spemanig said:
sc94597 said:
I realize that I missed a portion of your post. Shading, has to do with the lighting, not the detail or content of the texture. Here are games with detailed textures that are also cel-shaded.

^ Notice there are some gradients in the lighting here and there, but for the most part the lighting is constant. However, the textures still vary in color. Notice toward the edges of the rathian there is a darker red than in the center. That has nothing to do with the lighting, but rather the content of the texture.

^ Same thing here. The lighting values are mostly constant or discrete, while the textures vary in color.
Besides that, it is obvious that there is a spectrum between no lighting gradient and realistic lighting. MPH has far more "realistic" lighting than MPF.
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Dude, no.
Cel-shading, by definition, is used to make 3D images look flat.
"Cel shading (often misspelled as 'cell shading') or toon shading is a type of non-photorealistic rendering designed to make 3D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades."
The left is MP:FF. The right is cel-shading. MP:FF is not cel-shaded.
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Monotone cel-shading makes objects look flat. Cel-shading means the lighting-system is flat, that's all. There are multitoned moving images with flat-lighting systems, and they are by definition cel-shaded. The energy beam from the gun in MP:FF has flat-lighting even if it is not monotonal (the content of the texture isn't a single color.)
