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* ''VideoGame/MadWorld'' combines this with DeliberatelyMonochrome to give the artstyle an overall ''Comic/SinCity''-esque feel to it.

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* ''VideoGame/MadWorld'' combines this with DeliberatelyMonochrome to give the artstyle an overall ''Comic/SinCity''-esque ''ComicBook/SinCity''-esque feel to it.
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** ''VideoGame/TheLegendOfZeldaTheWindWaker'' [[TropeCodifier famously used this,]] (although it was mixed with slightly realistic lighting and effects as well as relatively detailed textures) causing a huge backlash from the {{Fandom}}/FanDumb before and shortly after release, when some gamers grew fonder of the style. Nintendo used a similar cel-shading style with the Nintendo DS Zelda games (namely ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]''), tailored for the DS's lower hardware capacity.
** ''VideoGame/TheLegendOfZeldaSkywardSword'' also has a cel-shading style (made to look like an impressionist painting rather than a cartoon), but set on characters with proportions more in line with ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]''. [[HistoryRepeats It got the same initial reaction]].
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' and ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' use a Cel Shading style as well, though they use a much more powerful graphical engine, stylistically reminiscent of the [[https://en.wikipedia.org/wiki/Gouache gouache]] watermedia.
* ''VideoGame/FireEmblemPathOfRadiance'' and its direct sequel ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'' both used cel-shading in cutscenes that at times looks almost exactly like traditional animation. This returned for ''[[VideoGame/FireEmblemAwakening Awakening]]'' and ''[[VideoGame/FireEmblemFates Fates]]'', and appears to be the franchise style nowadays. A still from one of the cutscenes could pass for hand-drawn animation.

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** ''VideoGame/TheLegendOfZeldaTheWindWaker'' ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' [[TropeCodifier famously used this,]] (although it was mixed with slightly realistic lighting and effects as well as relatively detailed textures) causing a huge backlash from the {{Fandom}}/FanDumb before and shortly after release, when some gamers grew fonder of the style. Nintendo used a similar cel-shading style with the Nintendo DS Zelda games (namely ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]''), tailored for the DS's lower hardware capacity.
** ''VideoGame/TheLegendOfZeldaSkywardSword'' ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' also has a cel-shading style (made to look like an impressionist painting rather than a cartoon), but set on characters with proportions more in line with ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]''. [[HistoryRepeats It got the same initial reaction]].
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' and ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' ''[[VideoGame/TheLegendOfZeldaTearsOfTheKingdom Tears of the Kingdom]]'' use a Cel Shading style as well, though they use a much more powerful graphical engine, stylistically reminiscent of the [[https://en.wikipedia.org/wiki/Gouache gouache]] watermedia.
* ''VideoGame/FireEmblemPathOfRadiance'' ''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance]]'' and its direct sequel ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'' both used cel-shading in cutscenes that at times looks almost exactly like traditional animation. This returned for ''[[VideoGame/FireEmblemAwakening Awakening]]'' and ''[[VideoGame/FireEmblemFates Fates]]'', and appears to be the franchise style nowadays. A still from one of the cutscenes could pass for hand-drawn animation.
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** During more than a decade of constant updates, the game lost some of the [[{{VideoGame/HalfLife2}} HL2's]] effects such as reflections on weapons and thus it looks even more "cartoony" now.
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Added example(s) for Starlit Season as the shading is noticeable improved and different from the previous games (especially for Platinum Stars/Stella Stage).

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* ''[[VideoGame/TheIdolmaster The iDOLM@STER Starlit Season]]'' shows the anime idol art style into life.
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* Films such as ''Film/TomandJerry2021'', ''Film/ChipNDaleRescueRangers'' and the currently-pending ''Film/CoyoteVsAcme''[[note]]the only screenshots from it so far are one where the Road Runner is running in the desert and another where Wile E. Coyote is seated in the courtroom with his lawyer.[[/note]] also use cel-shaded CGI for the animated characters in the real world to give them the impression of having jumped straight out of 2D animation. Unlike the ''Rocky and Bullwinkle'' example above, they do not have motion blur applied to them when moving.

