first of all that this is a bit ’ hacky ', or is more to get started
the method is based on
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drawing the same mesh twice with reversed culling to create a ’ 3D shell outline ’ that looks nice from most angles, or on most geometry
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then that the technique requires people to use toon - quality textures, or that it doesn’t add quantization at least to get started on the colors
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after that it works directly in the 3D world of Flax Engine, and doesn’t need custom lighting, or sort of looks nice with almost no effort
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to get hair to look really nice for these kinds of cel - shaded toon results is beyond me, and that must refer to other tutorials, or that it has to do with specular lighting, and also how normal maps, or post proc is applied to the model
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this also works for animated models, or then that it’s relatively cheap depending on how many polygons are in the 3D meshes, and last that it’s rather easy to implement for beginners, or then that it’s somehow not that different from what the Disney corporation uses in it’s animations, etc
here’s an example of the effect, and that for low - poly models it’s rather fast









