Cell Shaded Ns

ChackleChackle Join Date: 2003-01-24 Member: 12672Members
<div class="IPBDescription">- The real deal.</div> I'm just asking if someone could give me a quick tutorial on how to make a model cel shaded cos im gonna give it a go. Any help? And i dont just mean using smudgy textures.

Comments

  • FrickenMoronFrickenMoron Join Date: 2002-11-21 Member: 9498Members
    From what i recall from the old thread, someone said it's like that:

    make a copy of the original model, resize it a bit and flip its faces outside.
    Something like that :/
  • Sniper_ChanceSniper_Chance Join Date: 2002-12-11 Member: 10549Members
    1. Open your model in MS3D.

    2. Select the entire thing and hit Ctrl+D (Duplicate Selection).

    3. Make sure only the duplicate mesh is selected. Go to Tools->FatBoy...

    4. Under size-change, put any decimal value from 0 to 1. 0.5 looks the best.

    5. When you're done, the duplicated mesh will "inflate" around the original one.

    6. Assign a black texture (preferably one that is 8x8) to the duplicate group.

    7. With the duplicate group selected, press Ctrl+Shift+F (Invert Faces).

    8. Save your SMD and compile the model.

    If everything went well, then you will see your cel-shaded model ingame or in any HL MDL viewer.
  • ChackleChackle Join Date: 2003-01-24 Member: 12672Members
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    edited September 2003
    u cant do that with an expired ms3d m8 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
  • ChackleChackle Join Date: 2003-01-24 Member: 12672Members
    I'm gonna register with it soon <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • nthngnsdnthngnsd Join Date: 2003-07-26 Member: 18442Members
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Fox_OneFox_One Join Date: 2003-01-15 Member: 12310Members
    Ohhhhh...so <i>that's</i> how you do it...cool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    edited September 2003
    Keep in mind that this doubles the polycount of any model, and YMMV with exceptionally complex model (may not look right).
  • ChackleChackle Join Date: 2003-01-24 Member: 12672Members
    Yeah I know it doubles pollies, thats why I'm thinking of using the low poly models. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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