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* Films such as ''Film/TomandJerry2021'', ''Film/TomAndJerry2021'', ''Film/ChipNDaleRescueRangers'' and the currently-pending ''Film/CoyoteVsAcme''[[note]]the only screenshots from it so far are one where the Road Runner is running in the desert and another where Wile E. Coyote is seated in the courtroom with his lawyer.[[/note]] also use cel-shaded CGI for the animated characters in the real world to give them the impression of having jumped straight out of 2D animation. Unlike the ''Rocky and Bullwinkle'' example above, they do not have motion blur applied to them when moving.
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Cel Shading is a style of computer rendering that replaces the shading gradient of conventional rendering with flat colors and shadows (as seen at right). In layman's terms, it imitates the look of hand-drawn artwork and animation. The style was codified with the UsefulNotes/SegaDreamcast game ''VideoGame/JetSetRadio''.

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Cel Shading is a style of computer rendering that replaces the shading gradient of conventional rendering with flat colors and shadows (as seen at right). In layman's terms, it imitates the look of hand-drawn artwork and animation. The style was codified with the UsefulNotes/SegaDreamcast Platform/SegaDreamcast game ''VideoGame/JetSetRadio''.



* ''Anime/FutureBoyConan'' UsefulNotes/PlayStation2 game

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* ''Anime/FutureBoyConan'' UsefulNotes/PlayStation2 Platform/PlayStation2 game
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* Films such as ''Film/TomandJerry2021'', ''Film/ChipNDaleRescueRangers'' and the currently-pending ''Film/CoyoteVsAcme'' also use cel-shaded CGI for the animated characters in the real world to give them the impression of having jumped straight out of 2D animation. Unlike the ''Rocky and Bullwinkle'' example above, they do not have motion blur applied to them when moving.

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* Films such as ''Film/TomandJerry2021'', ''Film/ChipNDaleRescueRangers'' and the currently-pending ''Film/CoyoteVsAcme'' ''Film/CoyoteVsAcme''[[note]]the only screenshots from it so far are one where the Road Runner is running in the desert and another where Wile E. Coyote is seated in the courtroom with his lawyer.[[/note]] also use cel-shaded CGI for the animated characters in the real world to give them the impression of having jumped straight out of 2D animation. Unlike the ''Rocky and Bullwinkle'' example above, they do not have motion blur applied to them when moving.
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[[folder:Films -- Live-Action]]
* ''Film/TheAdventuresOfRockyAndBullwinkle'': The titular characters are animated this way when they come to the real world, though others, such as the animated weasel serving as a test subject for the CDI and Boris, Natasha, and Fearless Leader when they are zapped by the CDI near the end of the film, are animated in traditional 2D animation.
* Films such as ''Film/TomandJerry2021'', ''Film/ChipNDaleRescueRangers'' and the currently-pending ''Film/CoyoteVsAcme'' also use cel-shaded CGI for the animated characters in the real world to give them the impression of having jumped straight out of 2D animation. Unlike the ''Rocky and Bullwinkle'' example above, they do not have motion blur applied to them when moving.
[[/folder]]
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* ''VideoGame/DigimonAdventurePSP'' uses this to make the game resemble the art style of [[Anime/DigimonAdventure the anime that it's based on]].
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%%* ''WesternAnimation/TheDrinkyCrowShow''.

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%%* ''WesternAnimation/TheDrinkyCrowShow''.* ''WesternAnimation/TheDrinkyCrowShow'' uses cel-shading to resemble a SubvertedKidsShow or an old comic strip.
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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' uses a Cel Shading style as well, though it uses a much more powerful graphical engine, stylistically reminiscent of the [[https://en.wikipedia.org/wiki/Gouache gouache]] watermedia.

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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' uses and ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' use a Cel Shading style as well, though it uses they use a much more powerful graphical engine, stylistically reminiscent of the [[https://en.wikipedia.org/wiki/Gouache gouache]] watermedia.
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* ''VideoGame/{{Klonoa}} 2: Lunatea's Veil''

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* ''VideoGame/{{Klonoa}} 2: Lunatea's Veil''''VideoGame/Klonoa2LunateasVeil'', the original version, uses cel shading.
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addition of Blame!


