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Re: Cel shader scene lighting
[Re: Captain_Kiyaku]
#82342
07/20/06 10:52
07/20/06 10:52
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Joined: Nov 2003
Posts: 1,659 San Francisco
JetpackMonkey
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Serious User
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OP
Serious User
Joined: Nov 2003
Posts: 1,659
San Francisco
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Quote:
the torches will through a round, hard shadow, and the sun often makes a smooth super soft shadow for the environment. the characters and items have hard shadows too, and doesnt really get brighter with a lightsource. They often have 100% lighting anyway
Thanks guys for your feedback. Windwaker sure does look good! Let me list off a few more questions, if you have answers I'd be very grateful.
1. So about the soft and hard light shadows from different light sources-- can I use dynamic lighting? I am using only MDL geometry (not blocks hence no A6 lightmaps)? Or am I stuck with putting blocks beneath the levels somehow?
2. I have the impression that a lot of background textures might not actually even need the cel shader applied to it, if the cartoon-look is somehow faked and hand painted the textures, e.g. if they already look cartoony enough. Any idea if this has been done in other projects, even like the wind waker? I imagine this could save time.
3. So I just keep the textures as nice solid pieces-- like the hat is just one color of brown, the shirt a solid blue, etc?
I'm mostly concerned about the difference between soft/hard lighting and how to accomplish it (.e.g will dynamic lights work, or must I find some other way?)
Thanks muchly!
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