cel shader. Currently the warp approach is in the game.

What do you think ?

cell_test_1.jpg

cell_test_2.jpg
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I like warp best but I can see a slight dark fuzzy-blurry (4-10 px wide) outline around some objects on all rendering approaches. Is this due to some glow effect?

 

Nice work on the model on the last few screens =)

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I like warp best but I can see a slight dark fuzzy-blurry (4-10 px wide) outline around some objects on all rendering approaches. Is this due to some glow effect?

 

Nice work on the model on the last few screens =)

Thx.

 

The dark fuzzy-blurry effect is due to my SSAO implementation, need to tweak it :)

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Yeah, I think I like warp the best as well. It seems somehow warmer, more organic. Makes the caves seem like a fun, cozy place to visit even if they are filled with things that mean you harm. The cel-shaded approaches seem colder and harsher, and the gourand method makes the shadows a little too dark.

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Would you be willing to share the cell shading code?

This is not a problem at all, it is not really some kind of magic and quite simple. PM me once you need it.

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