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Cell Shading & Emission Mapping

Technologies: C++, OpenGL

 

By measuring the intensity of the diffuse map in the shaders, the software can map just two different levels of shades based on an intensity threshold. In this demo, cell shading is used to compliment the low-poly art style of a 3D model based on a personally designed character. Emission maps, which help to designate lightsource through the use of a texture, are used to the generate the glowing effect of the fireballs and the skin markings.

Character Texture Map

Character Texture Map

Character Emission Map

Character Emission Map

Various Objects Texture Map

Various Objects Texture Map

Fire Emission Map

Fire Emission Map

Ground Texture Map

Ground Texture Map

End Result

End Result

The texture maps used for this demo are all shown below.

© 2016 by Justin Cheng

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