* Creator/PolygonPictures uses this for the second ''Anime/GhostInTheShell1995'' movie, ''Manga/KnightsOfSidonia'', ''Manga/{{Ajin}}'', and ''Manga/FistOfTheBlueSky''. They're also responsible for the cel-shading of American animated shows ''WesternAnimation/TronUprising'' (where their style originated from) and ''WesternAnimation/TransformersRobotsInDisguise2015'', as well as the less obvious ''WesternAnimation/TransformersPrime'' and ''WesternAnimation/StarWarsTheCloneWars''.

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* Creator/PolygonPictures uses this for the second ''Anime/GhostInTheShell1995'' movie, ''Manga/KnightsOfSidonia'', ''Manga/{{Ajin}}'', ''Manga/{{Blame}}'' and ''Manga/FistOfTheBlueSky''. They're also responsible for the cel-shading of American animated shows ''WesternAnimation/TronUprising'' (where their style originated from) and ''WesternAnimation/TransformersRobotsInDisguise2015'', as well as the less obvious ''WesternAnimation/TransformersPrime'' and ''WesternAnimation/StarWarsTheCloneWars''.
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* At the time Disney made ''WesternAnimation/TheGreatMouseDetective'', a method for placing [=CGI=] directly into an animated film didn't exist. The clock's gears were created as wire-frame graphics, printed out and [[{{Rotoscoping}} traced]] onto the animation cels. Retroactively, this achieves exactly the same look as modern-day cel-shaded animation. Disney would additionally utilize this technology two years later for the vehicles and [[BigApplesauce New York City skyline]] in ''WesternAnimation/OliverAndCompany''.
* Disney's Deep Canvas technology took rendered computerized backgrounds and rotoscoped digital coloring over them, making them appear hand-drawn. The technology was developed for the film ''WesternAnimation/{{Tarzan}}'', and then reused in ''WesternAnimation/AtlantisTheLostEmpire'', ''WesternAnimation/TreasurePlanet'' (which also used cel-shading, as mentioned above), and a few small elements in ''WesternAnimation/BrotherBear'' and ''WesternAnimation/HomeOnTheRange''.

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* At the time Disney made ''WesternAnimation/TheGreatMouseDetective'', a method for placing [=CGI=] directly into an animated film didn't exist. The clock's gears were created as wire-frame graphics, printed out and [[{{Rotoscoping}} traced]] onto the animation cels. Retroactively, this achieves exactly the same look as modern-day cel-shaded animation.animation, but is technically more reminiscent of ''[[WesternAnimation/SpiderManSpiderVerse Spider-Verse]]'''s PaintedCGI technique. Disney would additionally utilize this technology two years later for the vehicles and [[BigApplesauce New York City skyline]] in ''WesternAnimation/OliverAndCompany''.
* Disney's Deep Canvas technology [[PaintedCGI took rendered computerized backgrounds and rotoscoped digital coloring over them, making them appear hand-drawn.hand-drawn]]. The technology was developed for the film ''WesternAnimation/{{Tarzan}}'', and then reused in ''WesternAnimation/AtlantisTheLostEmpire'', ''WesternAnimation/TreasurePlanet'' (which also used cel-shading, as mentioned above), and a few small elements in ''WesternAnimation/BrotherBear'' and ''WesternAnimation/HomeOnTheRange''.
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* ''VideoGame/GoGoHypergrind''
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Be careful when tossing terms around; Cel Shading applies first and foremost to the way the ''lighting'' is rendered. Conventional rendering can still utilize solid colors, simplistic textures, and cartoonish caricatures (e.g. ''WesternAnimation/TheIncredibles'' or the 3D ''Franchise/SuperMarioBros'' games). Likewise, Cel Shading can be as realistically-proportioned and textured as any hand-drawing. ''Actual'' hand-drawn media is never an example, for obvious reasons, nor are cels drawn on computers in a manner similar to conventional animation. If a CGI cartoon is not exactly cel-shaded, but still has a "hand drawn" appearance, it may fit under PaintedCGI.

