Cartoon looking maps and models


(motorsep) #1

Hi all,

I am wondering if it’s possible to make Quake 3 maps and models look like this:
http://upload.wikimedia.org/wikipedia/en/8/88/Team_Fortress_2_Group_Photo.jpg

Or this:
http://xplsv.tv/movie.php?id=638

Or like Warsow:
http://www.warsow.net

I don’t think I need black outline. Just cartoon shading.


(nUllSkillZ) #2

Cel shading maps are possible with q3map2 (can’t remember how unfortunately).
You would have to change the models.


(kamikazee) #3

Warsow is a Q3/Quake engine game, so it’s certainly possible. Also see Herr W’s Monkey Kombat Arena which is a Q3 cartoon mod.

As for shading, here is a tuturial from Conor O’Kane on how to make the cartoon figures from the before-mentioned mod: How to make cell-shaded characters for the Quake 3 engine. Most is about the creation of the black outline, shading is at the bottom.

EDIT: Hmm, nUllSkillZ beat me. I got more links though. :stuck_out_tongue:


(motorsep) #4

Thanks guys.

I really woul love to know how can I cel shade maps with q3map2 :banghead:

kamikazee,
Thanks for links. If you would look at CodeHunters video, you would see they have no outlines, but it looks very stylish and nice. I want to achieve such effect with Quake3 shaders. Also the way Conor make outline is not good. Model will have twice more polygons :eek3:
Also I wonder if there is a way to have smoother ( just a bit ) transition between shades on a model.


(nUllSkillZ) #5

I just remember a q3-cel shading engine mod.
Unfortunately no link.


(carnage) #6

Also the way Conor make outline is not good. Model will have twice more polygons

the shading method is a applicable still and would give the needed cell shaded look althogh the shadowing is defiantly not acurate the the lighting in terms of light direction and afaik the model would not respond the light colour. perhaps allowing the normal lighting then applying the shading method after would still give enough of a 2 tone look while also allowing for smoother lighting underneath

also on the codehunters video i noticed some black outlines built into the textures of the models but none around the edge. conors method of character shading is a great for this as it allows a detailed character texture and still get the nice lighting 2 tone lighting

warsow had some pretty nice looking levels but they used the same mothod as conor to get the outlines and did increse the pollys a bit and also since you end up getting black outlines agaisnt stnadart gemetary bad effects can ocour. i think if you do take the method, include the polly offset shader command in you black outlines texture