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Project: Cel-Shade Warzone 2100!

© 2001-2004 Stratadrake of TWZ

Image Gallery

How exactly does one go about creating a cel-shaded appearance? There are three basic stages to follow. First, you need to create the black outlines. This can be done by making a duplicate of the object you are working on, enlarging the duplicate slightly, texturing it black, and then turning its normal vectors inside out. Second step, you need to rework the textures. This can be a difficult process, depending on what painting utilities you have at your disposal, but the goal of the second step is to eliminate all non-essential texture detail -- in other words, to reduce as much of the texture as possible to solid colors and shades. Thirdly, review your work. Adjust the shape of the black outline object to make the outlines visible, but not too visible, and double-check the simplified textures for errors.

The following are but some of the countless screenshots I have taken while working on Project: Cel-Shade Warzone 2100! :

June 16, 2003

Pie Slicer test rendering of an outlined Mantis/Tracks, before I began reworking the textures.

June 19, 2003

Pie Slicer test rendering of an outlined and retextured Fortress Gauss Cannon.

June 19, 2003

Pie Slicer test rendering of the basic wall, outlined and re-textured. Notice the nice shine!

June 19, 2003

Warzone screenshot showing the reworked walls, as well as some reworked bunkers and emplacements. And yes, the textures on everything else look like crap because they haven't been reworked yet.

July 19, 2003

Warzone screenshot of some reworked map tiles. Believe it or not, it was actually tougher to create an effective sand texture than to the transitional sand/earth tiles!

July 22, 2003

Warzone screenshot showing off the walls in combination with the reworked sand/brush tiles.

July 23, 2003

Warzone screenshot of a reworked (he he) snow texture for the Mountain tileset.

July 25, 2003

Warzone screenshot showing reworked water and shoreline tiles.

Jan. 12, 2004

Objects and textures aren't the only thing I am reworking with this project. Even the explosions and other effects are open season for reworking. Check out this new smoke!

Jan. 22, 2004

Project: Cel-Shade WZ! realizes a new level of cartoon-like action with the arrival of visual-onomotapeatic explosions. Is a matching sound effects mod also in the works? Sorry, I can't tell you.

Jan. 28, 2004

More Desert tiles reworked: this time around the freeway and dirt-tracks tiles.

Jan. 29, 2004

Warzone screenshot showing the reworked Desert Tileset nearing its completion. The grid-like concrete texture took a bit more work than you might think: Due to a particular quirk in Warzone, simply dividing the 64x64 tile into equal sections did not work; I had to Photoshop it down to a 62x62 size in order to achieve the perfect tiling effect shown.

Feb. 27, 2004

One more tile (not shown), and the Desert tileset is finished! Recognize this map? Also in this screenshot, notice the reworked Factory Delivery Points.

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