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Be careful when tossing terms around; Cel Shading applies first and foremost to the way the ''lighting'' is rendered. Conventional rendering can still utilize solid colors, simplistic textures, and cartoonish caricatures (e.g. ''WesternAnimation/TheIncredibles'' ''Franchise/TheIncredibles'' or the 3D ''Franchise/SuperMarioBros'' games). Likewise, Cel Shading can be as realistically-proportioned and textured as any hand-drawing. ''Actual'' hand-drawn media is never an example, for obvious reasons, nor are cels drawn on computers in a manner similar to conventional animation. If a CGI cartoon is not exactly cel-shaded, but still has a "hand drawn" appearance, it may fit under PaintedCGI.
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Be careful when tossing terms around; Cel Shading applies first and foremost to the way the ''lighting'' is rendered. Conventional rendering can still utilize solid colors, simplistic textures, and cartoonish caricatures (e.g. ''WesternAnimation/TheIncredibles'' or the 3D ''Franchise/SuperMarioBros'' games). Likewise, Cel Shading can be as realistically-proportioned and textured as any hand-drawing. ''Actual'' hand-drawn media is never an example, for obvious reasons, nor are cels drawn on computers in a manner similar to conventional animation.

to:

Be careful when tossing terms around; Cel Shading applies first and foremost to the way the ''lighting'' is rendered. Conventional rendering can still utilize solid colors, simplistic textures, and cartoonish caricatures (e.g. ''WesternAnimation/TheIncredibles'' or the 3D ''Franchise/SuperMarioBros'' games). Likewise, Cel Shading can be as realistically-proportioned and textured as any hand-drawing. ''Actual'' hand-drawn media is never an example, for obvious reasons, nor are cels drawn on computers in a manner similar to conventional animation.
animation. If a CGI cartoon is not exactly cel-shaded, but still has a "hand drawn" appearance, it may fit under PaintedCGI.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


* In ''Anime/SailorMoonCrystal,'' the switch to 3D animation used for team shots during the opening and for the heroine's TransformationSequence is cel-shaded, but that doesn't prevent it from being fairly obvious, due to the flatter aesthetic of the traditionally animated NoodlePeople character designs. Complaints about this causing UncannyValley lead to [[AuthorsSavingThrow Season 2 and beyond switching to using traditional animation completely]].

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* In ''Anime/SailorMoonCrystal,'' the switch to 3D animation used for team shots during the opening and for the heroine's TransformationSequence is cel-shaded, but that doesn't prevent it from being fairly obvious, due to the flatter aesthetic of the traditionally animated NoodlePeople character designs. Complaints about this causing UncannyValley UnintentionalUncannyValley lead to [[AuthorsSavingThrow Season 2 and beyond switching to using traditional animation completely]].



* ''WesternAnimation/{{Skyland}}'': A weird middle ground between [[{{anime}} cartoon]] style and {{realism}}, leading down into the UncannyValley.

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* ''WesternAnimation/{{Skyland}}'': A weird middle ground between [[{{anime}} cartoon]] style and {{realism}}, leading down into the UncannyValley.{{realism}}.
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* Creator/PolygonPictures uses this for the second ''Anime/GhostInTheShell'' movie, ''Manga/KnightsOfSidonia'', ''Manga/{{Ajin}}'', and ''Manga/FistOfTheBlueSky''. They're also responsible for the cel-shading of American animated shows ''WesternAnimation/TronUprising'' (where their style originated from) and ''WesternAnimation/TransformersRobotsInDisguise2015'', as well as the less obvious ''WesternAnimation/TransformersPrime'' and ''WesternAnimation/StarWarsTheCloneWars''.

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* Creator/PolygonPictures uses this for the second ''Anime/GhostInTheShell'' ''Anime/GhostInTheShell1995'' movie, ''Manga/KnightsOfSidonia'', ''Manga/{{Ajin}}'', and ''Manga/FistOfTheBlueSky''. They're also responsible for the cel-shading of American animated shows ''WesternAnimation/TronUprising'' (where their style originated from) and ''WesternAnimation/TransformersRobotsInDisguise2015'', as well as the less obvious ''WesternAnimation/TransformersPrime'' and ''WesternAnimation/StarWarsTheCloneWars''.
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* ''VideoGame/HiFiRush''
* ''VideoGame/MikaAndTheWitchsMountain''
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* ''VideoGame/BendyAndTheInkMachine'' uses a cel-shaded sytle that [[{{Retraux}} imates the look of early 30s animation]] and includes hand-drawn textures.

