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 iswas the onlyearliest way to produce a hand-drawn look via computer polygons.<ref>Edge detection to create images similar to pen-and-ink pictures became affordable in the hobbyist CG community in the late 2010s.</ref> In other media, Cel Shading can be useful to render specific items in a hand-drawn production, if a given scene would be too difficult to animate by hand, such as a rotating object or an [[Epic Tracking Shot]] traveling down the length of a massive vehicle. There are also animated series produced exclusively via cel shading, usually for similar reasons. When mixing cel shading with traditional animation, it's important to calibrate the renderer to avoid [[Conspicuous CG|visually clashing with the rest of the production]] (i.e. being ''too'' detailed or smoothly animated).
 
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-actionAction televisionTV ==
* 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]] ==