Airborn is an Action Adventure based in a fantastic world on flying islands eons after the world has collapsed from overexploitation. You will start exploring this world through the eyes of PiƱo a boy who wants to become a messenger one day. UDK Demo hitting the Web in Spring 2010.
This little fellah will once step into fathers footsteps as the best postman on the entire island!
The current status of the small one, toon shading based on valves tf2 shader with hatches that combine to crosshatches in shadows and modelled outline.
this cel shading is better than tf2.... seriously. i love the tf2 graphics but this is just insane. LOVE IT
dude.....your my hero when it comes to celshading :O it looks....brilliant
lovin' it
I agree, this looks more drawn than TF2, but if your going for the style of drawing TF2 had, then there is a tut on achieving similar shading in UT3,
Not that you need it, just if you'd like to check it out
this is posetd on april first, i guess it's aprils fool joke? look who has created the tf2 shading tutorial for unreal 3 ;)
the tf2 shading formular was and is the basis of airborn shading, we tweaked it, we changed it, but the basis is the same, a ramped half lambertian shading
What process did you go through to achieve this look. You said that you started with the tf2 shader as the basis. Are the cross hatched hi lights and shadows done through the shader or are the baked into the color maps? Also, how did you get the outline as well?
What would you recommend reading about to learn such techniques, what are some good resources that one can read?
back then they have been dynamic, we tested a lot and in t he end we decided to go with hatches that are drawn in the textures as we can controll them better
i always just searched for terms like "realtime toonshading paper" "realtime hatching paper" etc there are dozens of free pdfs out there
NPR Symposium is a nice adress to find out more stuff