Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
CEL Shader: Chapter 2
Added on: Tue Dec 19 2000
Page: 2 3 

In my previous article I went into the extreme basics on how to make a basic cel shader, I figure in my spare time I'll try to go a bit more in depth on how to make a more effective shader.

For this tutorial you'll need shadow/light and side fade both from Blur Studios.

To start off load up max and create a teapot, good ol' teapot...

Load up the material editor and click on the get button and choose a new standard material.

Now what we want to do is adjust the following settings, make the ambient colour a dark brown, the diffuse colour a lighter brown and white bright white (these will be the basic colours of our ink outlines). Adjust the shinyness and other specular values to 0 so there's no shinyness, also set the self illumination to be 100.

So basically we've just set the colour of the material to be light brown without any shinyness values, and 100% self illuminated so lights don't really effect it (if we have self illumination off it doesn't look very 2D'ish).

Now expand the super sampling rollout and enable it first of all, adjust the sampling method to adaptive uniform and make sure adaptive is ticked with a threshhold value of .1 and quality .5.




 
� 1997-2024 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.