Look at the screen of Link above. No heavy outline. THAT cell shading is when the render method negotiates a 1D texture over the entire model, then calculates a color gradiant over the 3D surface from a predefined number of colors. In the above screen it is 2. Light, and shadow. Both can increase or in intensity/decrease light, etc, but there will still only be two colors that compose a colored area. The resulting effects are the work of the graphics card, and likewise is not within the scope of Djipi's workload to execute. No harm done, but these are facts. Fortunately, we have Orkin working on a plugin with cel-shading.
WW's cel-shade technique was original, in that it wasn't a basic cel-shade technique. There are gradiations between colors. There is still a base of two colors, but are between colors isn't necessarily clearly defined, and can be comprised of a range of all the colors between the initial two. You may see various games using similar methods, but for all intents and purposes Nintendo's cel-shading for WW is proprietary, but like more dratitional methods, is all handled by the graphics card and code, not 2D pre-process art.
Cel-shading via 2D textures exlclusively isn't so much technique, but theme. I'm not trying to argue Djipi is a liar, this whole project is a hoax, bullshit, or otherwise illegitimate, much less unnecessary. I'm just trying to communicate that for a more appropriate cel-shade experience one will need to use a graphics plug-in for their emulate to achieve more legitimate cel-shading. All of the texture work Djipi is doing is VERY important. In fact it is the icing on the cake. If you just ran a plug-in with celshading enabled the effect wouldn't be nearly as inspired.
WW's cel-shade technique was original, in that it wasn't a basic cel-shade technique. There are gradiations between colors. There is still a base of two colors, but are between colors isn't necessarily clearly defined, and can be comprised of a range of all the colors between the initial two. You may see various games using similar methods, but for all intents and purposes Nintendo's cel-shading for WW is proprietary, but like more dratitional methods, is all handled by the graphics card and code, not 2D pre-process art.
Cel-shading via 2D textures exlclusively isn't so much technique, but theme. I'm not trying to argue Djipi is a liar, this whole project is a hoax, bullshit, or otherwise illegitimate, much less unnecessary. I'm just trying to communicate that for a more appropriate cel-shade experience one will need to use a graphics plug-in for their emulate to achieve more legitimate cel-shading. All of the texture work Djipi is doing is VERY important. In fact it is the icing on the cake. If you just ran a plug-in with celshading enabled the effect wouldn't be nearly as inspired.
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