Advertisement Jump to content
Sign in to follow this  

latest mario's games lighting model

This topic is 2112 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

i'd like to set up a scene with lighting similar to what you can see on recent (wii) mario games

i'm not referring to the rim/fresnel effect, easily obtainable either with shaders or the envmap trick
what i'd really like to understand is how they get this flat/saturates/toony lighting effect

i know for sure (cause i have extracted source models) that they are baking AO at the vertex level
so could it be that there are no lights at all, ambient light is pure white, every model has colors and shades just from texture + vertex color?

Share this post

Link to post
Share on other sites

sorry Kryzon, I didnt got notified of your answer 


let's start with my attempt to replicate the feeling of a mario galaxy world
lighting is rather dull. there is something missing
lets now take some smg screenshot 
so the first thing i'm wondering is: are they using any directional or spotlight at all?
maybe they are just precalculating and baking some ambient occlusion lighting
all in all, smg seems more flat, which gives a more cartoon effect, which is exactly what i want
all the tip/advice/whatever you can think off will be precious


Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!