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: 1 3 

This allows for more refinement and less aliasing in the ink strokes.

Next up click on the diffuse slot and select sidefade (make sure you've installed sidefade and shadow/light plugin materials first!). Now you should be shown a menu like the one below.


Okay now here's where we get a bit more indepth, for a start we have a black and white material, we want it to be a very light brown, so adjust it's values to be something similiar to the previous brown diffuse colour but more creamy white.

If you've read my previous cel shader tut then you'll understand the need for falloff, making the ink shading more sharp and less 3d'ish. Adjust the side and front values so that the side is 0.14 and the front is 0.64.


Now click on the side material and choose cellular as the texture.

Adjust the cell characteristics to "chips", enable fractal and make it have 2.0 iterations, adjust tiling to X: 0 Y: .25 and Z:0 and Z's angle to 90 degrees. Adjust the size to .309 and spread to .2, make sure fratal is clicked and iterations set to 2.0.

Go to cell colour #1 and make it another cellular material, make it chips with fractal on and 1.5 iterations.
Make colour #1 white light brown, #2 creamy/brown colour and the last a bit darker brown, now make the tiling for this texture X: 1.0 Y: .01 and Z: 0 and angle for Z: -45.0, adjust the size to 2.5 and the spread to 0.25.





 
1997-2017 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.