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How to create a sphere with cell shading

How to create a sphere with cell shading
This little tutorial will explain how to create a cell shaded sphere.
 
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Step 1Create a sphere

Create a sphere
Simply click the "Build" button in the toolbar and select the sphere from the list on top. Click somewhere in the world to create it.
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7 comments
Mar 11, 2008. 9:19 PMn0ukf says:
I noticed that nowhere in the instructible did you say what 3D program you were using, so those who aren't familiar with SecondLife wouldn't have a clue how to get to any of those tools and settings.
Mar 9, 2008. 4:16 AMWard_Nox says:
yea i have a cel shaded avitar of stan from south park (there are ones of all 4 of the SP boys) and i also saw a chef kirby cell shaded avatar
Apr 24, 2006. 5:01 PMBlindWanderer says:
There is an easier way to cell shade spheres, set the hollow on the sphere to 85% (or prefered ammount). Select the outer face and set to black. Set the object twist begin and end to 180 degrees. Easy simple cell shaded sphere.
Mar 9, 2008. 4:15 AMWard_Nox says:
yes but the above trick will work on other shapes aswell your trick seems to only work on spheres
Jul 6, 2006. 10:45 PMpr4nkster says:
im still quite new in Sl and to cell shading but i was wondering if its possible to b able to do cell shading on other shapes such as squares and cylinders. i've tried to do cell shading on sppheres which has turned out quite successfully but when i tried using it on squares and cylinders the effect turned out quite bizzare. can i please haf some proffesional help? thnx in advance :D
Apr 21, 2006. 11:23 PMMoogle says:
Ehh, not really cell shading, just outlining (which is a part of cell-shaded style). Cell shading is also when you have one 2 or three shades to show a surface's depth instead of a gradient.

I don't know how much control you have in this program (Second Life?), but in a general graphics sense, you can either run the object through a posterize filter (like the bad guys in the old Hobbit cartoon), or use a 1d texture (ie 1x128) and position it on the object based on some calculation of the surface normal, vector to the light and camera. http://nehe.gamedev.net/ has an example OpenGL tutorial (lesson 37), but again, not sure if that's possible to implement in your program. I'm sure there are other ways, those are just the only ones I know.

Still, good way to outline stuff, looks pretty neat in big blobs like you have here. Does it work for irregularly shaped objects? Seems like it should work ok.

Cheers!

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Author:Tao Takashi