7th May 2008, 04:50 PM | #1 |
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How to Fake "Toon" Outlines
- Select an object. Convex objects work best.
- Make sure your surface normals are facing outwards. You can check your normals using the 'N' key on the keyboard. Make sure the little pink lines are facing outward and not toward the middle of the object. If any of them are wrong, flip them with Surface > Flip Normal. - Set your polygons to 1-sided by clicking the 1S button in the sidebar under Set Surface Type. - Make a duplicate of your object by clicking Edit > Duplicate. - Highlight the duplicate and set the surface material to black. - Resize the duplicate so that it is slightly larger than the original. - From the surfaces menu, choose Surface > Flip Normal to invert the surface normals in the duplicate And here's the result: |
7th May 2008, 05:29 PM | #2 |
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Re: How to Fake "Toon" Outlines
i would never thought of that, this is great !
Kudos for Lisa
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9th May 2008, 07:01 AM | #3 |
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Re: How to Fake "Toon" Outlines
Yes, I use that technique in GLBasic in realtime. The problem is, you must make extrude the shape along the normals to get it look good, and you must make the length of extrusion differ from the z-position in screen to have uniquely wide silhouette lines.
dit: Oh! See my avatar for an example.
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9th May 2008, 03:25 PM | #4 |
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Re: How to Fake "Toon" Outlines
Never noticed it on the avatar before! Nifty!
Good advice, too, on the extrusion. |
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