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Those are two drastically different artstyles. Neither of them really are engine shader stuff, just someone drawing good textures in Photoshop. Paper Mario is
by Jasper_ 7y ago
Those are two drastically different artstyles. Neither of them really are engine shader stuff, just someone drawing good textures in Photoshop.
Paper Mario is all hand-authored baked vertex colors and very simple textures. Artists spent a lot of time in Maya hand-tweaking each vertex individually, e.g. see my viewer here https://noclip.website/#ttyd/jin_00 https://noclip.website/#ttyd/jin_00
Borderlands has some basic engine technology with outlines -- running a basic Sobel on the depth buffer to find depth discontinuities and drawing lines there, but most interior lines are on the texture itself. Lighting is also modified with a ramp -- the "raw" incoming radiance from lighting is thrown into an artist-authored lookup table and tweaked before being thrown to the shader. Normal maps are seldom used.
- jayd16 7y ago>find depth discontinuities and drawing lines there, but most interior lines are on the texture itself I honestly thought a lot more was going on here but now that I look back at it you seem to be correct. Impressive how simple it is.