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MENTAL

Lesson 38 Feedback (Cel Shading)

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MENTAL    383
I was just wondering what you all thought of the article/source code, if there was anything that needed to be changed (apart from spelling mistakes, i thought Jeff was gonna proff read it ) or would like to see covered, etc. no, this isnt for personal glory (or humiliation), i am working on another verison of the tutorial which will include a hell of a lot of effects (multiple lights, textured cel-shaded objects, and... ummm... that''s it really ), but i want to make sure that this version is pretty much bug-free. thanks in advance MENTAL

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aSe    122
I thought it was EXCELLANT, thanks so much. This is something I''ve long been interested in, and you did a good job of putting it on an accessible level.

Got sooo far with my space engine, and now I''m drooling at the thought of throwing it away in favour of a space marine game or similar with big, chunky cartoon mechs.

Thanks again,
aSe

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MENTAL    383
thanks .

why not do both? modify the space engine so it works on a planet (i.e. make the ships go bang when they hit the ground), add some cool space marines, and cel-shade the whole thing

heh, if you''re anything like me those ideas are gonna bug you for a LONG time. hell, it''s bugging me and i dont even have a space engine!

MENTAL

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Drizzt DoUrden    100
Even if your source code was a virus it would still be great.

Anything on nehe.gamedev.net deserves an award .

I''m not up to the level where I know what your talking about but when I am I will check the tutorial out.

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mittens    1323
Damn you MENTAL, last week I started researching and collecting a crapload of Cel-Shading (and general Non Photorealistic Rendering) papers... Now you go and post that damn tutorial. Well, I''m still going to have to post my version sooner or later.......... grrrr.

------------------------------
Trent (ShiningKnight)
E-mail me
ShiningKnight Games

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Guest Anonymous Poster   
Guest Anonymous Poster
It might be good to include some info on optimizing your models so that the stencil does not end up in the wrong place because it makes the displayed model look incredably (phuck speelling) ugly once renedered. It also may help if you included a more standard format for the incoming models (md2 would be best) so that it would be easier for people to test their models with your code (took me a while to get it right because im unfamilier with the format, and none of my modeling program export into that format. I got it eventually but I still didnt like the results... sorry Im rambling about my shortcomings)

But I found the theory useful and the code effective (yet slow but then NeHe isnt about optimizing... thats my job) and I thank you for sharing that information.

AdNote (for anyone): Would it be possible to use multiple shading techniques at once without a massive loss in speed and useability. I want to have the living creatures be cel-shaded and the inadimate objects have a semi-realistic look.

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Guest Anonymous Poster   
Guest Anonymous Poster
It might be good to include some info on optimizing your models so that the stencil does not end up in the wrong place because it makes the displayed model look incredably (phuck speelling) ugly once renedered. It also may help if you included a more standard format for the incoming models (md2 would be best) so that it would be easier for people to test their models with your code (took me a while to get it right because im unfamilier with the format, and none of my modeling program export into that format. I got it eventually but I still didnt like the results... sorry Im rambling about my shortcomings)

But I found the theory useful and the code effective (yet slow but then NeHe isnt about optimizing... thats my job) and I thank you for sharing that information.

AdNote (for anyone): Would it be possible to use multiple shading techniques at once without a massive loss in speed and useability. I want to have the living creatures be cel-shaded and the inadimate objects have a semi-realistic look.


Thank you for taking the time to listen to my ramblings.

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Denias75    122
Hey!

Just wanted to say that I really much liked the tutorial. And I think I''m going to use some parts of it and port them to Direct3D. But that''s something for the future (in about a hundred years).

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Guest Anonymous Poster   
Guest Anonymous Poster
I''m really lookin forward to learning how to do the cel-shading with textures, i tried using the technique you mentioned in your gamedev article (using glColor* to give a color to the vertex) but it looked just like regular lighting, i must have been missing something. So i''m really interested in seeing some working source code. Great work on that tutorial tho, it''s a really nice effect.

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