Cel Shaded Coag
- that_one_thing
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Cel Shaded Coag
i was wondering if any one could help me with a skin i am making
its a cel shaded coag as i showed in the title.
as you can see... i completley suck at the ground, rocks, and cliff sides.
i was wondering if anybody could help with those parts of the map?
Credit will be given.
thx in advance
its a cel shaded coag as i showed in the title.
as you can see... i completley suck at the ground, rocks, and cliff sides.
i was wondering if anybody could help with those parts of the map?
Credit will be given.
thx in advance
- Trulife8342
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- kornkidcrazy
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I know an easy way to make it look cell shaded.
1. In ULT, make the lightmap like a medium gray color, so there arnt any BSP shadows
2. Edit one of the detail maps to be all gray, like the lightmap.
3. Apply this to any shader that uses a detail map.
4. In every shader, null out all the cubemaps and other reflection maps.
5. For bumps, make an all blue bump and import in with entity, then use these for every shader.
In the end, all you will have is the diffuse texture. There will be no reflections, bump maps, or detail maps. Now all you need to do is remake all of the textures in PS. That shouldnt be very hard. Just remember to use a lot of black out lines and simplicity. Ive made a cell shaded burial mounds before and I did this. You can do everything in a little less than 3 hours.
A tip for rocks: make them a solid brown. If you want to add a little more detail to them, make a selection where you want the detail and make that a little darker. Also, don't blur anything.
Your grass looks a little too bright and so far, looking at your screen shot it is coming along nicely.
1. In ULT, make the lightmap like a medium gray color, so there arnt any BSP shadows
2. Edit one of the detail maps to be all gray, like the lightmap.
3. Apply this to any shader that uses a detail map.
4. In every shader, null out all the cubemaps and other reflection maps.
5. For bumps, make an all blue bump and import in with entity, then use these for every shader.
In the end, all you will have is the diffuse texture. There will be no reflections, bump maps, or detail maps. Now all you need to do is remake all of the textures in PS. That shouldnt be very hard. Just remember to use a lot of black out lines and simplicity. Ive made a cell shaded burial mounds before and I did this. You can do everything in a little less than 3 hours.
A tip for rocks: make them a solid brown. If you want to add a little more detail to them, make a selection where you want the detail and make that a little darker. Also, don't blur anything.
Your grass looks a little too bright and so far, looking at your screen shot it is coming along nicely.
- that_one_thing
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- grimdoomer
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yea dont touch anything, add some new weapon models and skin them like this skin the vehicles and you could have a relly good mod. If you want to make it supper kickass, learn how to make custom effects, you know where im going with tis.
AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
- that_one_thing
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- that_one_thing
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