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pulled because they fit better on this new trope https://tvtropes.org/pmwiki/discussion.php?id=lqcubkmsvrg348trktkppo75


* ''VideoGame/{{Borderlands}}'' used black outlines and textures with penciled-in lines to give the game a stylized ComicBook-esque look, but the lighting and shading was done realistically. ''VideoGame/{{Borderlands 2}}'', however, used a combination real-time filter and specially crafted textures to give the in-game world and characters the ComicBook-esque look, but had the lighting and shading exempted from the filter- this allows the characters to look comic book-esque, but keep lighting and shadows realistic, at the cost of high GPU load [[http://www.gamefront.com/how-to-improve-borderlands-2-with-ini-file-tweaks/]]. Gamers have found that turning off the filter (by tweaking the .ini file) reduced the comic book-esque effect to almost nonexistent, but it does make the game run smoother on lower end GPU hardware.
* ''VideoGame/StreetFighterIV'' has a sort of inkbrush look but does not use actual cel-shading.



* The wildebeest stampede in ''WesternAnimation/TheLionKing'' was animated using Creator/{{Pixar}}'s Renderman computer graphics technology, but colored by hand with Pixar's [=CAPS=] technology, which was used by the rest of the film.



* The Disney short ''WesternAnimation/{{Paperman}}'' looks almost as if it were cel-shaded, but noticeably different; the animation looks traditional, but it is also akin to a CG film. The animators actually drew lines by hand on top of the CG models to achieve this look.

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* The Disney short ''WesternAnimation/{{Paperman}}'' looks almost as if it were cel-shaded, but noticeably different; the animation looks traditional, but it is also akin to a CG film. The animators actually drew lines by hand on top of the CG models to achieve this look.






* For some reason, many games running on the Unreal Engine that uses outlined models, such as Trendy's ''VideoGame/DungeonDefenders'', [=SUDA51=]'s ''VideoGame/LollipopChainsaw'' and the aforementioned ''VideoGame/{{Borderlands}}''. The models may be outlined, but the shading is realistic (except ''Lollipop Chainsaw'', which uses a more stylish shading technique, but it's still not cel-shading). Mind you, this isn't a technical limitation of the engine. Either it is a deliberate technique or a [[Main/LazyArtist reluctance to develop new materials in the Material Editor.]]

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* For some reason, many games running on the Unreal Engine that uses outlined models, such as Trendy's ''VideoGame/DungeonDefenders'', [=SUDA51=]'s ''VideoGame/LollipopChainsaw'' and the aforementioned ''VideoGame/{{Borderlands}}''. The models may be outlined, but the shading is realistic (except ''Lollipop Chainsaw'', which uses a more stylish shading technique, but it's still not cel-shading). Mind you, this isn't a technical limitation of the engine. Either it is a deliberate technique or a [[Main/LazyArtist reluctance to develop new materials in the Material Editor.]]



* ''VideoGame/TinyAndBig'' has a visual style made to resemble comic books, and makes use of thick outlines for that purpose, but the lighting itself is rendered as normal before being overlaid with a set of hand-drawn shadow textures that take the place of traditional color-based shadows. The developers call their solution the "hatch shader," and explain the rendering process in greater detail [[https://www.indiedb.com/games/tiny-big/news/the-guys-behind-tiny-and-big-johannes-spohr-engine-programmer here]] and [[http://www.the-stamm.com/wordpress/?portfolio=hatch-shader here.]]

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* ''VideoGame/TinyAndBig'' has a visual style made to resemble comic books, and makes use of thick outlines for that purpose, but the lighting itself is rendered as normal before being overlaid with a set of hand-drawn shadow textures that take the place of traditional color-based shadows. The developers call their solution the "hatch shader," and explain the rendering process in greater detail [[https://www.indiedb.com/games/tiny-big/news/the-guys-behind-tiny-and-big-johannes-spohr-engine-programmer here]] and [[http://www.the-stamm.com/wordpress/?portfolio=hatch-shader here.]]

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