Did anyone ask for an FX breakdown of how I did the Comic Book Cel Shading for JETRUNNER?
No? WELL HERE IT IS ANYWAY.
Here's a quick after and before. In this thread you'll find a breakdown of everything I've done.
Please like and share so more people can see and learn from it!
No? WELL HERE IT IS ANYWAY.
Here's a quick after and before. In this thread you'll find a breakdown of everything I've done.
Please like and share so more people can see and learn from it!
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Comments
One thing that annoys me in stylized games is when everything is stylized in the exact same way.
All my favorite animations mixes styles like crazy. Just look at all the art styles in this single frame. Having many shaders was a goal.
A post process styles the world, but some things are exempt and shaded in a different way. The exceptions use a spin on Inverted Hull Outlines, using a translucent shell that adds outlines and post process lighting.
The shell are an extruded bubble that uses depth test to find out where to draw outlines, and where to post process the lighting of the actor. Every shell can be custom.
The environment PP is also the simplest. It smooth steps the light values and halftones the gradient, adds hatching in AO, and some color correction.