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3D Studio Max- Cell Shading
By, Boblit (contact: pwnedlikealifenoob@gmail.com)
| This tutorial is going to show
you how to create two dimensional looking
pictures in 3Ds Max, (assuming you have basic
knowledge of 3Ds Max). You can use any version
of 3Ds Max for it. There are three types of
cell shading that Im going to show you.
One of them is affected by the lighting in
a scene, one is a preset outline, and the
last is a combination of the two. |
| The first one we are going to
make will be the one affected by light. Reset
your 3Ds Max. Create a plane for your object
to go on. Then create a teapot. Place the
teapot on the plane. Open your material editor,
set the self-illumination to 100, and then
go to your diffuse slot. Put a falloff map
there. Under falloff type, select Shadow/light.
You can change the colors to anything you
want, keeping in mind that the darker color
will be the shadow. Scroll down to Mix Curve.
Click on the Add point button (red line with
the yellow star thingy), and try to get the
curve to look like this: |
| You don't have to get it exact.
You can adjust it to what you want. If you
only have the two extra points one the curve
chart it will only add the black and white,
you won't get any in-between colors. The more
dots you add, the more levels of shade the
material will have. Make sure you have only
horizontal and vertical lines. If they are
curved it would result in a gradient type
color. |
| These
are three examples of how this effect of cell
shading works. |
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The next kind of cell shading is what I
call having a preset outline. The outline
will always try to stay around the edge
of the mesh/object. Start of the material
the same way as the other one, but keep
the Falloff Type Perpendicular and Parallel.
Switch the black and white colors so black
is on the edge of the circle, or you could
just make the bottom color black, which
ever you want.
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| You can keep the Mix Curve the
same as the one shown above, the only difference
would be that the opposite pairs of points,
would control the opposite color you set it
to, if you swapped colors instead of setting
them yourself. |
| No matter what angle the teapot
will keep some kind of outline. The last one
is my personal favorite. It is kind of like
a combination of both of these, but the outline
is better and more precise. It is kind of
like how they did the video-game Viewtiful
Joe, but in that game instead of using black
as a shadow they used white as a highlight.
I'm not sure if this is exactly how they did
it but you can pretty much get the same affect
in 3Ds Max. Ok first you should keep the Shadow/light
material but instead of having the two colors,
black, gray and white, get rid of the the
gray by deleting two points on the mix curve
that are in the same column. |

| You can adjust the middle points
to what you like. Next go into any viewport
and select your teapot. Hold shift and click
on it to make a clone. Don't move it anywhere
though. Go into your modifiers panel and add
a push modifier to it. Give it a value of
1.5. That's what I usually give it but if
you can change it depending on how thick you
want your outline. Then add a normal modifier
to it, and make sure Flip Normals is checked.
Go back into the material editor and select
a new material. Make the self-illumination
value 100, and then change the diffuse to
pure black. Put this material on the second
teapot and you can instantly see the outline
in the perspective viewport. When you render,
make sure that Force 2-sided is off. |
This was a little cannon I made
a while ago that I cell shaded for this tutorial.
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