sc94597 said:
^ Noice the ends of his "spikes" are lighted continously more than the portion closer to his body. Now let's compare character models and environment. The snow has a uniform lighting value, no variation at all. The characters have uniform lighting as well (the dark and light patterns are the color of the textures, not from some light source.) Looking at hunters look at the green beam of the character it has a gradient shade. Look at samus' it also has a gradient shade. ^ This is obviously not a single gradient, it has three different very limited gradients. The yellow, the medium orange, and the dark orange. All of which are so distinct from eachother that you can almost draw shapes. |
Low quality textures isn't cel-shading. The fact that you used the fur texture on the picture I posted as an example of cel-shading proves you don't understand what it is at all. That isn't cel shading. If it was cel-shading, it wouldn't look like fur, it would look like a flat gray-white color. What you're talking about are bad textures.
The snow does have gradience. It's not cel-shaded at all. None of what you bring up in that post is an example of cel-shading. I don't get how you still don't understand when I literally posted three pictures with clear examples of cel-shading. You say that the light and dark patterns are the textures. That doesn't happen in cel-shading because textures in cel-shading are single, flat colors. That's the whole point of cel-shading. If this game was cel-shaded, it would look nothing like that.