Cel Shading: Difference between revisions
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[[Cel Shading]] is a style of computer rendering that imitates the look of hand-drawn artwork and animation. In layman's terms, it replaces the shading gradient of conventional rendering with flat colors and shadows (as seen at right). The style was pioneered with the [[Sega Dreamcast]] game ''[[Jet Set Radio]]'', the first game to use 3D polygons to produce a cartoony look.
While the style is not exclusive to [[Video Games]], it is often used there since this
Be careful when tossing terms around; Cel Shading applies first and foremost to the way the ''lighting'' is rendered. Conventional rendering can still utilize solid colors, simplistic textures, and cartoonish caricatures (e.g. ''[[The Incredibles]]'' or the 3D ''[[Super Mario]]'' games). Likewise, Cel Shading can be as realistically-proportioned and textured as any hand-drawing. ''Actual'' hand-drawn media is never an example, for obvious reasons, nor are cels drawn on computers in a manner similar to convention animation.
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* Envy's true form in ''[[Fullmetal Alchemist]]: Brotherhood'' is cel shaded CGI. Also the various animated suits of armour.
== Live-
* In one episode of ''[[Warehouse 13]]'' featuring a virtual reality game, the "in-game" scenes were subtly rendered with cel shading techniques to help distinguish them from the outside reality.
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* ''[[Asura's Wrath]]''
* The Darkness 2 will have a cell shaded look, apparently to remind players of it's comic book origins (but seeing as how cell shading gives a cartoony feel, and the comics were grim & gritty, YMMV on how well that works).
* ''[[Guilty Gear]]'' moved from 2D sprites to cel-shaded 3D models starting with ''Xrd Sign'' for better looking animations and less time-consuming graphic design work without sacrificing the series' anime aesthetic.
== [[Web Original]] ==
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