I’m producing a scifi game and found that I have a preference for geometry but I really hate spending time texturing. I keep looking for a kind of dull dreamy art style and due to all the candy coloured toon shading style most people use never really thought about it before…
So, I’m considering the implications and wonder, if you have experience cel-shading:
Is there a way to make the cost of cel-shading pay for the added processing by changing the approach to asset generation or some other technique? For example, texture memory will be largely unused so maybe I could go heavier on geometry? Maybe I could not use lumen, etc?
If anyone has experience I’d love to know before before I commit a bunch of effort in to finding out that under all circumstances my game will always be slower because I made my assets wrong or something hard to reverse.