Quote:
Originally posted by lkraan
I should do a test with one of our models because I do like the look of it.
But I dread the thought of having to redo the rigging of all of our player models that are ready
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Cell shading is kinda like doing LODs, you dont have to re-weight anything.
Here's a quick how-to:
-Save your character to a duplicate max file (lets call it outline.max)
-Get rid of the tags
-Rename the skeleton (use renamer helper to add a _1)
-Rename body parts (i call them "_outline" like hips_outline)
-Save, then open original max file and merge outline.max
I suggest hiding the original setup (or use the name selection rollout to hide/unhide parts of the rig)
-Remove the _1 from the skeleton's bones (renamer helper)
-Flip the normals of every mesh (the "_outline" version of course)
-Add a push modifier below the skin modifier (scale down like -0.9)
-Create a 256x256 black jpeg and assign to the outline
-Unhide original player model and link the "outlined" children
(hips_outline is linked to hips and so on)
-Try to export