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Cell Shading in Unreal

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  • [TUTORIAL] Cell Shading in Unreal

    So I was messing around with creating art styles for my next game and ended up getting caught up in making a cell shader :P


    Once its done I plan on releasing the files along with a tutorial but first, I want to get a better idea of what people want from cell shading. Any comments would be appreciated

    So far I have;
    Textures supported
    • Diffuse
    • Normal
    • Spec Colour
    • Spec Strength
    • Spec transparency
    • Lighting Banding


    Other
    • One Directional light or point light
    • Skylight/ambient light control
    • Post process to control shadows
    • Sobel Edge (courtesy of Allar's awesome little freebie.)
    Attached Files

  • #2
    Recreated the windwaker style
    Click image for larger version

Name:	WindwakerTest.png
Views:	1
Size:	388.8 KB
ID:	1106563

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    • #3
      Originally posted by AzzaMat View Post
      Recreated the windwaker style
      [ATTACH=CONFIG]93757[/ATTACH]
      This is amazing, I'd love it if you shared the files or released a tutorial for this.

      Comment


      • #4
        Originally posted by AzzaMat View Post
        Recreated the windwaker style
        [ATTACH=CONFIG]93757[/ATTACH]
        This is looking great friend. I was wondering if you got any solution to have sharper solutions? Look at below the left eye of the lil guy, the shadow is not sharp. There are a few non-sharp places at other parts of the mesh but its pretty visible there. What do you think the cause of it, or can it be fixable?

        Thanks!
        Fighting Game Template: PROJECT: Unreal Fighter 2D

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        • #5
          Very awesome shader, how do translucent objects behave?

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          • #6
            I was also trying to learn how to create a cell shading material. Did you manage to make it works with shadow casting?

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            • #7
              I think its due to the models low poly count, If it had more geometry it would be smoother. I will experiment and get back to you

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              • #8
                Haven't tested yet, will add it to the list of things to test.

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                • #9
                  Originally posted by AzzaMat View Post
                  I think its due to the models low poly count, If it had more geometry it would be smoother. I will experiment and get back to you
                  Cheers comrade. ^_^
                  Fighting Game Template: PROJECT: Unreal Fighter 2D

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                  • #10
                    Click image for larger version

Name:	GeoTest.jpg
Views:	1
Size:	52.2 KB
ID:	1106630

                    Left is low poly, right is high poly.
                    Last edited by AzzaMat; 05-19-2016, 06:35 PM.

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                    • #11
                      Originally posted by AzzaMat View Post
                      [ATTACH=CONFIG]93924[/ATTACH]

                      Left is low poly, right is high poly.
                      Thank you for the clarification AzzaMat, well done!
                      Last edited by Achilleon; 05-19-2016, 09:01 PM.
                      Fighting Game Template: PROJECT: Unreal Fighter 2D

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                      • #12
                        Neat! Did you do this with materials or did you modify the shader code in the source?
                        Currently working on PANCHI
                        Follow at twitter!

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                        • #13
                          I have done two so far. One is a post process, the other is a material and a bit of BP.

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                          • #14
                            this is awesome

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                            • #15
                              First version is up! Looking for some feedback This is Post Process only. The material only version will be coming soon.

                              http://www.strangelynamed.com/tutori...n-ue4-material

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