hi there,
yesterday there was a discussion about cell shading on irc. i want to show a simple method to cell shade your player models in blender.
first open the ogro model in blender. you can do that either by importing the md3 or use the blend file:
select the ogro, change to into edit mode and select all vertices:
now duplicate all vertices of our ogro by using SHIFT-D. press ENTER. the new vertices on the same position than the old. to find these new vertices again, create a new mesh group, name it cellshading and assign the new (hopefully still selected) vertices to this group.
now scale the vertices along the normals. use the Mesh Menu [MESH->TRANSFORM->SHRINK/FLATTEN ALONG NORMALS] or simply press ALT-S.
the scaled shape will be used as our black edges or cell shader.
ok. we go on to the next part.
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cell shaded models pt.1 && 2
cell shaded models pt.1 && 2
Last edited by offtools on August 15th, 2009, 3:31 pm, edited 1 time in total.
cell shaded models pt.2
how does the cell shading trick work. in generally, give the outer shape (our scaled vertices) a black color and flip normals. the outer shape will now appear invisible from outside. the visible is inside and will appear as a black edge around our model.
steps (after scaling):
*select all vertices of the outer shape
*flip normals
now open uv-editor and open the skin.png file. press U to unwrap the new shape. as the orgo has already a black part. just scale the unwraped part very smale and move it into the black section.
you can play with the thickness of the edges by scaling (ALT-S) the new shape again.
here it is. now export your modified orgro and load it into pas.
steps (after scaling):
*select all vertices of the outer shape
*flip normals
now open uv-editor and open the skin.png file. press U to unwrap the new shape. as the orgo has already a black part. just scale the unwraped part very smale and move it into the black section.
you can play with the thickness of the edges by scaling (ALT-S) the new shape again.
here it is. now export your modified orgro and load it into pas.
Re: cell shaded models pt.1 && 2
that's very nice. you did a good job!
Re: cell shaded models pt.1 && 2
Haha, I just noticed the && in the title, good one offtools. I didn't catch that earlier.
うるさいうるさいうるさい!
github: https://github.com/damianb/
github: https://github.com/damianb/
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Re: cell shaded models pt.1 && 2
Thank you very much it has been very useful for me ^^, thanks again
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7 times to win CAF and 3 times on series
I LOVE GEDO!!!
Re: cell shaded models pt.1 && 2
how to put the model that we design into the sandbox?
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Re: cell shaded models pt.1 && 2
Danny, check out your Support topic. I answered it there
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Re: cell shaded models pt.1 && 2
Great tutorial. I can't figure it out, but I have little experience, so it's not your fault. I think, if you modified enough models, you could make a
cell-shaded "Cartoon models" folder in the newer versions.
A request: Can you make a tutorial for animated md3s, including animating them and exporting them? Also, I have version 2.49, so...
cell-shaded "Cartoon models" folder in the newer versions.
A request: Can you make a tutorial for animated md3s, including animating them and exporting them? Also, I have version 2.49, so...
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