3rd Party Models/Media Chat / Question about Cartoon Assets?

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GraPhiX
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Posted: 24th Oct 2018 11:05
Is there a specific way to create Cartoon Models, I ask this because some of the models in the Cartoon Pack are double skinned with the outside skin reversed, is this for the shader to work correctly? or is this the way they are supposed to be made,
it just seems a little odd to me and I wondered if anyone knew the reason for it
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Belidos
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Posted: 24th Oct 2018 20:52
Yes, that is how those models get a black outline, basically the larger inside out model is textured black, when looking at the outside faces gameguru will render them see through so you can see the inner faces on the other side, because its slightly bigger than the real model you would only see the edge of the black model, making it look like the main model has a black outline.

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GraPhiX
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Posted: 24th Oct 2018 20:52
well apparently this is correct method to enable a black outline, this is an awful waste of memory doubling the faces to get a black outline, I will look into this I am sure there will be another way of doing it cutting resources down by 50%
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Belidos
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Posted: 24th Oct 2018 20:59
Yeah it is a huge waste of resources, but it was the only way to do it built onto the model. Its not really needed any more because we have the cartoon setting in the shader, but what would be even better would be if preben or someone could put the cartoon effect into its own shader so we can control which entities would be cartoon, which is probably why people still make cartoon models using this method.

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Gtox
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Posted: 24th Oct 2018 23:10
I think reshade has a cel shade option, but I don't know if it works with GG, and it will have it's own performance demands.
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cybernescence
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Posted: 25th Oct 2018 06:46
The cartoon shader is screen based post processing so everything gets outlined.

I’ve seen entity shaders that add an outline per asset though they do it in the same way as if modelled (extrude a copy of the model, set it as black, increase the size a little, then render it last behind original mesh). Works ok for smaller assets but still hogging more resources to do so.

Cheers.

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