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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 Emission Map |
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![]() Various Objects Texture Map | ![]() Fire Emission Map |
![]() Ground Texture Map | ![]() End Result |
The texture maps used for this demo are all shown below.
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