You get a model of batman and all around him is an inverted black mesh which produced a black outline around him.Īnyway, as i said it all exported fine in the end, so im Go grab yourself some unreal engine 3 tutorials and learn how to make characters. As i said in my original post, that is how they handled the "animated series" characters in Batman Arkham city. Probably done by detecting hard edges.Īlthough you are slightly wrong about addition hulls being obsolete. And it turned out fine anyway, looks like cel shading is handled by the engine itself not by the models. Hehe you miss understood slightly but still managed to answer the question I wasn't interested in recreating the cell shading, i wanted to make sure it wouldnt cause issues during export. And I don't know how to make this effect with postprocessing (in a screen-space).Īnyway, umodel does nothing for celshading, you must do it by yourself in a program when you plan to use exported content. Making celshading with additional hull around the mesh is obsolete - it was used before hardware shader epoch.
Most probably it's made with mesh shader. I don't know how celshading is made in Borderlands.